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							- /*
 
-  * AObjectTypeHandler.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../constants/EntityIdentifiers.h"
 
- #include "RandomMapInfo.h"
 
- #include "SObjectSounds.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace vstd
 
- {
 
- class RNG;
 
- }
 
- class ObjectTemplate;
 
- class CGObjectInstance;
 
- class IObjectInfo;
 
- class IGameInfoCallback;
 
- class IGameRandomizer;
 
- /// Class responsible for creation of objects of specific type & subtype
 
- class DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable
 
- {
 
- 	friend class CObjectClassesHandler;
 
- 	RandomMapInfo rmgInfo;
 
- 	std::unique_ptr<JsonNode> base; /// describes base template
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> templates;
 
- 	SObjectSounds sounds;
 
- 	std::optional<si32> aiValue;
 
- 	BattleField battlefield;
 
- 	std::string modScope;
 
- 	std::string typeName;
 
- 	std::string subTypeName;
 
- 	si32 type;
 
- 	si32 subtype;
 
- 	bool blockVisit;
 
- 	bool removable;
 
- protected:
 
- 	void preInitObject(CGObjectInstance * obj) const;
 
- 	virtual bool objectFilter(const CGObjectInstance * obj, std::shared_ptr<const ObjectTemplate> tmpl) const;
 
- 	/// initialization for classes that inherit this one
 
- 	virtual void initTypeData(const JsonNode & input);
 
- 	virtual void onTemplateAdded(const std::shared_ptr<const ObjectTemplate>) {}
 
- public:
 
- 	AObjectTypeHandler();
 
- 	virtual ~AObjectTypeHandler();
 
- 	si32 getIndex() const;
 
- 	si32 getSubIndex() const;
 
- 	std::string getTypeName() const;
 
- 	std::string getSubTypeName() const;
 
- 	/// loads generic data from Json structure and passes it towards type-specific constructors
 
- 	void init(const JsonNode & input);
 
- 	/// returns full form of identifier of this object in form of modName:objectName
 
- 	std::string getJsonKey() const;
 
- 	std::string getModScope() const;
 
- 	/// Returns object-specific name, if set
 
- 	SObjectSounds getSounds() const;
 
- 	void addTemplate(const std::shared_ptr<const ObjectTemplate> & templ);
 
- 	void addTemplate(JsonNode config);
 
- 	void clearTemplates();
 
- 	/// returns all templates matching parameters
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates() const;
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> getTemplates(const TerrainId terrainType) const;
 
- 	std::vector<std::shared_ptr<const ObjectTemplate>> getMostSpecificTemplates(TerrainId 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)
 
- 	virtual std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;
 
- 	BattleField getBattlefield() const;
 
- 	const RandomMapInfo & getRMGInfo();
 
- 	std::optional<si32> getAiValue() const;
 
- 	/// returns true if this class provides custom text ID's instead of generic per-object name
 
- 	virtual bool hasNameTextID() const;
 
- 	/// returns base prefix for all translatable strings of this object
 
- 	std::string getBaseTextID() const;
 
- 	/// returns object's name in form of translatable text ID
 
- 	virtual std::string getNameTextID() const;
 
- 	/// returns object's name in form of human-readable text
 
- 	std::string getNameTranslated() const;
 
- 	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 std::shared_ptr<CGObjectInstance> create(IGameInfoCallback * cb, std::shared_ptr<const 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, IGameRandomizer & gameRandomizer) const = 0;
 
- 	/// Returns object configuration, if available. Otherwise returns NULL
 
- 	virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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