mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
- it is possible to read json file with vector
- town configuration: - - all town-related texts are now in TownHandler - - alignments are now part of faction - - removed CTown::bonus field
This commit is contained in:
parent
f113f9573d
commit
306d64b0c4
@ -764,6 +764,7 @@ void CBattleAI::attemptCastingSpell()
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}
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default:
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assert(0);
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return 0;
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}
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};
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@ -2293,6 +2293,41 @@ OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
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addUsedEvents(RCLICK);
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}
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size_t OptionsTab::SelectedBox::getBonusImageIndex() const
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{
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enum EBonusSelection //frames of bonuses file
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{
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WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
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MERCURY = 3, SULFUR = 5, GOLD = 8,
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ARTIFACT = 9, RANDOM = 10,
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WOOD = 0, ORE = 0, MITHRIL = 10 // resources unavailable in bonuses file
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};
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const PlayerSettings &s = SEL->sInfo.playerInfos[player];
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switch(s.bonus)
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{
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case -1: return RANDOM;
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case 0: return ARTIFACT;
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case 1: return GOLD;
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case 2:
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switch (CGI->townh->towns[s.castle].primaryRes)
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{
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case 127 : return WOOD_ORE;
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case Res::WOOD : return WOOD;
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case Res::MERCURY : return MERCURY;
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case Res::ORE : return ORE;
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case Res::SULFUR : return SULFUR;
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case Res::CRYSTAL : return CRYSTAL;
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case Res::GEMS : return GEM;
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case Res::GOLD : return GOLD;
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case Res::MITHRIL : return MITHRIL;
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}
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default:
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assert(0);
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return 0;
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}
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}
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SDL_Surface * OptionsTab::SelectedBox::getImg() const
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{
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const PlayerSettings &s = SEL->sInfo.playerInfos[player];
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@ -2323,29 +2358,9 @@ SDL_Surface * OptionsTab::SelectedBox::getImg() const
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}
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break;
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case BONUS:
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{
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int pom;
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switch (s.bonus)
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{
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case -1:
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pom=10;
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break;
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case 0:
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pom=9;
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break;
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case 1:
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pom=8;
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break;
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case 2:
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pom=CGI->townh->towns[s.castle].bonus;
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break;
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default:
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assert(0);
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}
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return CGP->bonuses->ourImages[pom].bitmap;
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}
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return CGP->bonuses->ourImages[getBonusImageIndex()].bitmap;
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default:
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return NULL;
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return nullptr;
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}
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}
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@ -2356,7 +2371,7 @@ const std::string * OptionsTab::SelectedBox::getText() const
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{
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case TOWN:
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if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
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return &CGI->townh->towns[s.castle].Name();
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return &CGI->townh->factions[s.castle].name;
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else if (s.castle == -1)
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return &CGI->generaltexth->allTexts[522];
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else if (s.castle == -2)
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@ -187,11 +187,13 @@ class OptionsTab : public CIntObject
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CPicture *bg;
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public:
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enum SelType {TOWN, HERO, BONUS};
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struct SelectedBox : public CIntObject //img with current town/hero/bonus
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{
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SelType which;
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ui8 player; //serial nr
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size_t getBonusImageIndex() const;
