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https://github.com/vcmi/vcmi.git
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464 lines
12 KiB
C++
464 lines
12 KiB
C++
/*
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* Terrain.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Terrain.h"
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#include "VCMI_Lib.h"
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#include "CModHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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//regular expression to change id for string at config
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//("allowedTerrain"\s*:\s*\[.*)9(.*\],\n)
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//\1"rock"\2
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TerrainTypeHandler::TerrainTypeHandler()
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{
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auto allConfigs = VLC->modh->getActiveMods();
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allConfigs.insert(allConfigs.begin(), CModHandler::scopeBuiltin());
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initRivers(allConfigs);
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recreateRiverMaps();
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initRoads(allConfigs);
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recreateRoadMaps();
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initTerrains(allConfigs); //maps will be populated inside
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}
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void TerrainTypeHandler::initTerrains(const std::vector<std::string> & allConfigs)
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{
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std::vector<std::function<void()>> resolveLater;
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objects.resize(Terrain::ORIGINAL_TERRAIN_COUNT); //make space for original terrains
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for(auto & mod : allConfigs)
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{
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if(!CResourceHandler::get(mod)->existsResource(ResourceID("config/terrains.json")))
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continue;
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JsonNode terrs(mod, ResourceID("config/terrains.json"));
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for(auto & terr : terrs.Struct())
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{
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TerrainType info(terr.first); //set name
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info.moveCost = static_cast<int>(terr.second["moveCost"].Integer());
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const JsonVector &unblockedVec = terr.second["minimapUnblocked"].Vector();
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info.minimapUnblocked =
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{
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ui8(unblockedVec[0].Float()),
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ui8(unblockedVec[1].Float()),
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ui8(unblockedVec[2].Float())
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};
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const JsonVector &blockedVec = terr.second["minimapBlocked"].Vector();
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info.minimapBlocked =
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{
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ui8(blockedVec[0].Float()),
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ui8(blockedVec[1].Float()),
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ui8(blockedVec[2].Float())
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};
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info.musicFilename = terr.second["music"].String();
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info.tilesFilename = terr.second["tiles"].String();
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if(terr.second["type"].isNull())
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{
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info.passabilityType = TerrainType::PassabilityType::LAND | TerrainType::PassabilityType::SURFACE;
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}
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else if (terr.second["type"].getType() == JsonNode::JsonType::DATA_VECTOR)
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{
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for(const auto& node : terr.second["type"].Vector())
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{
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//Set bits
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auto s = node.String();
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if (s == "LAND") info.passabilityType |= TerrainType::PassabilityType::LAND;
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if (s == "WATER") info.passabilityType |= TerrainType::PassabilityType::WATER;
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if (s == "ROCK") info.passabilityType |= TerrainType::PassabilityType::ROCK;
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if (s == "SURFACE") info.passabilityType |= TerrainType::PassabilityType::SURFACE;
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if (s == "SUB") info.passabilityType |= TerrainType::PassabilityType::SUBTERRANEAN;
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}
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}
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else //should be string - one option only
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{
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auto s = terr.second["type"].String();
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if (s == "LAND") info.passabilityType = TerrainType::PassabilityType::LAND;
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if (s == "WATER") info.passabilityType = TerrainType::PassabilityType::WATER;
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if (s == "ROCK") info.passabilityType = TerrainType::PassabilityType::ROCK;
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if (s == "SURFACE") info.passabilityType = TerrainType::PassabilityType::SURFACE;
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if (s == "SUB") info.passabilityType = TerrainType::PassabilityType::SUBTERRANEAN;
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}
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if(terr.second["river"].isNull())
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{
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info.river = River::NO_RIVER;
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}
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else
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{
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info.river = getRiverByCode(terr.second["river"].String())->id;
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}
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if(terr.second["horseSoundId"].isNull())
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{
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info.horseSoundId = Terrain::ROCK; //rock sound as default
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}
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else
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{
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info.horseSoundId = static_cast<int>(terr.second["horseSoundId"].Float());
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}
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if(!terr.second["text"].isNull())
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{
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info.terrainText = terr.second["text"].String();
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}
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if(terr.second["code"].isNull())
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{
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info.typeCode = terr.first.substr(0, 2);
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}
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else
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{
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info.typeCode = terr.second["code"].String();
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assert(info.typeCode.length() == 2);
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}
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if(!terr.second["battleFields"].isNull())
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{
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for(auto & t : terr.second["battleFields"].Vector())
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{
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info.battleFields.emplace_back(t.String());
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}
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}
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info.transitionRequired = false;
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if(!terr.second["transitionRequired"].isNull())
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{
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info.transitionRequired = terr.second["transitionRequired"].Bool();
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}
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info.terrainViewPatterns = "normal";
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if(!terr.second["terrainViewPatterns"].isNull())
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{
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info.terrainViewPatterns = terr.second["terrainViewPatterns"].String();
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}
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if(!terr.second["originalTerrainId"].isNull())
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{
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//place in reserved slot
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info.id = (TerrainId)(terr.second["originalTerrainId"].Float());
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objects[info.id] = info;
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}
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else
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{
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//append at the end
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info.id = static_cast<TerrainId>(objects.size());
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objects.push_back(info);
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}
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TerrainId id = info.id;
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//Update terrain with this id in the future, after all terrain types are populated
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if(!terr.second["prohibitTransitions"].isNull())
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{
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for(auto & t : terr.second["prohibitTransitions"].Vector())
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{
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std::string prohibitedTerrainName = t.String();
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resolveLater.push_back([this, prohibitedTerrainName, id]()
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{
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//FIXME: is that reference to the element in vector?
