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- #pragma once
- #include "CObjectClassesHandler.h"
- #include "../CTownHandler.h" // for building ID-based filters
- /*
- * CommonConstructors.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- class CGObjectInstance;
- class CGTownInstance;
- class CGHeroInstance;
- class CGDwelling;
- //class CGArtifact;
- //class CGCreature;
- class CHeroClass;
- class CBank;
- class CStackBasicDescriptor;
- /// Class that is used for objects that do not have dedicated handler
- template<class ObjectType>
- class CDefaultObjectTypeHandler : public AObjectTypeHandler
- {
- protected:
- ObjectType * createTyped(ObjectTemplate tmpl) const
- {
- auto obj = new ObjectType();
- obj->ID = tmpl.id;
- obj->subID = tmpl.subid;
- obj->appearance = tmpl;
- return obj;
- }
- public:
- CDefaultObjectTypeHandler(){}
- CGObjectInstance * create(ObjectTemplate tmpl) const
- {
- return createTyped(tmpl);
- }
- virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const
- {
- }
- virtual std::unique_ptr<IObjectInfo> getObjectInfo(ObjectTemplate tmpl) const
- {
- return nullptr;
- }
- };
- class CObstacleConstructor : public CDefaultObjectTypeHandler<CGObjectInstance>
- {
- public:
- CObstacleConstructor();
- bool isStaticObject();
- };
- class CTownInstanceConstructor : public CDefaultObjectTypeHandler<CGTownInstance>
- {
- JsonNode filtersJson;
- protected:
- bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
- void initTypeData(const JsonNode & input);
- public:
- CFaction * faction;
- std::map<std::string, LogicalExpression<BuildingID>> filters;
- CTownInstanceConstructor();
- CGObjectInstance * create(ObjectTemplate tmpl) const;
- void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
- void afterLoadFinalization();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & filtersJson & faction & filters;
- h & static_cast<CDefaultObjectTypeHandler<CGTownInstance>&>(*this);
- }
- };
- class CHeroInstanceConstructor : public CDefaultObjectTypeHandler<CGHeroInstance>
- {
- JsonNode filtersJson;
- protected:
- bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
- void initTypeData(const JsonNode & input);
- public:
- CHeroClass * heroClass;
- std::map<std::string, LogicalExpression<HeroTypeID>> filters;
- CHeroInstanceConstructor();
- CGObjectInstance * create(ObjectTemplate tmpl) const;
- void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
- void afterLoadFinalization();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & filtersJson & heroClass & filters;
- h & static_cast<CDefaultObjectTypeHandler<CGHeroInstance>&>(*this);
- }
- };
- class CDwellingInstanceConstructor : public CDefaultObjectTypeHandler<CGDwelling>
- {
- std::vector<std::vector<const CCreature *>> availableCreatures;
- JsonNode guards;
- protected:
- bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
- void initTypeData(const JsonNode & input);
- public:
- CDwellingInstanceConstructor();
- CGObjectInstance * create(ObjectTemplate tmpl) const;
- void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
- bool producesCreature(const CCreature * crea) const;
- std::vector<const CCreature *> getProducedCreatures() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & availableCreatures & guards;
- h & static_cast<CDefaultObjectTypeHandler<CGDwelling>&>(*this);
- }
- };
- struct BankConfig
- {
- BankConfig() { chance = upgradeChance = combatValue = value = 0; };
- ui32 value; //overall value of given things
- ui32 chance; //chance for this level being chosen
- ui32 upgradeChance; //chance for creatures to be in upgraded versions
- ui32 combatValue; //how hard are guards of this level
- std::vector<CStackBasicDescriptor> guards; //creature ID, amount
- Res::ResourceSet resources; //resources given in case of victory
- std::vector<CStackBasicDescriptor> creatures; //creatures granted in case of victory (creature ID, amount)
- std::vector<ArtifactID> artifacts; //artifacts given in case of victory
- std::vector<SpellID> spells; // granted spell(s), for Pyramid
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & spells;
- }
- };
- typedef std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>> TPossibleGuards;
- class DLL_LINKAGE CBankInfo : public IObjectInfo
- {
- JsonVector config;
- public:
- CBankInfo(JsonVector config);
- TPossibleGuards getPossibleGuards() const;
- //I have no idea what do these functions do or were supposed to do - War
- CArmyStructure minGuards() const;
- CArmyStructure maxGuards() const;
- bool givesResources() const;
- bool givesArtifacts() const;
- bool givesCreatures() const;
- bool givesSpells() const;
- };
- class CBankInstanceConstructor : public CDefaultObjectTypeHandler<CBank>
- {
- BankConfig generateConfig(const JsonNode & conf, CRandomGenerator & rng) const;
- JsonVector levels;
- protected:
- void initTypeData(const JsonNode & input);
- public:
- // all banks of this type will be reset N days after clearing,
- si32 bankResetDuration;
- CBankInstanceConstructor();
- CGObjectInstance *create(ObjectTemplate tmpl) const;
- void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const;
- std::unique_ptr<IObjectInfo> getObjectInfo(ObjectTemplate tmpl) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & levels & bankResetDuration;
- h & static_cast<CDefaultObjectTypeHandler<CBank>&>(*this);
- }
- };
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