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SDL_Surface *getImg() const;
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const std::string *getText() const;
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@ -3,6 +3,7 @@
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{
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"index" : 0,
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"nativeTerrain": "grass",
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"alignment" : "good",
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"creatureBackground" :
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{
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"120px" : "TPCASCAS",
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@ -183,6 +184,7 @@
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{
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"index" : 1,
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"nativeTerrain": "grass",
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"alignment" : "good",
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"creatureBackground" :
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{
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"120px" : "TPCASRAM",
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@ -368,6 +370,7 @@
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{
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"index" : 2,
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"nativeTerrain" : "snow",
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"alignment" : "good",
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"creatureBackground" :
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{
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"120px" : "TPCASTOW",
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@ -545,6 +548,7 @@
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{
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"index" : 3,
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"nativeTerrain": "lava",
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"alignment" : "evil",
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"creatureBackground" :
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{
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"120px" : "TPCASINF",
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@ -724,6 +728,7 @@
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{
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"index" : 4,
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"nativeTerrain": "dirt",
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"alignment" : "evil",
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"creatureBackground" :
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{
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"120px" : "TPCASNEC",
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@ -906,6 +911,7 @@
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{
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"index" : 5,
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"nativeTerrain": "subterra",
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"alignment" : "evil",
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"creatureBackground" :
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{
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"120px" : "TPCASDUN",
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@ -1082,6 +1088,7 @@
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{
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"index" : 6,
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"nativeTerrain": "rough",
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"alignment" : "neutral",
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"creatureBackground" :
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{
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"120px" : "TPCASSTR",
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@ -1257,6 +1264,7 @@
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{
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"index" : 7,
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"nativeTerrain": "swamp",
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"alignment" : "neutral",
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"creatureBackground" :
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{
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"120px" : "TPCASFOR",
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@ -1435,6 +1443,7 @@
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{
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"index" : 8,
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"nativeTerrain": "grass",
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"alignment" : "neutral",
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"creatureBackground" :
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{
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"120px" : "TPCASELE",
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@ -1615,6 +1624,7 @@
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"neutral" :
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{
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"index" : 9,
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"alignment" : "neutral",
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"creatureBackground" :
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{
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"120px" : "TPCASNEU",
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@ -24,12 +24,7 @@ CCreatureHandler::CCreatureHandler()
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{
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VLC->creh = this;
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// Set the faction alignments to the defaults:
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// Good: Castle, Rampart, Tower
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// Evil: Inferno, Necropolis, Dungeon
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// Neutral: Stronghold, Fortess, Conflux, neutrals
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factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0, 0;
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doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
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doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //according to Strategija
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allCreatures.setDescription("All creatures");
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creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
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@ -94,7 +89,7 @@ bool CCreature::isUndead() const
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*/
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bool CCreature::isGood () const
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{
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return VLC->creh->isGood(faction);
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return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
