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aaa07e4d2e
Initial support of new terrains
1182 lines
34 KiB
C++
1182 lines
34 KiB
C++
/*
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* CTownHandler.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 "CTownHandler.h"
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#include "VCMI_Lib.h"
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#include "CGeneralTextHandler.h"
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#include "JsonNode.h"
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#include "StringConstants.h"
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#include "CCreatureHandler.h"
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#include "CModHandler.h"
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#include "CHeroHandler.h"
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#include "CArtHandler.h"
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#include "spells/CSpellHandler.h"
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#include "filesystem/Filesystem.h"
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#include "mapObjects/CObjectClassesHandler.h"
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#include "mapObjects/CObjectHandler.h"
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#include "HeroBonus.h"
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const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
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const Terrain CTownHandler::defaultGoodTerrain{"grass"};
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const Terrain CTownHandler::defaultEvilTerrain{"lava"};
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const Terrain CTownHandler::defaultNeutralTerrain{"rough"};
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const std::map<std::string, CBuilding::EBuildMode> CBuilding::MODES =
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{
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{ "normal", CBuilding::BUILD_NORMAL },
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{ "auto", CBuilding::BUILD_AUTO },
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{ "special", CBuilding::BUILD_SPECIAL },
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{ "grail", CBuilding::BUILD_GRAIL }
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};
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const std::map<std::string, CBuilding::ETowerHeight> CBuilding::TOWER_TYPES =
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{
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{ "low", CBuilding::HEIGHT_LOW },
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{ "average", CBuilding::HEIGHT_AVERAGE },
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{ "high", CBuilding::HEIGHT_HIGH },
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{ "skyship", CBuilding::HEIGHT_SKYSHIP }
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};
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const std::string & CBuilding::Name() const
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{
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return name;
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}
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const std::string & CBuilding::Description() const
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{
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return description;
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}
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BuildingID CBuilding::getBase() const
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{
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const CBuilding * build = this;
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while (build->upgrade >= 0)
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{
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build = build->town->buildings.at(build->upgrade);
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}
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return build->bid;
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}
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si32 CBuilding::getDistance(BuildingID buildID) const
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{
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const CBuilding * build = town->buildings.at(buildID);
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int distance = 0;
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while (build->upgrade >= 0 && build != this)
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{
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build = build->town->buildings.at(build->upgrade);
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distance++;
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}
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if (build == this)
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return distance;
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return -1;
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}
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void CBuilding::addNewBonus(std::shared_ptr<Bonus> b, BonusList & bonusList)
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{
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bonusList.push_back(b);
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}
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CFaction::CFaction()
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{
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town = nullptr;
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index = 0;
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alignment = EAlignment::NEUTRAL;
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preferUndergroundPlacement = false;
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}
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CFaction::~CFaction()
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{
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delete town;
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}
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int32_t CFaction::getIndex() const
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{
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return index;
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}
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int32_t CFaction::getIconIndex() const
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{
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return index; //???
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}
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const std::string & CFaction::getName() const
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{
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return name;
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}
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const std::string & CFaction::getJsonKey() const
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{
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return identifier;
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}
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void CFaction::registerIcons(const IconRegistar & cb) const
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{
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if(town)
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{
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auto & info = town->clientInfo;
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cb(info.icons[0][0], "ITPT", info.iconLarge[0][0]);
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cb(info.icons[0][1], "ITPT", info.iconLarge[0][1]);
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cb(info.icons[1][0], "ITPT", info.iconLarge[1][0]);
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cb(info.icons[1][1], "ITPT", info.iconLarge[1][1]);
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cb(info.icons[0][0] + 2, "ITPA", info.iconSmall[0][0]);
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cb(info.icons[0][1] + 2, "ITPA", info.iconSmall[0][1]);
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cb(info.icons[1][0] + 2, "ITPA", info.iconSmall[1][0]);
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cb(info.icons[1][1] + 2, "ITPA", info.iconSmall[1][1]);
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}
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}
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FactionID CFaction::getId() const
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{
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return FactionID(index);
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}
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bool CFaction::hasTown() const
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{
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return town != nullptr;
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}
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void CFaction::updateFrom(const JsonNode & data)
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{
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}
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void CFaction::serializeJson(JsonSerializeFormat & handler)
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{
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}
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CTown::CTown()
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: faction(nullptr), mageLevel(0), primaryRes(0), moatDamage(0), defaultTavernChance(0)
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{
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}
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CTown::~CTown()
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{
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for(auto & build : buildings)
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build.second.dellNull();
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for(auto & str : clientInfo.structures)
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str.dellNull();
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}
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std::vector<BattleHex> CTown::defaultMoatHexes()
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{
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static const std::vector<BattleHex> moatHexes = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
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return moatHexes;
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}
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std::string CTown::getLocalizedFactionName() const
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{
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if(faction == nullptr)
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return "Random";
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else
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return faction->name;
