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							- #pragma once
 
- #include "ObjectTemplate.h"
 
- #include "../GameConstants.h"
 
- #include "../ConstTransitivePtr.h"
 
- #include "../IHandlerBase.h"
 
- #include "../JsonNode.h"
 
- /*
 
-  * CObjectClassesHandler.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 JsonNode;
 
- class CRandomGenerator;
 
- /// Structure that describes placement rules for this object in random map
 
- struct DLL_LINKAGE RandomMapInfo
 
- {
 
- 	/// How valuable this object is, 1k = worthless, 10k = Utopia-level
 
- 	ui32 value;
 
- 	/// How many of such objects can be placed on map, 0 = object can not be placed by RMG
 
- 	ui32 mapLimit;
 
- 	/// How many of such objects can be placed in one zone, 0 = unplaceable
 
- 	ui32 zoneLimit;
 
- 	/// Rarity of object, 5 = extremely rare, 100 = common
 
- 	ui32 rarity;
 
- 	RandomMapInfo():
 
- 		value(0),
 
- 		mapLimit(0),
 
- 		zoneLimit(0),
 
- 		rarity(0)
 
- 	{}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & value & mapLimit & zoneLimit & rarity;
 
- 	}
 
- };
 
- class DLL_LINKAGE IObjectInfo
 
- {
 
- public:
 
- 	struct CArmyStructure
 
- 	{
 
- 		ui32 totalStrength;
 
- 		ui32 shootersStrength;
 
- 		ui32 flyersStrength;
 
- 		ui32 walkersStrength;
 
- 		CArmyStructure() :
 
- 			totalStrength(0),
 
- 			shootersStrength(0),
 
- 			flyersStrength(0),
 
- 			walkersStrength(0)
 
- 		{}
 
- 		bool operator <(const CArmyStructure & other) const
 
- 		{
 
- 			return this->totalStrength < other.totalStrength;
 
- 		}
 
- 	};
 
- 	/// Returns possible composition of guards. Actual guards would be
 
- 	/// somewhere between these two values
 
- 	virtual CArmyStructure minGuards() const { return CArmyStructure(); }
 
- 	virtual CArmyStructure maxGuards() const { return CArmyStructure(); }
 
- 	virtual bool givesResources() const { return false; }
 
- 	virtual bool givesExperience() const { return false; }
 
- 	virtual bool givesMana() const { return false; }
 
- 	virtual bool givesMovement() const { return false; }
 
- 	virtual bool givesPrimarySkills() const { return false; }
 
- 	virtual bool givesSecondarySkills() const { return false; }
 
- 	virtual bool givesArtifacts() const { return false; }
 
- 	virtual bool givesCreatures() const { return false; }
 
- 	virtual bool givesSpells() const { return false; }
 
- 	virtual bool givesBonuses() const { return false; }
 
- };
 
- class CGObjectInstance;
 
- class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
 
- {
 
- 	RandomMapInfo rmgInfo;
 
- 	/// Human-readable name of this object, used for objects like banks and dwellings, if set
 
- 	boost::optional<std::string> objectName;
 
- 	si32 type;
 
- 	si32 subtype;
 
- 	JsonNode base; /// describes base template
 
- 	std::vector<ObjectTemplate> templates;
 
- protected:
 
- 	virtual bool objectFilter(const CGObjectInstance *, const ObjectTemplate &) const;
 
- 	/// initialization for classes that inherit this one
 
- 	virtual void initTypeData(const JsonNode & input);
 
- public:
 
- 	virtual ~AObjectTypeHandler(){}
 
- 	void setType(si32 type, si32 subtype);
 
- 	/// loads generic data from Json structure and passes it towards type-specific constructors
 
- 	void init(const JsonNode & input, boost::optional<std::string> name = boost::optional<std::string>());
 
- 	/// Returns object-specific name, if set
 
- 	boost::optional<std::string> getCustomName() const;
 
- 	void addTemplate(ObjectTemplate templ);
 
- 	void addTemplate(JsonNode config);
 
- 	/// returns all templates matching parameters
 
- 	std::vector<ObjectTemplate> getTemplates() const;
 
