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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +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:
Ivan Savenko
2012-10-05 13:11:26 +00:00
parent f113f9573d
commit 306d64b0c4
15 changed files with 227 additions and 225 deletions

View File

@@ -19,21 +19,11 @@
const std::string & CBuilding::Name() const
{
if(name.length())
return name;
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].first;
tlog2 << "Warning: Cannot find name text for building " << bid << "for " << tid << "town.\n";
return name;
}
const std::string & CBuilding::Description() const
{
if(description.length())
return description;
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].second;
tlog2 << "Warning: Cannot find description text for building " << bid << "for " << tid << "town.\n";
return description;
}
@@ -60,22 +50,6 @@ si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
return -1;
}
const std::string & CTown::Name() const
{
if(name.length())
return name;
else
return VLC->generaltexth->townTypes[typeID];
}
const std::vector<std::string> & CTown::Names() const
{
if(names.size())
return names;
else
return VLC->generaltexth->townNames[typeID];
}
CTownHandler::CTownHandler()
{
VLC->townh = this;
@@ -105,7 +79,7 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
//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);
}