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/*
* CTownHandler . 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
*
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*/
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# pragma once
# include "ConstTransitivePtr.h"
# include "ResourceSet.h"
# include "int3.h"
# include "GameConstants.h"
# include "IHandlerBase.h"
# include "LogicalExpression.h"
# include "battle/BattleHex.h"
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class CLegacyConfigParser ;
class JsonNode ;
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class CTown ;
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class CFaction ;
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struct BattleHex ;
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/// a typical building encountered in every castle ;]
/// this is structure available to both client and server
/// contains all mechanics-related data about town structures
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class DLL_LINKAGE CBuilding
{
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std : : string name ;
std : : string description ;
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public :
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typedef LogicalExpression < BuildingID > TRequired ;
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CTown * town ; // town this building belongs to
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TResources resources ;
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TResources produce ;
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TRequired requirements ;
std : : string identifier ;
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BuildingID bid ; //structure ID
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BuildingID upgrade ; /// indicates that building "upgrade" can be improved by this, -1 = empty
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enum EBuildMode
{
BUILD_NORMAL , // 0 - normal, default
BUILD_AUTO , // 1 - auto - building appears when all requirements are built
BUILD_SPECIAL , // 2 - special - building can not be built normally
BUILD_GRAIL // 3 - grail - building reqires grail to be built
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} mode ;
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CBuilding ( ) ;
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const std : : string & Name ( ) const ;
const std : : string & Description ( ) const ;
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//return base of upgrade(s) or this
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BuildingID getBase ( ) const ;
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// returns how many times build has to be upgraded to become build
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si32 getDistance ( BuildingID build ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & identifier ;
h & town ;
h & bid ;
h & resources ;
h & produce ;
h & name ;
h & description ;
h & requirements ;
h & upgrade ;
h & mode ;
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}
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friend class CTownHandler ;
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} ;
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/// This is structure used only by client
/// Consists of all gui-related data about town structures
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/// Should be moved from lib to client
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struct DLL_LINKAGE CStructure
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{
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CBuilding * building ; // base building. If null - this structure will be always present on screen
CBuilding * buildable ; // building that will be used to determine built building and visible cost. Usually same as "building"
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int3 pos ;
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std : : string defName , borderName , areaName , identifier ;
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bool hiddenUpgrade ; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & pos ;
h & defName ;
h & borderName ;
h & areaName ;
h & identifier ;
h & building ;
h & buildable ;
h & hiddenUpgrade ;
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}
} ;
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struct DLL_LINKAGE SPuzzleInfo
{
ui16 number ; //type of puzzle
si16 x , y ; //position
ui16 whenUncovered ; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
std : : string filename ; //file with graphic of this puzzle
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & number ;
h & x ;
h & y ;
h & whenUncovered ;
h & filename ;
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}
} ;
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class DLL_LINKAGE CFaction
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{
public :
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CFaction ( ) ;
~ CFaction ( ) ;
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std : : string name ; //town name, by default - from TownName.txt
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std : : string identifier ;
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TFaction index ;
ETerrainType nativeTerrain ;
EAlignment : : EAlignment alignment ;
CTown * town ; //NOTE: can be null
std : : string creatureBg120 ;
std : : string creatureBg130 ;
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std : : vector < SPuzzleInfo > puzzleMap ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & name ;
h & identifier ;
h & index ;
h & nativeTerrain ;
h & alignment ;
h & town ;
h & creatureBg120 ;
h & creatureBg130 ;
h & puzzleMap ;
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}
} ;
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class DLL_LINKAGE CTown
{
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public :
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CTown ( ) ;
~ CTown ( ) ;
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// TODO: remove once save and mod compatability not needed
static std : : vector < BattleHex > defaultMoatHexes ( ) ;
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std : : string getFactionName ( ) const ;
std : : string getBuildingScope ( ) const ;
std : : set < si32 > getAllBuildings ( ) const ;
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CFaction * faction ;
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std : : vector < std : : string > names ; //names of the town instances
/// level -> list of creatures on this tier
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// TODO: replace with pointers to CCreature
std : : vector < std : : vector < CreatureID > > creatures ;
std : : map < BuildingID , ConstTransitivePtr < CBuilding > > buildings ;
std : : vector < std : : string > dwellings ; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
std : : vector < std : : string > dwellingNames ;
// should be removed at least from configs in favor of auto-detection
std : : map < int , int > hordeLvl ; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
ui32 mageLevel ; //max available mage guild level
ui16 primaryRes ;
ArtifactID warMachine ;
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si32 moatDamage ;
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std : : vector < BattleHex > moatHexes ;
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// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
// resulting chance = sqrt(town.chance * heroClass.chance)
ui32 defaultTavernChance ;
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// Client-only data. Should be moved away from lib
struct ClientInfo
{
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struct Point
{
si32 x ;
si32 y ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
h & x ;
h & y ;
}
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} ;
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//icons [fort is present?][build limit reached?] -> index of icon in def files
int icons [ 2 ] [ 2 ] ;
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std : : string iconSmall [ 2 ] [ 2 ] ; /// icon names used during loading
std : : string iconLarge [ 2 ] [ 2 ] ;
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std : : string tavernVideo ;
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std : : string musicTheme ;
std : : string townBackground ;
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std : : string guildBackground ;
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std : : string guildWindow ;
std : : string buildingsIcons ;
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std : : string hallBackground ;
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/// vector[row][column] = list of buildings in this slot
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std : : vector < std : : vector < std : : vector < BuildingID > > > hallSlots ;
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/// list of town screen structures.