- 	std::vector<ObjectTemplate> getTemplates(si32 terrainType) const;
 
- 	/// returns preferred template for this object, if present (e.g. one of 3 possible templates for town - village, fort and castle)
 
- 	/// note that appearance will not be changed - this must be done separately (either by assignment or via pack from server)
 
- 	boost::optional<ObjectTemplate> getOverride(si32 terrainType, const CGObjectInstance * object) const;
 
- 	const RandomMapInfo & getRMGInfo();
 
- 	virtual bool isStaticObject();
 
- 	virtual void afterLoadFinalization();
 
- 	/// Creates object and set up core properties (like ID/subID). Object is NOT initialized
 
- 	/// to allow creating objects before game start (e.g. map loading)
 
- 	virtual CGObjectInstance * create(ObjectTemplate tmpl) const = 0;
 
- 	/// Configures object properties. Should be re-entrable, resetting state of the object if necessarily
 
- 	/// This should set remaining properties, including randomized or depending on map
 
- 	virtual void configureObject(CGObjectInstance * object, CRandomGenerator & rng) const = 0;
 
- 	/// Returns object configuration, if available. Othervice returns NULL
 
- 	virtual std::unique_ptr<IObjectInfo> getObjectInfo(ObjectTemplate tmpl) const = 0;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & type & subtype & templates & rmgInfo & objectName;
 
- 	}
 
- };
 
- typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;
 
- class DLL_LINKAGE CObjectClassesHandler : public IHandlerBase
 
- {
 
- 	/// Small internal structure that contains information on specific group of objects
 
- 	/// (creating separate entity is overcomplicating at least at this point)
 
- 	struct ObjectContainter
 
- 	{
 
- 		si32 id;
 
- 		std::string name; // human-readable name
 
- 		std::string handlerName; // ID of handler that controls this object, shoul be determined using hadlerConstructor map
 
- 		JsonNode base;
 
- 		std::map<si32, TObjectTypeHandler> objects;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & name & handlerName & base & objects;
 
- 		}
 
- 	};
 
- 	/// list of object handlers, each of them handles only one type
 
- 	std::map<si32, ObjectContainter * > objects;
 
- 	/// map that is filled during contruction with all known handlers. Not serializeable due to usage of std::function
 
- 	std::map<std::string, std::function<TObjectTypeHandler()> > handlerConstructors;
 
- 	/// container with H3 templates, used only during loading, no need to serialize it
 
- 	typedef std::multimap<std::pair<si32, si32>, ObjectTemplate> TTemplatesContainer;
 
- 	TTemplatesContainer legacyTemplates;
 
- 	/// contains list of custom names for H3 objects (e.g. Dwellings), used to load H3 data
 
- 	/// format: customNames[primaryID][secondaryID] -> name
 
- 	std::map<si32, std::vector<std::string>> customNames;
 
- 	void loadObjectEntry(const JsonNode & entry, ObjectContainter * obj);
 
- 	ObjectContainter * loadFromJson(const JsonNode & json);
 
- public:
 
- 	CObjectClassesHandler();
 
- 	std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
 
- 	void loadObject(std::string scope, std::string name, const JsonNode & data) override;
 
- 	void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
 
- 	void loadSubObject(std::string name, JsonNode config, si32 ID, boost::optional<si32> subID = boost::optional<si32>());
 
- 	void removeSubObject(si32 ID, si32 subID);
 
- 	void beforeValidate(JsonNode & object) override;
 
- 	void afterLoadFinalization() override;
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	/// Queries to detect loaded objects
 
- 	std::set<si32> knownObjects() const;
 
- 	std::set<si32> knownSubObjects(si32 primaryID) const;
 
- 	/// returns handler for specified object (ID-based). ObjectHandler keeps ownership
 
- 	TObjectTypeHandler getHandlerFor(si32 type, si32 subtype) const;
 
- 	std::string getObjectName(si32 type) const;
 
- 	std::string getObjectName(si32 type, si32 subtype) const;
 
- 	
 
- 	/// Returns handler string describing the handler (for use in client)
 
- 	std::string getObjectHandlerName(si32 type) const;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & objects;
 
- 	}
 
- };
 
 
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