#pragma once #include "ConstTransitivePtr.h" #include "ResourceSet.h" #include "int3.h" #include "GameConstants.h" #include "IHandlerBase.h" /* * 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 * */ class CLegacyConfigParser; class JsonNode; class CTown; class CFaction; /// 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: CTown * town; // town this building belongs to BuildingID bid; //structure ID TResources resources; std::set requirements; /// set of required buildings, includes upgradeOf; BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty 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 } mode; const std::string &Name() const; const std::string &Description() const; //return base of upgrade(s) or this BuildingID getBase() const; // returns how many times build has to be upgraded to become build si32 getDistance(BuildingID build) const; template void serialize(Handler &h, const int version) { h & town & bid & resources & name & description & requirements & upgrade & mode; } friend class CTownHandler; }; /// 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" bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc) int3 pos; std::string defName, borderName, areaName; template void serialize(Handler &h, const int version) { h & pos & defName & borderName & areaName & building & buildable & 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 void serialize(Handler &h, const int version) { h & number & x & y & whenUncovered & filename; } }; class DLL_LINKAGE CFaction { public: CFaction(); ~CFaction(); std::string name; //town name, by default - from TownName.txt TFaction index; ETerrainType nativeTerrain; EAlignment::EAlignment alignment; CreatureID commander; CTown * town; //NOTE: can be null std::string creatureBg120; std::string creatureBg130; std::vector puzzleMap; template void serialize(Handler &h, const int version) { h & name & index & nativeTerrain & alignment & commander & town & creatureBg120 & creatureBg130 & puzzleMap; } }; class DLL_LINKAGE CTown { public: CTown(); ~CTown(); CFaction * faction; std::vector names; //names of the town instances /// level -> list of creatures on this tier // TODO: replace with pointers to CCreature std::vector > creatures; bmap > buildings; std::vector dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc. std::vector dwellingNames; // should be removed at least from configs in favor of auto-detection std::map 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; // Client-only data. Should be moved away from lib struct ClientInfo { struct Point { si32 x; si32 y; template void serialize(Handler &h, const int version) { h & x & y; } }; //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 musicTheme; std::string townBackground; std::string guildWindow; std::string buildingsIcons; std::string hallBackground; /// vector[row][column] = list of buildings in this slot std::vector< std::vector< std::vector > > hallSlots; /// list of town screen structures. /// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access std::vector > structures; std::string advMapVillage; std::string advMapCastle; std::string advMapCapitol; std::string siegePrefix; std::vector siegePositions; CreatureID siegeShooter; // shooter creature ID si32 siegeShooterCropHeight; //trim height for shooters in turrets template void serialize(Handler &h, const int version) { h & icons & iconSmall & iconLarge & musicTheme & townBackground & guildWindow & buildingsIcons & hallBackground; h & advMapVillage & advMapCastle & advMapCapitol & hallSlots & structures; h & siegePrefix & siegePositions & siegeShooter & siegeShooterCropHeight; } } clientInfo; template void serialize(Handler &h, const int version) { h & names & faction & creatures & dwellings & dwellingNames & buildings & hordeLvl & mageLevel & primaryRes & warMachine & clientInfo & moatDamage; } }; class DLL_LINKAGE CTownHandler : public IHandlerBase { /// loads CBuilding's into town void loadBuilding(CTown &town, const JsonNode & source); void loadBuildings(CTown &town, const JsonNode & source); /// loads CStructure's into town void loadStructure(CTown &town, 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); CFaction * loadFromJson(const JsonNode & data); public: std::vector > factions; CTownHandler(); //c-tor, set pointer in VLC to this ~CTownHandler(); std::vector 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; std::vector getDefaultAllowed() const override; template void serialize(Handler &h, const int version) { h & factions; } };