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}
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/**
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@ -103,7 +98,7 @@ bool CCreature::isGood () const
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*/
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bool CCreature::isEvil () const
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{
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return VLC->creh->isEvil(faction);
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return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
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}
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si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
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@ -151,26 +146,6 @@ bool CCreature::isItNativeTerrain(int terrain) const
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return VLC->townh->factions[faction].nativeTerrain == terrain;
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}
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/**
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* Determines if a faction is good.
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* @param ID of the faction.
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* @return true if the faction is good, false otherwise.
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*/
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bool CCreatureHandler::isGood (si8 faction) const
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{
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return factionAlignments[faction] == 1;
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}
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/**
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* Determines if a faction is evil.
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* @param ID of the faction.
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* @return true if the faction is evil, false otherwise.
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*/
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bool CCreatureHandler::isEvil (si8 faction) const
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{
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return factionAlignments[faction] == -1;
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}
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static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
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{
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Bonus *nsf = new Bonus();
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@ -132,7 +132,6 @@ public:
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std::set<TCreature> doubledCreatures; //they get double week
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std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
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bmap<std::string,int> nameToID;
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std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
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int factionToTurretCreature[GameConstants::F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
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//stack exp
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@ -156,9 +155,6 @@ public:
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void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
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int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
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bool isGood (si8 faction) const;
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bool isEvil (si8 faction) const;
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int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
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void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
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void addBonusForAllCreatures(Bonus *b);
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@ -389,7 +389,7 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, TPlayerColor p
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if(player>=GameConstants::PLAYER_LIMIT)
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{
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tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
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tlog1 << "Cannot pick hero for " << town->typeID << ". Wrong owner!\n";
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return NULL;
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}
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@ -1323,7 +1323,7 @@ void CGameState::init(StartInfo * si)
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if(!vti->town)
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vti->town = &VLC->townh->towns[vti->subID];
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if (vti->name.length()==0) // if town hasn't name we draw it
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vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
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vti->name = vti->town->names[ran()%vti->town->names.size()];
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//init buildings
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if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
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@ -209,93 +209,6 @@ void CGeneralTextHandler::load()
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}
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while (parser.endLine() && bioParser.endLine());
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}
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{
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CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
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for(int i=0; i<15; i++)
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{
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int j=0; j<GameConstants::F_NUMBER; j++)
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{
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buildings[j][i].first = name;
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buildings[j][i].second = descr;
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}
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}
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parser.endLine(); // silo
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parser.endLine(); // blacksmith //unused entries
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parser.endLine(); // moat
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//shipyard with the ship
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int j=0; j<GameConstants::F_NUMBER; j++)
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{
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buildings[j][20].first = name;
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buildings[j][20].second = descr;
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}
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//blacksmith