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}
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std::string CTown::getBuildingScope() const
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{
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if(faction == nullptr)
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//no faction == random faction
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return "building";
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else
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return "building." + faction->identifier;
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}
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std::set<si32> CTown::getAllBuildings() const
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{
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std::set<si32> res;
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for(const auto & b : buildings)
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{
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res.insert(b.first.num);
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}
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return res;
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}
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const CBuilding * CTown::getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const
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{
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for(const auto & kvp : buildings)
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{
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if(kvp.second->subId == subID)
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return buildings.at(kvp.first);
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}
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return nullptr;
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}
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BuildingID::EBuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
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{
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auto building = getSpecialBuilding(subID);
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return building == nullptr ? BuildingID::NONE : building->bid.num;
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}
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const std::string CTown::getGreeting(BuildingSubID::EBuildingSubID subID) const
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{
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return VLC->townh->getMappedValue<const std::string, BuildingSubID::EBuildingSubID>(subID, std::string(), specialMessages, false);
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}
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void CTown::setGreeting(BuildingSubID::EBuildingSubID subID, const std::string message) const
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{
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specialMessages.insert(std::pair<BuildingSubID::EBuildingSubID, const std::string>(subID, message));
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}
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CTownHandler::CTownHandler()
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{
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randomTown = new CTown();
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}
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CTownHandler::~CTownHandler()
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{
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delete randomTown;
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}
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JsonNode readBuilding(CLegacyConfigParser & parser)
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{
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JsonNode ret;
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JsonNode & cost = ret["cost"];
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//note: this code will try to parse mithril as well but wil always return 0 for it
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for(const std::string & resID : GameConstants::RESOURCE_NAMES)
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cost[resID].Float() = parser.readNumber();
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cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
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parser.endLine();
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return ret;
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}
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TPropagatorPtr & CTownHandler::emptyPropagator()
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{
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static TPropagatorPtr emptyProp(nullptr);
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return emptyProp;
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}
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std::vector<JsonNode> CTownHandler::loadLegacyData(size_t dataSize)
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{
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std::vector<JsonNode> dest(dataSize);
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objects.resize(dataSize);
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auto getBuild = [&](size_t town, size_t building) -> JsonNode &
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{
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return dest[town]["town"]["buildings"][EBuildingType::names[building]];
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};
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CLegacyConfigParser parser("DATA/BUILDING.TXT");
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parser.endLine(); // header
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parser.endLine();
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//Unique buildings
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for (size_t town=0; town<dataSize; town++)
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{
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parser.endLine(); //header
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parser.endLine();
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int buildID = 17;
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do
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{
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getBuild(town, buildID) = readBuilding(parser);
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buildID++;
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}
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while (!parser.isNextEntryEmpty());
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}
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// Common buildings
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parser.endLine(); // header
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parser.endLine();
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parser.endLine();
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int buildID = 0;
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do
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{
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JsonNode building = readBuilding(parser);
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for (size_t town=0; town<dataSize; town++)
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getBuild(town, buildID) = building;
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buildID++;
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}
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while (!parser.isNextEntryEmpty());
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parser.endLine(); //header
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parser.endLine();
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//Dwellings
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for (size_t town=0; town<dataSize; town++)
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{
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parser.endLine(); //header
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parser.endLine();
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for (size_t i=0; i<14; i++)
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{
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getBuild(town, 30+i) = readBuilding(parser);
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}
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}
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{
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CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
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for(int building=0; building<15; building++)
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{
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int j=0; j<dataSize; j++)
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{
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getBuild(j, building)["name"].String() = name;
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getBuild(j, building)["description"].String() = descr;
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}
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}
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parser.endLine(); // silo
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parser.endLine(); // blacksmith //unused entries
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parser.endLine(); // moat
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//shipyard with the ship
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int town=0; town<dataSize; town++)
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{
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getBuild(town, 20)["name"].String() = name;
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getBuild(town, 20)["description"].String() = descr;
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}
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//blacksmith
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for(int town=0; town<dataSize; town++)
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{
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getBuild(town, 16)["name"].String() = parser.readString();
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getBuild(town, 16)["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
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for(int town=0; town<dataSize; town++)
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{
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for(int build=0; build<9; build++)
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{
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getBuild(town, 17 + build)["name"].String() = parser.readString();
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getBuild(town, 17 + build)["description"].String() = parser.readString();