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objects[id].prohibitTransitions.emplace_back(getInfoByName(prohibitedTerrainName)->id);
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});
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}
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}
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if(terr.second["rockTerrain"].isNull())
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{
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objects[id].rockTerrain = Terrain::ROCK;
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}
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else
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{
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auto rockTerrainName = terr.second["rockTerrain"].String();
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resolveLater.push_back([this, rockTerrainName, id]()
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{
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//FIXME: is that reference to the element in vector?
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objects[id].rockTerrain = getInfoByName(rockTerrainName)->id;
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});
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}
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}
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}
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for(size_t i = Terrain::FIRST_REGULAR_TERRAIN; i < Terrain::ORIGINAL_TERRAIN_COUNT; i++)
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{
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//Make sure that original terrains are loaded
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assert(objects[i].id != Terrain::WRONG);
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}
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recreateTerrainMaps();
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for(auto& functor : resolveLater)
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{
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functor();
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}
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}
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void TerrainTypeHandler::initRivers(const std::vector<std::string> & allConfigs)
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{
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riverTypes.resize(River::ORIGINAL_RIVER_COUNT); //make space for original rivers
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//First object will be default NO_RIVER
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for(auto & mod : allConfigs)
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{
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if (!CResourceHandler::get(mod)->existsResource(ResourceID("config/rivers.json")))
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continue;
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JsonNode rivs(mod, ResourceID("config/rivers.json"));
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for(auto & river : rivs.Struct())
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{
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RiverType info;
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info.name = river.first;
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info.fileName = river.second["animation"].String();
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info.code = river.second["code"].String();
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info.deltaName = river.second["delta"].String();
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if (!river.second["originalRiverId"].isNull())
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{
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info.id = static_cast<RiverId>(river.second["originalRiverId"].Float());
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riverTypes[info.id] = info;
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}
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else
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{
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info.id = static_cast<RiverId>(riverTypes.size());
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riverTypes.push_back(info);
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}
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}
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}
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recreateRiverMaps();
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}
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void TerrainTypeHandler::initRoads(const std::vector<std::string> & allConfigs)
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{
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roadTypes.resize(Road::ORIGINAL_ROAD_COUNT); //make space for original rivers
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//first object will be default NO_ROAD
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for(auto & mod : allConfigs)
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{
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if (!CResourceHandler::get(mod)->existsResource(ResourceID("config/roads.json")))
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continue;
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JsonNode rds(mod, ResourceID("config/roads.json"));
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for(auto & road : rds.Struct())
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{
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RoadType info;
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info.name = road.first;
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info.fileName = road.second["animation"].String();
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info.code = road.second["code"].String();
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info.movementCost = static_cast<ui8>(road.second["moveCost"].Float());
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if (!road.second["originalRoadId"].isNull())
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{
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info.id = static_cast<RoadId>(road.second["originalRoadId"].Float());
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roadTypes[info.id] = info;
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}
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else
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{
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info.id = static_cast<RoadId>(roadTypes.size());
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roadTypes.push_back(info);
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}
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}
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}
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recreateRoadMaps();
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}
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void TerrainTypeHandler::recreateTerrainMaps()
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{
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//This assumes the vector will never be updated or reallocated in the future
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for(size_t i = 0; i < objects.size(); i++)
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{
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const auto * terrainInfo = &objects[i];
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terrainInfoByName[terrainInfo->name] = terrainInfo;
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terrainInfoByCode[terrainInfo->typeCode] = terrainInfo;
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terrainInfoById[terrainInfo->id] = terrainInfo;
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}
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}
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void TerrainTypeHandler::recreateRiverMaps()
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{
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for(size_t i = River::FIRST_REGULAR_RIVER ; i < riverTypes.size(); i++)
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{
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const auto * riverInfo = &riverTypes[i];
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riverInfoByName[riverInfo->name] = riverInfo;
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riverInfoByCode[riverInfo->code] = riverInfo;
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riverInfoById[riverInfo->id] = riverInfo;
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}
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}
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void TerrainTypeHandler::recreateRoadMaps()
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{
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for(size_t i = Road::FIRST_REGULAR_ROAD ; i < roadTypes.size(); i++)
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{
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const auto * roadInfo = &roadTypes[i];
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roadInfoByName[roadInfo->name] = roadInfo;
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roadInfoByCode[roadInfo->code] = roadInfo;