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for(int j=0; j<GameConstants::F_NUMBER; j++)
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{
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buildings[j][16].first = parser.readString();
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buildings[j][16].second = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
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for(int town=0; town<GameConstants::F_NUMBER; town++)
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{
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for(int build=0; build<9; build++)
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{
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buildings[town][17+build].first = parser.readString();
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buildings[town][17+build].second = parser.readString();
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parser.endLine();
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}
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buildings[town][26].first = parser.readString(); // Grail
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buildings[town][26].second = parser.readString();
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parser.endLine();
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buildings[town][15].first = parser.readString(); // Resource silo
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buildings[town][15].second = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser("DATA/DWELLING.TXT");
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for(int town=0; town<GameConstants::F_NUMBER; town++)
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{
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for(int build=0; build<14; build++)
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{
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buildings[town][30+build].first = parser.readString();
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buildings[town][30+build].second = parser.readString();
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parser.endLine();
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}
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}
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}
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{
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CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
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CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
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do
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{
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townTypes.push_back(typeParser.readString());
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townNames.push_back(std::vector<std::string>());
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for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
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{
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townNames.back().push_back(nameParser.readString());
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nameParser.endLine();
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}
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}
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while (typeParser.endLine());
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}
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{
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CLegacyConfigParser nameParser("DATA/MINENAME.TXT");
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CLegacyConfigParser eventParser("DATA/MINEEVNT.TXT");
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@ -75,9 +75,6 @@ public:
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//towns
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std::vector<std::string> tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
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std::vector<std::string> tavernInfo;
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std::vector<std::vector<std::string> > townNames; //[type id] => vec of names of instances
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std::vector<std::string> townTypes; //castle, rampart, tower, etc
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std::map<int, std::map<int, std::pair<std::string, std::string> > > buildings; //map[town id][building id] => pair<name, description>
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std::vector<std::pair<std::string,std::string> > zelp;
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std::vector<std::string> lossCondtions;
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@ -2051,7 +2051,7 @@ void CGTownInstance::initObj()
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///initialize town structures
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{
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blockVisit = true;
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hoverName = name + ", " + town->Name();
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hoverName = name + ", " + VLC->townh->factions[town->typeID].name;
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if (subID == ETownType::DUNGEON)
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creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
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@ -2294,7 +2294,7 @@ std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode
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std::string CGTownInstance::nodeName() const
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{
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return "Town (" + (town ? town->Name() : "unknown") + ") of " + name;
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return "Town (" + (town ? VLC->townh->factions[town->typeID].name : "unknown") + ") of " + name;
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}
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void CGTownInstance::deserializationFix()
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@ -2372,7 +2372,7 @@ bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, TPropagato
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if(hasBuilt(building))
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{
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std::ostringstream descr;
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descr << VLC->generaltexth->buildings[subID][building].first << " ";
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descr << town->buildings[building]->Name() << " ";
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if(val > 0)
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descr << "+";
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else if(val < 0)
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@ -19,21 +19,11 @@
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const std::string & CBuilding::Name() const
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{
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if(name.length())
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return name;
