/* * Terrain.cpp, 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 * */ #include "StdInc.h" #include "Terrain.h" #include "VCMI_Lib.h" #include "CModHandler.h" VCMI_LIB_NAMESPACE_BEGIN //regular expression to change id for string at config //("allowedTerrain"\s*:\s*\[.*)9(.*\],\n) //\1"rock"\2 TerrainTypeHandler::TerrainTypeHandler() { auto allConfigs = VLC->modh->getActiveMods(); allConfigs.insert(allConfigs.begin(), "core"); initRivers(allConfigs); recreateRiverMaps(); initRoads(allConfigs); recreateRoadMaps(); initTerrains(allConfigs); //maps will be populated inside } void TerrainTypeHandler::initTerrains(const std::vector & allConfigs) { std::vector> resolveLater; objects.resize(Terrain::ORIGINAL_TERRAIN_COUNT); //make space for original terrains for(auto & mod : allConfigs) { if(!CResourceHandler::get(mod)->existsResource(ResourceID("config/terrains.json"))) continue; JsonNode terrs(mod, ResourceID("config/terrains.json")); for(auto & terr : terrs.Struct()) { TerrainType info(terr.first); //set name info.moveCost = static_cast(terr.second["moveCost"].Integer()); const JsonVector &unblockedVec = terr.second["minimapUnblocked"].Vector(); info.minimapUnblocked = { ui8(unblockedVec[0].Float()), ui8(unblockedVec[1].Float()), ui8(unblockedVec[2].Float()) }; const JsonVector &blockedVec = terr.second["minimapBlocked"].Vector(); info.minimapBlocked = { ui8(blockedVec[0].Float()), ui8(blockedVec[1].Float()), ui8(blockedVec[2].Float()) }; info.musicFilename = terr.second["music"].String(); info.tilesFilename = terr.second["tiles"].String(); if(terr.second["type"].isNull()) { info.passabilityType = TerrainType::PassabilityType::LAND | TerrainType::PassabilityType::SURFACE; } else if (terr.second["type"].getType() == JsonNode::JsonType::DATA_VECTOR) { for(const auto& node : terr.second["type"].Vector()) { //Set bits auto s = node.String(); if (s == "LAND") info.passabilityType |= TerrainType::PassabilityType::LAND; if (s == "WATER") info.passabilityType |= TerrainType::PassabilityType::WATER; if (s == "ROCK") info.passabilityType |= TerrainType::PassabilityType::ROCK; if (s == "SURFACE") info.passabilityType |= TerrainType::PassabilityType::SURFACE; if (s == "SUB") info.passabilityType |= TerrainType::PassabilityType::SUBTERRANEAN; } } else //should be string - one option only { auto s = terr.second["type"].String(); if (s == "LAND") info.passabilityType = TerrainType::PassabilityType::LAND; if (s == "WATER") info.passabilityType = TerrainType::PassabilityType::WATER; if (s == "ROCK") info.passabilityType = TerrainType::PassabilityType::ROCK; if (s == "SURFACE") info.passabilityType = TerrainType::PassabilityType::SURFACE; if (s == "SUB") info.passabilityType = TerrainType::PassabilityType::SUBTERRANEAN; } if(terr.second["river"].isNull()) { info.river = River::NO_RIVER; } else { info.river = getRiverByCode(terr.second["river"].String())->id; } if(terr.second["horseSoundId"].isNull()) { info.horseSoundId = Terrain::ROCK; //rock sound as default } else { info.horseSoundId = static_cast(terr.second["horseSoundId"].Float()); } if(!terr.second["text"].isNull()) { info.terrainText = terr.second["text"].String(); } if(terr.second["code"].isNull()) { info.typeCode = terr.first.substr(0, 2); } else { info.typeCode = terr.second["code"].String(); assert(info.typeCode.length() == 2); } if(!terr.second["battleFields"].isNull()) { for(auto & t : terr.second["battleFields"].Vector()) { info.battleFields.emplace_back(t.String()); } } info.transitionRequired = false; if(!terr.second["transitionRequired"].isNull()) { info.transitionRequired = terr.second["transitionRequired"].Bool(); } info.terrainViewPatterns = "normal"; if(!terr.second["terrainViewPatterns"].isNull()) { info.terrainViewPatterns = terr.second["terrainViewPatterns"].String(); } if(!terr.second["originalTerrainId"].isNull()) { //place in reserved slot info.id = (TerrainId)(terr.second["originalTerrainId"].Float()); objects[info.id] = info; } else { //append at the end info.id = static_cast(objects.size()); objects.push_back(info); } TerrainId id = info.id; //Update terrain with this id in the future, after all terrain types are populated if(!terr.second["prohibitTransitions"].isNull()) { for(auto & t : terr.second["prohibitTransitions"].Vector()) { std::string prohibitedTerrainName = t.String(); resolveLater.push_back([this, prohibitedTerrainName, id]() { //FIXME: is that reference to the element in vector? objects[id].prohibitTransitions.emplace_back(getInfoByName(prohibitedTerrainName)->id); }); } } if(terr.second["rockTerrain"].isNull()) { objects[id].rockTerrain = Terrain::ROCK; } else { auto rockTerrainName = terr.second["rockTerrain"].String(); resolveLater.push_back([this, rockTerrainName, id]() { //FIXME: is that reference to the element in vector? objects[id].rockTerrain = getInfoByName(rockTerrainName)->id; }); } } } for(size_t i = Terrain::FIRST_REGULAR_TERRAIN; i < Terrain::ORIGINAL_TERRAIN_COUNT; i++) { //Make sure that original terrains are loaded assert(objects[i].id != Terrain::WRONG); } recreateTerrainMaps(); for(auto& functor : resolveLater) { functor(); } } void TerrainTypeHandler::initRivers(const std::vector & allConfigs) { riverTypes.resize(River::ORIGINAL_RIVER_COUNT); //make space for original rivers //First object will be default NO_RIVER for(auto & mod : allConfigs) { if (!CResourceHandler::get(mod)->existsResource(ResourceID("config/rivers.json"))) continue; JsonNode rivs(mod, ResourceID("config/rivers.json")); for(auto & river : rivs.Struct()) { RiverType info; info.fileName = river.second["animation"].String(); info.code = river.second["code"].String(); info.deltaName = river.second["delta"].String(); if (!river.second["originalRiverId"].isNull()) { info.id = static_cast(river.second["originalRiverId"].Float()); riverTypes[info.id] = info; } else { info.id = static_cast(riverTypes.size()); riverTypes.push_back(info); } } } recreateRiverMaps(); } void TerrainTypeHandler::initRoads(const std::vector & allConfigs) { roadTypes.resize(Road::ORIGINAL_ROAD_COUNT); //make space for original rivers //first object will be default NO_ROAD for(auto & mod : allConfigs) { if (!CResourceHandler::get(mod)->existsResource(ResourceID("config/roads.json"))) continue; JsonNode rds(mod, ResourceID("config/roads.json")); for(auto & road : rds.Struct()) { RoadType info; info.fileName = road.second["animation"].String(); info.code = road.second["code"].String(); info.movementCost = static_cast(road.second["moveCost"].Float()); if (!road.second["originalRoadId"].isNull()) { info.id = static_cast(road.second["originalRoadId"].Float()); roadTypes[info.id] = info; } else { info.id = static_cast(roadTypes.size()); roadTypes.push_back(info); } } } recreateRoadMaps(); } void TerrainTypeHandler::recreateTerrainMaps() { //This assumes the vector will never be updated or reallocated in the future for(size_t i = 0; i < objects.size(); i++) { const auto * terrainInfo = &objects[i]; terrainInfoByName[terrainInfo->name] = terrainInfo; terrainInfoByCode[terrainInfo->typeCode] = terrainInfo; terrainInfoById[terrainInfo->id] = terrainInfo; } } void