CommonConstructors.h 3.9 KB

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  1. /*
  2. * CommonConstructors.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "CDefaultObjectTypeHandler.h"
  12. #include "../LogicalExpression.h"
  13. #include "../mapObjects/MiscObjects.h"
  14. #include "../mapObjects/CGCreature.h"
  15. #include "../mapObjects/CGHeroInstance.h"
  16. #include "../mapObjects/CGResource.h"
  17. #include "../mapObjects/CGTownInstance.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. class CGArtifact;
  20. class CGObjectInstance;
  21. class CGTownInstance;
  22. class CGHeroInstance;
  23. class CGMarket;
  24. class CHeroClass;
  25. class CGCreature;
  26. class CGBoat;
  27. class CFaction;
  28. class CStackBasicDescriptor;
  29. class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
  30. {
  31. public:
  32. bool isStaticObject() override;
  33. };
  34. class CreatureInstanceConstructor : public CDefaultObjectTypeHandler<CGCreature>
  35. {
  36. public:
  37. bool hasNameTextID() const override;
  38. std::string getNameTextID() const override;
  39. };
  40. class ResourceInstanceConstructor : public CDefaultObjectTypeHandler<CGResource>
  41. {
  42. JsonNode config;
  43. GameResID resourceType;
  44. public:
  45. void initTypeData(const JsonNode & input) override;
  46. bool hasNameTextID() const override;
  47. std::string getNameTextID() const override;
  48. GameResID getResourceType() const;
  49. int getAmountMultiplier() const;
  50. int getBaseAmount(vstd::RNG & rng) const;
  51. void randomizeObject(CGResource * object, IGameRandomizer & gameRandomizer) const override;
  52. };
  53. class DLL_LINKAGE MineInstanceConstructor : public CDefaultObjectTypeHandler<CGMine>
  54. {
  55. JsonNode config;
  56. GameResID resourceType;
  57. ui32 defaultQuantity;
  58. public:
  59. void initTypeData(const JsonNode & input) override;
  60. GameResID getResourceType() const;
  61. ui32 getDefaultQuantity() const;
  62. std::string getDescriptionTextID() const;
  63. std::string getDescriptionTranslated() const;
  64. };
  65. class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
  66. {
  67. JsonNode filtersJson;
  68. protected:
  69. bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const override;
  70. void initTypeData(const JsonNode & input) override;
  71. public:
  72. const CFaction * faction = nullptr;
  73. std::map<std::string, LogicalExpression<BuildingID>> filters;
  74. void initializeObject(CGTownInstance * object) const override;
  75. void randomizeObject(CGTownInstance * object, IGameRandomizer & gameRandomizer) const override;
  76. void afterLoadFinalization() override;
  77. bool hasNameTextID() const override;
  78. std::string getNameTextID() const override;
  79. };
  80. class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
  81. {
  82. struct HeroFilter
  83. {
  84. HeroTypeID fixedHero;
  85. bool allowMale;
  86. bool allowFemale;
  87. };
  88. std::map<std::string, HeroFilter> filters;
  89. const CHeroClass * heroClass = nullptr;
  90. std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const override;
  91. void initTypeData(const JsonNode & input) override;
  92. public:
  93. void randomizeObject(CGHeroInstance * object, IGameRandomizer & gameRandomizer) const override;
  94. bool hasNameTextID() const override;
  95. std::string getNameTextID() const override;
  96. };
  97. class DLL_LINKAGE BoatInstanceConstructor : public CDefaultObjectTypeHandler<CGBoat>
  98. {
  99. protected:
  100. void initTypeData(const JsonNode & config) override;
  101. std::vector<std::shared_ptr<Bonus>> bonuses;
  102. EPathfindingLayer layer;
  103. bool onboardAssaultAllowed; //if true, hero can attack units from transport
  104. bool onboardVisitAllowed; //if true, hero can visit objects from transport
  105. AnimationPath actualAnimation; //for OH3 boats those have actual animations
  106. AnimationPath overlayAnimation; //waves animations
  107. std::array<AnimationPath, PlayerColor::PLAYER_LIMIT_I> flagAnimations;
  108. public:
  109. void initializeObject(CGBoat * object) const override;
  110. /// Returns boat preview animation, for use in Shipyards
  111. AnimationPath getBoatAnimationName() const;
  112. };
  113. VCMI_LIB_NAMESPACE_END