#include "StdInc.h" #include "CTownHandler.h" #include "VCMI_Lib.h" #include "CGeneralTextHandler.h" #include "JsonNode.h" #include "GameConstants.h" #include "Filesystem/CResourceLoader.h" /* * CTownHandler.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 * */ const std::string & CBuilding::Name() const { return name; } const std::string & CBuilding::Description() const { return description; } CBuilding::BuildingType CBuilding::getBase() const { const CBuilding * build = this; while (build->upgrade >= 0) build = VLC->townh->towns[build->tid].buildings[build->upgrade]; return build->bid; } si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const { const CBuilding * build = VLC->townh->towns[tid].buildings[buildID]; int distance = 0; while (build->upgrade >= 0 && build != this) { build = VLC->townh->towns[build->tid].buildings[build->upgrade]; distance++; } if (build == this) return distance; return -1; } CTownHandler::CTownHandler() { VLC->townh = this; } JsonNode readBuilding(CLegacyConfigParser & parser) { JsonNode ret; JsonNode & cost = ret["cost"]; //note: this code will try to parse mithril as well but wil always return 0 for it BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES) cost[resID].Float() = parser.readNumber(); parser.endLine(); return ret; } void CTownHandler::loadLegacyData(JsonNode & dest) { CLegacyConfigParser parser("DATA/BUILDING.TXT"); dest.Vector().resize(GameConstants::F_NUMBER); parser.endLine(); // header parser.endLine(); //Unique buildings for (size_t town=0; townmode = boost::find(modes, source["mode"].String()) - modes; ret->tid = town.typeID; ret->bid = source["id"].Float(); ret->name = source["name"].String(); ret->description = source["description"].String(); ret->resources = TResources(source["cost"]); BOOST_FOREACH(const JsonNode &building, source["requires"].Vector()) ret->requirements.insert(building.Float()); if (!source["upgrades"].isNull()) { ret->requirements.insert(source["upgrades"].Float()); ret->upgrade = source["upgrades"].Float(); } else ret->upgrade = -1; town.buildings[ret->bid] = ret; } void CTownHandler::loadBuildings(CTown &town, const JsonNode & source) { BOOST_FOREACH(const JsonNode &node, source.Vector()) { loadBuilding(town, node); } } void CTownHandler::loadStructure(CTown &town, const JsonNode & source) { CStructure * ret = new CStructure; if (source["id"].isNull()) { ret->building = nullptr; ret->buildable = nullptr; } else { ret->building = town.buildings[source["id"].Float()]; if (source["builds"].isNull()) ret->buildable = ret->building; else ret->buildable = town.buildings[source["builds"].Float()]; } ret->pos.x = source["x"].Float(); ret->pos.y = source["y"].Float(); ret->pos.z = source["z"].Float(); ret->hiddenUpgrade = source["hidden"].Bool(); ret->defName = source["animation"].String(); ret->borderName = source["border"].String(); ret->areaName = source["area"].String(); town.clientInfo.structures.push_back(ret); } void CTownHandler::loadStructures(CTown &town, const JsonNode & source) { BOOST_FOREACH(const JsonNode &node, source.Vector()) { loadStructure(town, node); } } void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) { BOOST_FOREACH(const JsonNode &row, source.Vector()) { std::vector< std::vector > hallRow; BOOST_FOREACH(const JsonNode &box, row.Vector()) { std::vector hallBox; BOOST_FOREACH(const JsonNode &value, box.Vector()) { hallBox.push_back(value.Float()); } hallRow.push_back(hallBox); } town.clientInfo.hallSlots.push_back(hallRow); } } CTown::ClientInfo::Point JsonToPoint(const JsonNode & node) { CTown::ClientInfo::Point ret; ret.x = node["x"].Float(); ret.y = node["y"].Float(); return ret; } void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) { town.clientInfo.siegePrefix = source["imagePrefix"].String(); town.clientInfo.siegeShooter = source["shooter"].Float(); town.clientInfo.siegeShooterCropHeight = source["shooterHeight"].Float(); auto & pos = town.clientInfo.siegePositions; pos.resize(21); pos[8] = JsonToPoint(source["towers"]["top"]["tower"]); pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]); pos[20] = JsonToPoint(source["towers"]["top"]["creature"]); pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]); pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]); pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]); pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]); pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]); pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]); pos[9] = JsonToPoint(source["gate"]["gate"]); pos[10] = JsonToPoint(source["gate"]["arch"]); pos[7] = JsonToPoint(source["walls"]["upper"]); pos[6] = JsonToPoint(source["walls"]["upperMid"]); pos[5] = JsonToPoint(source["walls"]["bottomMid"]); pos[4] = JsonToPoint(source["walls"]["bottom"]); pos[13] = JsonToPoint(source["moat"]["moat"]); pos[14] = JsonToPoint(source["moat"]["bank"]); pos[11] = JsonToPoint(source["static"]["bottom"]); pos[12] = JsonToPoint(source["static"]["top"]); pos[1] = JsonToPoint(source["static"]["background"]); } void CTownHandler::loadClientData(CTown &town, const JsonNode & source) { town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float(); town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float(); town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float(); town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float(); town.clientInfo.hallBackground = source["hallBackground"].String(); town.clientInfo.musicTheme = source["musicTheme"].String(); town.clientInfo.townBackground = source["townBackground"].String(); town.clientInfo.guildWindow = source["guildWindow"].String(); town.clientInfo.buildingsIcons = source["buildingsIcons"].String(); town.clientInfo.advMapVillage = source["adventureMap"]["village"].String(); town.clientInfo.advMapCastle = source["adventureMap"]["castle"].String(); town.clientInfo.advMapCapitol = source["adventureMap"]["capitol"].String(); loadTownHall(town, source["hallSlots"]); loadStructures(town, source["structures"]); loadSiegeScreen(town, source["siege"]); } void CTownHandler::loadTown(CTown &town, const JsonNode & source) { town.mageLevel = source["mageGuild"].Float(); town.primaryRes = source["primaryResource"].Float(); town.warMachine = source["warMachine"].Float(); town.names = source["names"].StdVector(); // Horde building creature level BOOST_FOREACH(const JsonNode &node, source["horde"].Vector()) { town.hordeLvl[town.hordeLvl.size()] = node.Float(); } BOOST_FOREACH(const JsonNode &list, source["creatures"].Vector()) { std::vector level; BOOST_FOREACH(const JsonNode &node, list.Vector()) { level.push_back(node.Float()); } town.creatures.push_back(level); } loadBuildings(town, source["buildings"]); loadClientData(town,source); } void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source) { faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES); std::string prefix = source["prefix"].String(); BOOST_FOREACH(const JsonNode &piece, source["pieces"].Vector()) { size_t index = faction.puzzleMap.size(); SPuzzleInfo spi; spi.x = piece["x"].Float(); spi.y = piece["y"].Float(); spi.whenUncovered = piece["index"].Float(); spi.number = index; // filename calculation std::ostringstream suffix; suffix << std::setfill('0') << std::setw(2) << index; spi.filename = prefix + suffix.str(); faction.puzzleMap.push_back(spi); } assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES); } void CTownHandler::load(const JsonNode &source) { BOOST_FOREACH(auto & node, source.Struct()) { int id = node.second["index"].Float(); CFaction & faction = factions[id]; faction.factionID = id; faction.name = node.second["name"].String(); faction.creatureBg120 = node.second["creatureBackground"]["120px"].String(); faction.creatureBg130 = node.second["creatureBackground"]["130px"].String(); 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.alignment = alignment; if (!node.second["town"].isNull()) { towns[id].typeID = id; loadTown(towns[id], node.second["town"]); } if (!node.second["puzzleMap"].isNull()) loadPuzzle(faction, node.second["puzzleMap"]); tlog3 << "Added faction: " << node.first << "\n"; } } void CTownHandler::load() { JsonNode buildingsConf(ResourceID("config/buildings.json")); JsonNode legacyConfig; loadLegacyData(legacyConfig); //hardcoded list of H3 factions. Should be only used to convert H3 configs static const std::string factionName [GameConstants::F_NUMBER] = { "castle", "rampart", "tower", "inferno", "necropolis", "dungeon", "stronghold", "fortress", "conflux" }; // semi-manually merge legacy config with towns json for (size_t i=0; i< legacyConfig.Vector().size(); i++) { JsonNode & legacyFaction = legacyConfig.Vector()[i]; JsonNode & outputFaction = buildingsConf[factionName[i]]; 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); } } } } load(buildingsConf); }