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else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
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return VLC->generaltexth->buildings[tid][bid].first;
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tlog2 << "Warning: Cannot find name text for building " << bid << "for " << tid << "town.\n";
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return name;
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}
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const std::string & CBuilding::Description() const
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{
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if(description.length())
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return description;
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else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
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return VLC->generaltexth->buildings[tid][bid].second;
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tlog2 << "Warning: Cannot find description text for building " << bid << "for " << tid << "town.\n";
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return description;
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}
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@ -60,22 +50,6 @@ si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
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return -1;
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}
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const std::string & CTown::Name() const
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{
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if(name.length())
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return name;
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else
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return VLC->generaltexth->townTypes[typeID];
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}
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const std::vector<std::string> & CTown::Names() const
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{
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if(names.size())
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return names;
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else
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return VLC->generaltexth->townNames[typeID];
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}
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CTownHandler::CTownHandler()
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{
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VLC->townh = this;
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@ -105,7 +79,7 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
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//Unique buildings
|
||||
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
|
||||
{
|
||||
JsonVector & buildList = dest.Vector()[town].Vector();
|
||||
JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
|
||||
|
||||
buildList.resize( 30 ); //prepare vector for first set of buildings
|
||||
|
||||
@ -132,7 +106,7 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
|
||||
JsonNode building = readBuilding(parser);
|
||||
|
||||
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
|
||||
dest.Vector()[town].Vector()[buildID] = building;
|
||||
dest.Vector()[town]["buildings"].Vector()[buildID] = building;
|
||||
|
||||
buildID++;
|
||||
}
|
||||
@ -149,10 +123,108 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
|
||||
|
||||
do
|
||||
{
|
||||
dest.Vector()[town].Vector().push_back(readBuilding(parser));
|
||||
dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
|
||||
}
|
||||
while (!parser.isNextEntryEmpty());
|
||||
}
|
||||
{
|
||||
CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
|
||||
|
||||
for(int building=0; building<15; building++)
|
||||
{
|
||||
std::string name = parser.readString();
|
||||
std::string descr = parser.readString();
|
||||
parser.endLine();
|
||||
|
||||
for(int j=0; j<GameConstants::F_NUMBER; j++)
|
||||
{
|
||||
JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
|
||||
buildings[building]["name"].String() = name;
|
||||
buildings[building]["description"].String() = descr;
|
||||
}
|
||||
}
|
||||
parser.endLine(); // silo
|
||||
parser.endLine(); // blacksmith //unused entries
|
||||
parser.endLine(); // moat
|
||||
|
||||
//shipyard with the ship
|
||||
std::string name = parser.readString();
|
||||
std::string descr = parser.readString();
|
||||
parser.endLine();
|
||||
|
||||
for(int town=0; town<GameConstants::F_NUMBER; town++)
|
||||
{
|
||||
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
|
||||
buildings[20]["name"].String() = name;
|
||||
buildings[20]["description"].String() = descr;
|
||||
}
|
||||
|
||||
//blacksmith
|
||||
for(int town=0; town<GameConstants::F_NUMBER; town++)
|
||||
{
|
||||
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
|
||||
buildings[16]["name"].String() = parser.readString();
|
||||
buildings[16]["description"].String() = parser.readString();
|
||||
parser.endLine();
|
||||
}
|
||||
}
|
||||
{
|
||||
CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
|
||||
|
||||
for(int town=0; town<GameConstants::F_NUMBER; town++)
|
||||
{
|
||||
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
|
||||
for(int build=0; build<9; build++)
|
||||
{
|
||||
buildings[17+build]["name"].String() = parser.readString();
|
||||
buildings[17+build]["description"].String() = parser.readString();
|
||||
parser.endLine();
|
||||
}
|
||||
buildings[26]["name"].String() = parser.readString(); // Grail
|
||||
buildings[26]["description"].String() = parser.readString();
|
||||
parser.endLine();
|
||||
|
||||
buildings[15]["name"].String() = parser.readString(); // Resource silo
|
||||
buildings[15]["description"].String() = parser.readString();
|
||||
parser.endLine();
|
||||
}
|
||||
}
|
||||
{
|
||||
CLegacyConfigParser parser("DATA/DWELLING.TXT");
|
||||
|
||||
for(int town=0; town<GameConstants::F_NUMBER; town++)
|
||||
{
|
||||
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
|
||||
for(int build=0; build<14; build++)
|
||||
{
|
||||
buildings[30+build]["name"].String() = parser.readString();
|
||||
buildings[30+build]["description"].String() = parser.readString();
|
||||
parser.endLine();
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
|
||||
CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
|
||||
size_t townID=0;
|
||||
do
|
||||
{
|
||||
JsonNode & town = dest.Vector()[townID];
|
||||
|
||||
town["name"].String() = typeParser.readString();
|
||||
|
||||
|
||||
for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
|
||||
{
|
||||
JsonNode name;
|
||||
name.String() = nameParser.readString();
|
||||
town["names"].Vector().push_back(name);
|
||||
nameParser.endLine();
|
||||
}
|
||||
townID++;
|
||||
}
|
||||
while (typeParser.endLine());
|
||||
}
|
||||
}
|
||||
|
||||
void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
|
||||
@ -269,13 +341,10 @@ void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
|
||||
|
||||
void CTownHandler::loadTown(CTown &town, const JsonNode & source)
|
||||
{
|
||||
town.bonus = town.typeID;
|
||||
if (town.bonus==8)
|
||||
town.bonus=3;
|
||||
|
||||
town.mageLevel = source["mageGuild"].Float();
