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vcmi/lib/Terrain.cpp

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/*
* Terrain.cpp, 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
*
*/
#include "Terrain.h"
#include "VCMI_Lib.h"
#include "CModHandler.h"
//regular expression to change id for string at config
//("allowedTerrain"\s*:\s*\[.*)9(.*\],\n)
//\1"rock"\2
const Terrain Terrain::ANY("ANY");
Terrain Terrain::createTerrainTypeH3M(int tId)
{
static std::array<std::string, 10> terrainsH3M
{
"dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
};
return Terrain(terrainsH3M.at(tId));
}
Terrain Terrain::createTerrainByCode(const std::string & typeCode)
{
for(const auto & terrain : Manager::terrains())
{
if(Manager::getInfo(terrain).typeCode == typeCode)
return terrain;
}
return Terrain::ANY;
}
Terrain::Manager::Manager()
{
auto allConfigs = VLC->modh->getActiveMods();
allConfigs.insert(allConfigs.begin(), "core");
for(auto & mod : allConfigs)
{
if(!CResourceHandler::get(mod)->existsResource(ResourceID("config/terrains.json")))
continue;
JsonNode terrs(mod, ResourceID("config/terrains.json"));
for(auto & terr : terrs.Struct())
{
Terrain::Info info;
info.moveCost = terr.second["moveCost"].Integer();
const JsonVector &unblockedVec = terr.second["minimapUnblocked"].Vector();
info.minimapUnblocked =
{
ui8(unblockedVec[0].Float()),
ui8(unblockedVec[1].Float()),
ui8(unblockedVec[2].Float())
};
const JsonVector &blockedVec = terr.second["minimapBlocked"].Vector();
info.minimapBlocked =
{
ui8(blockedVec[0].Float()),
ui8(blockedVec[1].Float()),
ui8(blockedVec[2].Float())
};
info.musicFilename = terr.second["music"].String();
info.tilesFilename = terr.second["tiles"].String();
if(terr.second["type"].isNull())
{
info.type = Terrain::Info::Type::Land;
}
else
{
auto s = terr.second["type"].String();
if(s == "LAND") info.type = Terrain::Info::Type::Land;
if(s == "WATER") info.type = Terrain::Info::Type::Water;
if(s == "SUB") info.type = Terrain::Info::Type::Subterranean;
if(s == "ROCK") info.type = Terrain::Info::Type::Rock;
}
if(terr.second["horseSoundId"].isNull())
{
info.horseSoundId = 9; //rock sound as default
}
else
{
info.horseSoundId = terr.second["horseSoundId"].Integer();
}
if(!terr.second["text"].isNull())
{
info.terrainText = terr.second["text"].String();
}
if(terr.second["code"].isNull())
{
info.typeCode = terr.first.substr(0, 2);
}
else
{
info.typeCode = terr.second["code"].String();
assert(info.typeCode.length() == 2);
}
terrainInfo[Terrain(terr.first)] = info;
}
}
}
Terrain::Manager & Terrain::Manager::get()
{
static Terrain::Manager manager;
return manager;
}
std::vector<Terrain> Terrain::Manager::terrains()
{
std::vector<Terrain> _terrains;
for(const auto & info : Terrain::Manager::get().terrainInfo)
_terrains.push_back(info.first);
return _terrains;
}
const Terrain::Info & Terrain::Manager::getInfo(const Terrain & terrain)
{
return Terrain::Manager::get().terrainInfo.at(terrain);
}
std::ostream & operator<<(std::ostream & os, const Terrain terrainType)
{
return os << static_cast<const std::string &>(terrainType);
}
Terrain::operator std::string() const
{
return name;
}
Terrain::Terrain(const std::string & _name) : name(_name)
{}
Terrain& Terrain::operator=(const Terrain & _name)
{
name = _name.name;
return *this;
}
Terrain& Terrain::operator=(const std::string & _name)
{
name = _name;
return *this;
}
bool operator==(const Terrain & l, const Terrain & r)
{
return l.name == r.name;
}
bool operator!=(const Terrain & l, const Terrain & r)
{
return l.name != r.name;
}
bool operator<(const Terrain & l, const Terrain & r)
{
return l.name < r.name;
}
int Terrain::id() const
{
if(name == "ANY") return -3;
if(name == "WRONG") return -2;
if(name == "BORDER") return -1;
auto _terrains = Terrain::Manager::terrains();
auto iter = std::find(_terrains.begin(), _terrains.end(), *this);
return iter - _terrains.begin();
}
bool Terrain::isLand() const
{
return !isWater();
}
bool Terrain::isWater() const
{
return Terrain::Manager::getInfo(*this).type == Terrain::Info::Type::Water;
}
bool Terrain::isPassable() const
{
return Terrain::Manager::getInfo(*this).type != Terrain::Info::Type::Rock;
}
bool Terrain::isUnderground() const
{
return Terrain::Manager::getInfo(*this).type == Terrain::Info::Type::Subterranean;
}
bool Terrain::isNative() const
{
return name.empty();
}