TerrainTypeHandler::recreateRiverMaps() { for(size_t i = River::FIRST_REGULAR_RIVER ; i < riverTypes.size(); i++) { const auto * riverInfo = &riverTypes[i]; riverInfoByName[riverInfo->fileName] = riverInfo; riverInfoByCode[riverInfo->code] = riverInfo; riverInfoById[riverInfo->id] = riverInfo; } } void TerrainTypeHandler::recreateRoadMaps() { for(size_t i = Road::FIRST_REGULAR_ROAD ; i < roadTypes.size(); i++) { const auto * roadInfo = &roadTypes[i]; roadInfoByName[roadInfo->fileName] = roadInfo; roadInfoByCode[roadInfo->code] = roadInfo; roadInfoById[roadInfo->id] = roadInfo; } } const std::vector & TerrainTypeHandler::terrains() const { //FIXME: somehow make it non-copyable? Pointers must point to original data and not its copy return objects; } const std::vector& TerrainTypeHandler::rivers() const { return riverTypes; } const std::vector& TerrainTypeHandler::roads() const { return roadTypes; } const TerrainType* TerrainTypeHandler::getInfoByName(const std::string& terrainName) const { return terrainInfoByName.at(terrainName); } const TerrainType* TerrainTypeHandler::getInfoByCode(const std::string& terrainCode) const { return terrainInfoByCode.at(terrainCode); } const TerrainType* TerrainTypeHandler::getInfoById(TerrainId id) const { return terrainInfoById.at(id); } const RiverType* TerrainTypeHandler::getRiverByName(const std::string& riverName) const { return riverInfoByName.at(riverName); } const RiverType* TerrainTypeHandler::getRiverByCode(const std::string& riverCode) const { return riverInfoByCode.at(riverCode); } const RiverType* TerrainTypeHandler::getRiverById(RiverId id) const { return riverInfoById.at(id); } const RoadType* TerrainTypeHandler::getRoadByName(const std::string& roadName) const { return roadInfoByName.at(roadName); } const RoadType* TerrainTypeHandler::getRoadByCode(const std::string& roadCode) const { return roadInfoByCode.at(roadCode); } const RoadType* TerrainTypeHandler::getRoadById(RoadId id) const { return roadInfoById.at(id); } std::ostream & operator<<(std::ostream & os, const TerrainType & terrainType) { return os << static_cast(terrainType); } TerrainType::operator std::string() const { return name; } TerrainType::TerrainType(const std::string& _name): minimapBlocked({0,0,0}), //black minimapUnblocked({ 128,128,128 }), //grey name(_name), river(River::NO_RIVER), id(Terrain::WRONG), rockTerrain(Terrain::ROCK), moveCost(GameConstants::BASE_MOVEMENT_COST), horseSoundId(0), passabilityType(0), transitionRequired(false) { } bool TerrainType::operator==(const TerrainType& other) { return id == other.id; } bool TerrainType::operator!=(const TerrainType& other) { return id != other.id; } bool TerrainType::operator<(const TerrainType& other) { return id < other.id; } bool TerrainType::isLand() const { return !isWater(); } bool TerrainType::isWater() const { return passabilityType & PassabilityType::WATER; } bool TerrainType::isPassable() const { return !(passabilityType & PassabilityType::ROCK); } bool TerrainType::isSurface() const { return passabilityType & PassabilityType::SURFACE; } bool TerrainType::isUnderground() const { return passabilityType & PassabilityType::SUBTERRANEAN; } bool TerrainType::isTransitionRequired() const { return transitionRequired; } RiverType::RiverType(const std::string & fileName, const std::string & code, RiverId id): fileName(fileName), code(code), id(id) { } RoadType::RoadType(const std::string& fileName, const std::string& code, RoadId id): fileName(fileName), code(code), id(id), movementCost(GameConstants::BASE_MOVEMENT_COST) { } VCMI_LIB_NAMESPACE_END