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vcmi/lib/CTownHandler.h

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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
*
*/
#pragma once
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "int3.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "LogicalExpression.h"
#include "battle/BattleHex.h"
class CLegacyConfigParser;
class JsonNode;
class CTown;
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class CFaction;
struct BattleHex;
/// a typical building encountered in every castle ;]
/// this is structure available to both client and server
/// contains all mechanics-related data about town structures
class DLL_LINKAGE CBuilding
{
std::string name;
std::string description;
public:
typedef LogicalExpression<BuildingID> TRequired;
CTown * town; // town this building belongs to
TResources resources;
TResources produce;
TRequired requirements;
std::string identifier;
BuildingID bid; //structure ID
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BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
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;
enum ETowerHeight // for lookup towers and some grails
{
HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
HEIGHT_AVERAGE = 15,
HEIGHT_HIGH = 20, // such tower is in the Tower town
HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
} height;
static const std::map<std::string, CBuilding::EBuildMode> MODES;
static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
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const std::string &Name() const;
const std::string &Description() const;
//return base of upgrade(s) or this
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BuildingID getBase() const;
// 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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STRONG_INLINE
bool IsTradeBuilding() const
{
return bid == BuildingID::MARKETPLACE || subId == BuildingSubID::ARTIFACT_MERCHANT || subId == BuildingSubID::FREELANCERS_GUILD;
}
/// input: faction, bid; output: subId, height;
void update792(const BuildingID & bid, BuildingSubID::EBuildingSubID & subId, ETowerHeight & height);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifier;
h & town;
h & bid;
h & resources;
h & produce;
h & name;
h & description;
h & requirements;
h & upgrade;
h & mode;
if(version >= 792)
{
h & subId;
h & height;
}
else if(!h.saving)
{
update792(bid, subId, height);
}
if(!h.saving)
deserializeFix();
}
friend class CTownHandler;
private:
void deserializeFix();
};
/// This is structure used only by client
/// Consists of all gui-related data about town structures
/// Should be moved from lib to client
struct DLL_LINKAGE CStructure
{
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"
int3 pos;
std::string defName, borderName, areaName, identifier;
bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
template <typename Handler> void serialize(Handler &h, const int version)
{
h & pos;
h & defName;
h & borderName;
h & areaName;
h & identifier;
h & building;
h & buildable;
h & hiddenUpgrade;
}
};
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)
{
h & number;
h & x;
h & y;
h & whenUncovered;
h & filename;
}
};
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class DLL_LINKAGE CFaction
{
public:
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CFaction();
~CFaction();
std::string name; //town name, by default - from TownName.txt
std::string identifier;
TFaction index;
ETerrainType nativeTerrain;
EAlignment::EAlignment alignment;
CTown * town; //NOTE: can be null
std::string creatureBg120;
std::string creatureBg130;
std::vector<SPuzzleInfo> puzzleMap;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name;
h & identifier;
h & index;
h & nativeTerrain;
h & alignment;
h & town;
h & creatureBg120;
h & creatureBg130;
h & puzzleMap;
}
};
class DLL_LINKAGE CTown
{
public:
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CTown();
~CTown();
// 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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const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
BuildingID::EBuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
CFaction * faction;
std::vector<std::string> names; //names of the town instances
/// level -> list of creatures on this tier
// 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;
si32 moatDamage;
std::vector<BattleHex> moatHexes;
// 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;
// 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)
{
h & x;
h & y;
}
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};
//icons [fort is present?][build limit reached?] -> index of icon in def files
int icons[2][2];
std::string iconSmall[2][2]; /// icon names used during loading
std::string iconLarge[2][2];
std::string tavernVideo;
std::string musicTheme;
std::string townBackground;
std::string guildBackground;
std::string guildWindow;
std::string buildingsIcons;
std::string hallBackground;
/// vector[row][column] = list of buildings in this slot
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std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
/// 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;
std::string siegePrefix;
std::vector<Point> siegePositions;
CreatureID siegeShooter; // shooter creature ID
template <typename Handler> void serialize(Handler &h, const int version)
{
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;
}
} clientInfo;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & names;
h & faction;
h & creatures;
h & dwellings;
h & dwellingNames;
h & buildings;
h & hordeLvl;
h & mageLevel;
h & primaryRes;
h & warMachine;
h & clientInfo;
h & moatDamage;
if(version >= 758)
{
h & moatHexes;
}
else if(!h.saving)
{
moatHexes = defaultMoatHexes();
}
h & defaultTavernChance;
}
};
class DLL_LINKAGE CTownHandler : public IHandlerBase
{
struct BuildingRequirementsHelper
{
JsonNode json;
CBuilding * building;
CTown * town;
};
std::map<CTown *, JsonNode> warMachinesToLoad;
std::vector<BuildingRequirementsHelper> requirementsToLoad;
const static ETerrainType::EETerrainType defaultGoodTerrain = ETerrainType::EETerrainType::GRASS;
const static ETerrainType::EETerrainType defaultEvilTerrain = ETerrainType::EETerrainType::LAVA;
const static ETerrainType::EETerrainType defaultNeutralTerrain = ETerrainType::EETerrainType::ROUGH;
void initializeRequirements();
void initializeWarMachines();
/// loads CBuilding's into town
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);
/// loads CStructure's into town
void loadStructure(CTown &town, const std::string & stringID, const JsonNode & source);
void loadStructures(CTown &town, const JsonNode & source);
/// loads town hall vector (hallSlots)
void loadTownHall(CTown &town, const JsonNode & source);
void loadSiegeScreen(CTown &town, const JsonNode & source);
void loadClientData(CTown &town, const JsonNode & source);
void loadTown(CTown * town, const JsonNode & source);
void loadPuzzle(CFaction & faction, const JsonNode & source);
ETerrainType::EETerrainType getDefaultTerrainForAlignment(EAlignment::EAlignment aligment) const;
CFaction * loadFromJson(const JsonNode & data, const std::string & identifier);
void loadRandomFaction();
public:
template<typename R, typename K>
static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
template<typename R>
static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
std::vector<ConstTransitivePtr<CFaction> > factions;
CTown * randomTown;
CTownHandler(); //c-tor, set pointer in VLC to this
~CTownHandler();
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 loadCustom() override;
void afterLoadFinalization() override;
std::vector<bool> getDefaultAllowed() const override;
std::set<TFaction> getAllowedFactions(bool withTown = true) const;
//json serialization helper
static si32 decodeFaction(const std::string & identifier);
//json serialization helper
static std::string encodeFaction(const si32 index);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & factions;
if(version >= 770)
{
h & randomTown;
}
else if(!h.saving)
{
loadRandomFaction();
}
}
};