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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

- filesystem.json files for wog and vcmi data

- merged puzzle map into town configuration (todo: sieges, adventure map, icons)
This commit is contained in:
Ivan Savenko
2012-09-20 21:28:18 +00:00
parent 656cf5ab6a
commit 99dcb73a72
14 changed files with 629 additions and 568 deletions

View File

@ -51,7 +51,7 @@ void CModHandler::loadConfigFromFile (std::string name)
{
const JsonNode config(ResourceID("config/" + name + ".json"));
auto hardcodedFeatures = config["hardcodedFeatures"];
const JsonNode & hardcodedFeatures = config["hardcodedFeatures"];
settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
@ -60,7 +60,7 @@ void CModHandler::loadConfigFromFile (std::string name)
settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
auto gameModules = config["modules"];
const JsonNode & gameModules = config["modules"];
modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
@ -70,7 +70,7 @@ void CModHandler::loadConfigFromFile (std::string name)
//TODO: read mods from Mods/ folder
auto & configList = CResourceHandler::get()->getResourcesWithName (ResourceID("CONFIG/mod.json"));
auto & configList = CResourceHandler::get()->getResourcesWithName (ResourceID("CONFIG/mod.json"));
BOOST_FOREACH(auto & entry, configList)
{
@ -82,17 +82,13 @@ void CModHandler::loadConfigFromFile (std::string name)
const JsonNode config ((char*)textData.get(), stream->getSize());
const JsonNode *value = &config["creatures"];
if (!value->isNull())
BOOST_FOREACH (auto creature, value->Vector())
{
BOOST_FOREACH (auto creature, value->Vector())
{
auto cre = loadCreature (creature); //create and push back creature
}
auto cre = loadCreature (creature); //create and push back creature
}
}
}
void CModHandler::saveConfigToFile (std::string name)
{
//JsonNode savedConf = config;
@ -113,13 +109,13 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
const JsonNode *value; //optional value
//TODO: ref name?
auto name = node["name"];
const JsonNode & name = node["name"];
cre->nameSing = name["singular"].String();
cre->namePl = name["plural"].String();
cre->nameRef = cre->nameSing;
//TODO: export resource set to separate function?
auto cost = node["cost"];
const JsonNode & cost = node["cost"];
if (cost.getType() == JsonNode::DATA_FLOAT) //gold
{
cre->cost[Res::GOLD] = cost.Float();
@ -127,7 +123,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
else if (cost.getType() == JsonNode::DATA_VECTOR)
{
int i = 0;
BOOST_FOREACH (auto val, cost.Vector())
BOOST_FOREACH (auto & val, cost.Vector())
{
cre->cost[i++] = val.Float();
}
@ -171,11 +167,11 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
auto vec = node["damage"];
const JsonNode & vec = node["damage"];
cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
auto amounts = node ["advMapAmount"];
auto & amounts = node ["advMapAmount"];
cre->ammMin = amounts["min"].Float();
cre->ammMax = amounts["max"].Float();
@ -183,7 +179,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
value = &node["upgrades"];
if (!value->isNull())
{
BOOST_FOREACH (auto str, value->Vector())
BOOST_FOREACH (auto & str, value->Vector())
{
cre->upgradeNames.insert (str.String());
}
@ -213,19 +209,19 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
}
//graphics
auto graphics = node["graphics"];
const JsonNode & graphics = node["graphics"];
cre->animDefName = graphics["animation"].String();
cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
auto animationTime = graphics["animationTime"];
const JsonNode & animationTime = graphics["animationTime"];
cre->walkAnimationTime = animationTime["walk"].Float();
cre->attackAnimationTime = animationTime["attack"].Float();
cre->flightAnimationDistance = animationTime["flight"].Float(); //?
//TODO: background?
auto missle = graphics["missle"];
auto offsets = missle["offset"];
const JsonNode & missle = graphics["missle"];
const JsonNode & offsets = missle["offset"];
cre->upperRightMissleOffsetX = offsets["upperX"].Float();
cre->upperRightMissleOffsetY = offsets["upperY"].Float();
cre->rightMissleOffsetX = offsets["middleX"].Float();
@ -233,7 +229,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
int i = 0;
BOOST_FOREACH (auto angle, missle["frameAngles"].Vector())
BOOST_FOREACH (auto & angle, missle["frameAngles"].Vector())
{
cre->missleFrameAngles[i++] = angle.Float();
}
@ -243,7 +239,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
//VLC->creh->idToProjectile[cre->idNumber] = "PLCBOWX.DEF";
cre->projectile = "PLCBOWX.DEF";
auto sounds = node["sound"];
const JsonNode & sounds = node["sound"];
#define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) cre->sounds.value_name = sounds[#value_name].String(); } while(0)
GET_SOUND_VALUE(attack);