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
std : : vector < ConstTransitivePtr < CStructure > > structures ;
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std : : string siegePrefix ;
std : : vector < Point > siegePositions ;
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CreatureID siegeShooter ; // shooter creature ID
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & icons ;
h & iconSmall ;
h & iconLarge ;
h & tavernVideo ;
h & musicTheme ;
h & townBackground ;
h & guildBackground ;
h & guildWindow ;
h & buildingsIcons ;
h & hallBackground ;
h & hallSlots ;
h & structures ;
h & siegePrefix ;
h & siegePositions ;
h & siegeShooter ;
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}
} clientInfo ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & names ;
h & faction ;
h & creatures ;
h & dwellings ;
h & dwellingNames ;
h & buildings ;
h & hordeLvl ;
h & mageLevel ;
h & primaryRes ;
h & warMachine ;
h & clientInfo ;
h & moatDamage ;
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if ( version > = 758 )
{
h & moatHexes ;
}
else if ( ! h . saving )
{
moatHexes = defaultMoatHexes ( ) ;
}
h & defaultTavernChance ;
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}
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} ;
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class DLL_LINKAGE CTownHandler : public IHandlerBase
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{
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struct BuildingRequirementsHelper
{
JsonNode json ;
CBuilding * building ;
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CTown * town ;
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} ;
std : : vector < BuildingRequirementsHelper > requirementsToLoad ;
void initializeRequirements ( ) ;
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/// loads CBuilding's into town
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void loadBuildingRequirements ( CBuilding * building , const JsonNode & source ) ;
void loadBuilding ( CTown * town , const std : : string & stringID , const JsonNode & source ) ;
void loadBuildings ( CTown * town , const JsonNode & source ) ;
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/// loads CStructure's into town
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void loadStructure ( CTown & town , const std : : string & stringID , const JsonNode & source ) ;
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void loadStructures ( CTown & town , const JsonNode & source ) ;
/// loads town hall vector (hallSlots)
void loadTownHall ( CTown & town , const JsonNode & source ) ;
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void loadSiegeScreen ( CTown & town , const JsonNode & source ) ;
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void loadClientData ( CTown & town , const JsonNode & source ) ;
void loadTown ( CTown & town , const JsonNode & source ) ;
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void loadPuzzle ( CFaction & faction , const JsonNode & source ) ;
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CFaction * loadFromJson ( const JsonNode & data , const std : : string & identifier ) ;
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void loadRandomFaction ( ) ;
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public :
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std : : vector < ConstTransitivePtr < CFaction > > factions ;
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CTown * randomTown ;
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CTownHandler ( ) ; //c-tor, set pointer in VLC to this
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~ CTownHandler ( ) ;
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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 ;
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void loadCustom ( ) override ;
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void afterLoadFinalization ( ) override ;
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std : : vector < bool > getDefaultAllowed ( ) const override ;
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std : : set < TFaction > getAllowedFactions ( bool withTown = true ) const ;
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//json serialization helper
static si32 decodeFaction ( const std : : string & identifier ) ;
//json serialization helper
static std : : string encodeFaction ( const si32 index ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & factions ;
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if ( version > = 770 )
{
h & randomTown ;
}
else if ( ! h . saving )
{
loadRandomFaction ( ) ;
}
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}
} ;