| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334 | /* * 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 * */#pragma once#include "ObjectTemplate.h"#include "../GameConstants.h"#include "../ConstTransitivePtr.h"#include "../IHandlerBase.h"#include "../JsonNode.h"VCMI_LIB_NAMESPACE_BEGINclass JsonNode;class CRandomGenerator;struct SObjectSounds{	std::vector<std::string> ambient;	std::vector<std::string> visit;	std::vector<std::string> removal;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & ambient;		h & visit;		h & removal;	}};/// Structure that describes placement rules for this object in random mapstruct 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;		h & mapLimit;		h & zoneLimit;		h & rarity;	}};struct DLL_LINKAGE CompoundMapObjectID{	si32 primaryID;	si32 secondaryID;	CompoundMapObjectID(si32 primID, si32 secID) : primaryID(primID), secondaryID(secID) {};	bool operator<(const CompoundMapObjectID& other) const	{		if(this->primaryID != other.primaryID)			return this->primaryID < other.primaryID;		else			return this->secondaryID < other.secondaryID;	}	bool operator==(const CompoundMapObjectID& other) const	{		return (this->primaryID == other.primaryID) && (this->secondaryID == other.secondaryID);	}};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; }	virtual ~IObjectInfo() = default;};class CGObjectInstance;/// Class responsible for creation of objects of specific type & subtypeclass DLL_LINKAGE AObjectTypeHandler : public boost::noncopyable{	friend class CObjectClassesHandler;	RandomMapInfo rmgInfo;	JsonNode base; /// describes base template	std::vector<std::shared_ptr<const ObjectTemplate>> templates;	SObjectSounds sounds;	boost::optional<si32> aiValue;	boost::optional<std::string> battlefield;	std::string modScope;	std::string typeName;	std::string subTypeName;	si32 type;	si32 subtype;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);public:	virtual ~AObjectTypeHandler() = default;	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;	/// Returns object-specific name, if set	SObjectSounds getSounds() const;	void addTemplate(const std::shared_ptr<const ObjectTemplate> & templ);	void addTemplate(JsonNode config);	/// 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;	/// 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)	std::shared_ptr<const ObjectTemplate> getOverride(TerrainId terrainType, const CGObjectInstance * object) const;	BattleField getBattlefield() const;	const RandomMapInfo & getRMGInfo();	boost::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 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 CGObjectInstance * create(std::shared_ptr<const ObjectTemplate> tmpl = nullptr) 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. Otherwise returns NULL	virtual std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const = 0;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & type;		h & subtype;		h & templates;		h & rmgInfo;		h & modScope;		h & typeName;		h & subTypeName;		h & sounds;		h & aiValue;		h & battlefield;	}};typedef std::shared_ptr<AObjectTypeHandler> TObjectTypeHandler;/// Class responsible for creation of adventure map objects of specific typeclass DLL_LINKAGE ObjectClass{public:	std::string modScope;	std::string identifier;	si32 id;	std::string handlerName; // ID of handler that controls this object, should be determined using handlerConstructor map	JsonNode base;	std::vector<TObjectTypeHandler> objects;	ObjectClass() = default;	std::string getJsonKey() const;	std::string getNameTextID() const;	std::string getNameTranslated() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & id;		h & handlerName;		h & base;		h & objects;		h & identifier;		h & modScope;	}};/// Main class responsible for creation of all adventure map objectsclass DLL_LINKAGE CObjectClassesHandler : public IHandlerBase{	/// list of object handlers, each of them handles only one type	std::vector<ObjectClass * > 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>, std::shared_ptr<const ObjectTemplate>> TTemplatesContainer;	TTemplatesContainer legacyTemplates;	TObjectTypeHandler loadSubObjectFromJson(const std::string & scope, const std::string & identifier, const JsonNode & entry, ObjectClass * obj, size_t index);	void loadSubObject(const std::string & scope, const std::string & identifier, const JsonNode & entry, ObjectClass * obj);	void loadSubObject(const std::string & scope, const std::string & identifier, const JsonNode & entry, ObjectClass * obj, size_t index);	ObjectClass * loadFromJson(const std::string & scope, const JsonNode & json, const std::string & name, size_t index);public:	CObjectClassesHandler();	~CObjectClassesHandler();	std::vector<JsonNode> loadLegacyData() 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(const std::string & identifier, JsonNode config, si32 ID, si32 subID);	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;	TObjectTypeHandler getHandlerFor(const std::string & scope, const std::string & type, const std::string & subtype) const;	TObjectTypeHandler getHandlerFor(CompoundMapObjectID compoundIdentifier) const;	std::string getObjectName(si32 type, si32 subtype) const;	SObjectSounds getObjectSounds(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;	}};VCMI_LIB_NAMESPACE_END
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