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roadInfoById[roadInfo->id] = roadInfo;
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}
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}
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const std::vector<TerrainType> & TerrainTypeHandler::terrains() const
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{
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//FIXME: somehow make it non-copyable? Pointers must point to original data and not its copy
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return objects;
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}
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const std::vector<RiverType>& TerrainTypeHandler::rivers() const
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{
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return riverTypes;
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}
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const std::vector<RoadType>& TerrainTypeHandler::roads() const
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{
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return roadTypes;
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}
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const TerrainType* TerrainTypeHandler::getInfoByName(const std::string& terrainName) const
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{
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return terrainInfoByName.at(terrainName);
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}
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const TerrainType* TerrainTypeHandler::getInfoByCode(const std::string& terrainCode) const
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{
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return terrainInfoByCode.at(terrainCode);
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}
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const TerrainType* TerrainTypeHandler::getInfoById(TerrainId id) const
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{
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return terrainInfoById.at(id);
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}
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const RiverType* TerrainTypeHandler::getRiverByName(const std::string& riverName) const
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{
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return riverInfoByName.at(riverName);
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}
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const RiverType* TerrainTypeHandler::getRiverByCode(const std::string& riverCode) const
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{
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return riverInfoByCode.at(riverCode);
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}
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const RiverType* TerrainTypeHandler::getRiverById(RiverId id) const
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{
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return riverInfoById.at(id);
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}
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const RoadType* TerrainTypeHandler::getRoadByName(const std::string& roadName) const
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{
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return roadInfoByName.at(roadName);
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}
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const RoadType* TerrainTypeHandler::getRoadByCode(const std::string& roadCode) const
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{
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return roadInfoByCode.at(roadCode);
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}
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const RoadType* TerrainTypeHandler::getRoadById(RoadId id) const
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{
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return roadInfoById.at(id);
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}
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std::ostream & operator<<(std::ostream & os, const TerrainType & terrainType)
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{
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return os << static_cast<const std::string &>(terrainType);
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}
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TerrainType::operator std::string() const
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{
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return name;
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}
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TerrainType::TerrainType(const std::string& _name):
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minimapBlocked({0,0,0}), //black
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minimapUnblocked({ 128,128,128 }), //grey
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name(_name),
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river(River::NO_RIVER),
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id(Terrain::WRONG),
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rockTerrain(Terrain::ROCK),
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moveCost(GameConstants::BASE_MOVEMENT_COST),
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horseSoundId(0),
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passabilityType(0),
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transitionRequired(false)
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{
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}
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bool TerrainType::operator==(const TerrainType& other)
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{
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return id == other.id;
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}
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bool TerrainType::operator!=(const TerrainType& other)
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{
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return id != other.id;
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}
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bool TerrainType::operator<(const TerrainType& other)
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{
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return id < other.id;
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}
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bool TerrainType::isLand() const
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{
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return !isWater();
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}
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bool TerrainType::isWater() const
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{
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return passabilityType & PassabilityType::WATER;
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}
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bool TerrainType::isPassable() const
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{
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return !(passabilityType & PassabilityType::ROCK);
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}
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bool TerrainType::isSurface() const
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{
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return passabilityType & PassabilityType::SURFACE;
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}
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bool TerrainType::isUnderground() const
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{
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return passabilityType & PassabilityType::SUBTERRANEAN;
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}
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bool TerrainType::isTransitionRequired() const
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{
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return transitionRequired;
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}
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RiverType::RiverType(const std::string & fileName, const std::string & code, RiverId id):
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fileName(fileName),
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code(code),
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id(id)
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{
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}
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RoadType::RoadType(const std::string& fileName, const std::string& code, RoadId id):
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fileName(fileName),
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code(code),
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id(id),
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movementCost(GameConstants::BASE_MOVEMENT_COST)
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{
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}
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VCMI_LIB_NAMESPACE_END
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