|
||||
town.primaryRes = source["primaryResource"].Float();
|
||||
town.warMachine = source["warMachine"].Float();
|
||||
town.names = source["names"].StdVector<std::string>();
|
||||
|
||||
// Horde building creature level
|
||||
BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
|
||||
@ -331,18 +400,17 @@ void CTownHandler::loadFactions(const JsonNode &source)
|
||||
CFaction & faction = factions[id];
|
||||
|
||||
faction.factionID = id;
|
||||
faction.name = node.first;
|
||||
faction.name = node.second["name"].String();
|
||||
|
||||
faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
|
||||
faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
|
||||
|
||||
if (!node.second["nativeTerrain"].isNull())
|
||||
{
|
||||
//get terrain as string and converto to numeric ID
|
||||
faction.nativeTerrain = boost::find(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String()) - GameConstants::TERRAIN_NAMES;
|
||||
}
|
||||
faction.nativeTerrain = vstd::find_pos(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String());
|
||||
int alignment = vstd::find_pos(EAlignment::names, node.second["alignment"].String());
|
||||
if (alignment == -1)
|
||||
faction.alignment = EAlignment::NEUTRAL;
|
||||
else
|
||||
faction.nativeTerrain = -1;
|
||||
faction.alignment = alignment;
|
||||
|
||||
if (!node.second["town"].isNull())
|
||||
{
|
||||
@ -361,7 +429,7 @@ void CTownHandler::load()
|
||||
JsonNode legacyConfig;
|
||||
loadLegacyData(legacyConfig);
|
||||
|
||||
//hardocoded list of H3 factions. Should be only used to convert H3 configs
|
||||
//hardcoded list of H3 factions. Should be only used to convert H3 configs
|
||||
static const std::string factionName [GameConstants::F_NUMBER] =
|
||||
{
|
||||
"castle", "rampart", "tower",
|
||||
@ -370,24 +438,35 @@ void CTownHandler::load()
|
||||
};
|
||||
|
||||
// semi-manually merge legacy config with towns json
|
||||
// legacy config have only one item: town buildings stored in 2d vector
|
||||
|
||||
for (size_t i=0; i< legacyConfig.Vector().size(); i++)
|
||||
{
|
||||
JsonNode & buildings = buildingsConf[factionName[i]]["town"]["buildings"];
|
||||
BOOST_FOREACH(JsonNode & building, buildings.Vector())
|
||||
{
|
||||
JsonNode & legacyFaction = legacyConfig.Vector()[i];
|
||||
if (vstd::contains(building.Struct(), "id"))
|
||||
{
|
||||
//find same buildings in legacy and json configs
|
||||
JsonNode & legacyBuilding = legacyFaction.Vector()[building["id"].Float()];
|
||||
JsonNode & legacyFaction = legacyConfig.Vector()[i];
|
||||
JsonNode & outputFaction = buildingsConf[factionName[i]];
|
||||
|
||||
if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
|
||||
JsonNode::merge(building, legacyBuilding);
|
||||
if (outputFaction["name"].isNull())
|
||||
outputFaction["name"] = legacyFaction["name"];
|
||||
|
||||
if (!outputFaction["town"].isNull())
|
||||
{
|
||||
if (outputFaction["town"]["names"].isNull())
|
||||
outputFaction["town"]["names"] = legacyFaction["names"];
|
||||
|
||||
JsonNode & outputBuildings = outputFaction["town"]["buildings"];
|
||||
JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
|
||||
BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
|
||||
{
|
||||
if (vstd::contains(building.Struct(), "id") &&
|
||||
legacyBuildings.size() > building["id"].Float() )
|
||||
{
|
||||
//find same buildings in legacy and json configs
|
||||
JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
|
||||
|
||||
if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
|
||||
JsonNode::merge(building, legacyBuilding);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
loadFactions(buildingsConf);
|
||||
}
|
||||
|
@ -83,14 +83,11 @@ struct DLL_LINKAGE CStructure
|
||||
|
||||
class DLL_LINKAGE CTown
|
||||
{
|
||||
std::string name;
|
||||
std::string description;
|
||||
public:
|
||||
TFaction typeID;//same as CFaction::factionID
|
||||
|
||||
std::vector<std::string> names; //names of the town instances
|
||||
|
||||
public:
|
||||
TFaction typeID;//also works as factionID
|
||||
|
||||
/// level -> list of creatures on this tier
|
||||
// TODO: replace with pointers to CCreature
|
||||
std::vector<std::vector<TCreature> > creatures;
|
||||
@ -100,7 +97,6 @@ public:
|
||||
// should be removed at least from configs in favour 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
|
||||
int bonus; //pic number
|
||||
ui16 primaryRes, warMachine;
|
||||
|
||||
// Client-only data. Should be moved away from lib
|
||||
@ -127,12 +123,9 @@ public:
|
||||
}
|
||||
} clientInfo;
|
||||
|
||||
const std::vector<std::string> & Names() const;
|
||||
const std::string & Name() const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & name & names & typeID & creatures & buildings & hordeLvl & mageLevel & bonus
|
||||
h & names & typeID & creatures & buildings & hordeLvl & mageLevel
|
||||
& primaryRes & warMachine & clientInfo;
|
||||
}
|
||||
|
||||
@ -155,10 +148,12 @@ struct DLL_LINKAGE SPuzzleInfo
|
||||
class CFaction
|
||||
{
|
||||
public:
|
||||
std::string name; //reference name, usually lower case
|
||||
std::string name; //town name, by default - from TownName.txt
|
||||
|
||||
TFaction factionID;
|
||||
|
||||
ui32 nativeTerrain;
|
||||
ui8 nativeTerrain;
|
||||
ui8 alignment; // uses EAlignment enum
|
||||
|
||||
std::string creatureBg120;
|
||||
std::string creatureBg130;
|
||||
|
@ -110,6 +110,8 @@ namespace ELossConditionType
|
||||
namespace EAlignment
|
||||
{
|
||||
enum EAlignment { GOOD, EVIL, NEUTRAL };
|
||||
|
||||
const std::string names [3] = {"good", "evil", "neutral"}; //for parsing from config file
|
||||
}
|
||||
|
||||
namespace ETownType
|
||||
|
@ -882,6 +882,9 @@ bool JsonValidator::addMessage(const std::string &message)
|
||||
JsonValidator::JsonValidator(JsonNode &root, bool Minimize):
|
||||
minimize(Minimize)
|
||||
{
|
||||
if (root.getType() != JsonNode::DATA_STRUCT)
|
||||
return;
|
||||
|
||||
JsonNode schema;
|
||||
schema.swap(root["schema"]);
|
||||
root.Struct().erase("schema");
|
||||
|
@ -77,16 +77,7 @@ public:
|
||||
const JsonMap & Struct() const;
|
||||
|
||||
template<typename T>
|
||||
std::vector<T> StdVector() const
|
||||
{
|
||||
static_assert(std::is_arithmetic<T>::value, "This works with numbers only.");
|
||||
std::vector<T> ret;
|
||||
BOOST_FOREACH(const JsonNode &node, Vector())
|
||||
{
|
||||
ret.push_back(node.Float());
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
std::vector<T> StdVector() const;
|
||||
|
||||
//operator [], for structs only - get child node by name
|
||||
JsonNode & operator[](std::string child);
|
||||
@ -107,6 +98,29 @@ public:
|
||||
static void mergeCopy(JsonNode & dest, JsonNode source);
|
||||
};
|
||||
|
||||
template<>
|
||||
inline std::vector<std::string> JsonNode::StdVector() const
|
||||
{
|
||||
std::vector<std::string> ret;
|
||||
BOOST_FOREACH(const JsonNode &node, Vector())
|
||||
{
|
||||
ret.push_back(node.String());
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
std::vector<T> JsonNode::StdVector() const
|
||||
{
|
||||
static_assert(std::is_arithmetic<T>::value, "This works with numbers only.");
|
||||
std::vector<T> ret;
|
||||
BOOST_FOREACH(const JsonNode &node, Vector())
|
||||
{
|
||||
ret.push_back(node.Float());
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
class JsonWriter
|
||||
{
|
||||
//prefix for each line (tabulation)
|
||||
|
Loading…
Reference in New Issue
Block a user