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parser.endLine();
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}
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getBuild(town, 26)["name"].String() = parser.readString(); // Grail
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getBuild(town, 26)["description"].String() = parser.readString();
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parser.endLine();
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getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
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getBuild(town, 15)["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser("DATA/DWELLING.TXT");
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for(int town=0; town<dataSize; town++)
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{
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for(int build=0; build<14; build++)
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{
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getBuild(town, 30 + build)["name"].String() = parser.readString();
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getBuild(town, 30 + build)["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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}
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{
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CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
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CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
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size_t townID=0;
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do
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{
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dest[townID]["name"].String() = typeParser.readString();
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for (int i=0; i<NAMES_PER_TOWN; i++)
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{
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JsonNode name;
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name.String() = nameParser.readString();
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dest[townID]["town"]["names"].Vector().push_back(name);
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nameParser.endLine();
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}
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townID++;
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}
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while (typeParser.endLine());
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}
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return dest;
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}
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void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad)
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{
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if (source.isNull())
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return;
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BuildingRequirementsHelper hlp;
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hlp.building = building;
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hlp.town = building->town;
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hlp.json = source;
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bidsToLoad.push_back(hlp);
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}
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template<typename R, typename K>
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R CTownHandler::getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required)
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{
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auto it = map.find(key);
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if(it != map.end())
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return it->second;
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if(required)
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logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key);
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return defval;
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}
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template<typename R>
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R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required)
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{
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if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING)
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return getMappedValue<R, std::string>(node.String(), defval, map, required);
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return defval;
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}
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void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building)
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{
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std::shared_ptr<Bonus> b;
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static TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);
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if(building->subId == BuildingSubID::NONE)
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{
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if(building->bid == BuildingID::TAVERN)
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{
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b = createBonus(building, Bonus::MORALE, +1);
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}
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else if(building->bid == BuildingID::GRAIL
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&& building->town->faction != nullptr
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&& boost::algorithm::ends_with(building->town->faction->identifier, ":cove"))
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{
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static TPropagatorPtr allCreaturesPropagator(new CPropagatorNodeType(CBonusSystemNode::ENodeTypes::ALL_CREATURES));
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static auto factionLimiter = std::make_shared<CreatureFactionLimiter>(building->town->faction->index);
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b = createBonus(building, Bonus::NO_TERRAIN_PENALTY, 0, allCreaturesPropagator);
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b->addLimiter(factionLimiter);
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}
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}
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else
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{
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switch(building->subId)
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{
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case BuildingSubID::BROTHERHOOD_OF_SWORD:
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b = createBonus(building, Bonus::MORALE, +2);
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building->overrideBids.insert(BuildingID::TAVERN);
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break;
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case BuildingSubID::FOUNTAIN_OF_FORTUNE:
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b = createBonus(building, Bonus::LUCK, +2);
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break;
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case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
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b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
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break;
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case BuildingSubID::ATTACK_GARRISON_BONUS:
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b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
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break;
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case BuildingSubID::DEFENSE_GARRISON_BONUS:
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b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
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break;
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case BuildingSubID::LIGHTHOUSE:
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b = createBonus(building, Bonus::SEA_MOVEMENT, +500, playerPropagator);
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break;
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}
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}
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if(b)
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building->addNewBonus(b, building->buildingBonuses);
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}
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std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::BonusType type, int val, int subtype)
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{
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return createBonus(build, type, val, emptyPropagator(), subtype);
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}
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std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype)
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{
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std::ostringstream descr;
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descr << build->name;
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return createBonusImpl(build->bid, type, val, prop, descr.str(), subtype);
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}
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std::shared_ptr<Bonus> CTownHandler::createBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype)
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{
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auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, description, subtype);
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if(prop)
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b->addPropagator(prop);
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return b;
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}
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void CTownHandler::loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building)
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{
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for(auto b : source.Vector())
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{
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auto bonus = JsonUtils::parseBuildingBonus(b, building->bid, building->name);
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if(bonus == nullptr)
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continue;
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if(bonus->limiter != nullptr)
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{
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auto limPtr = dynamic_cast<CreatureFactionLimiter*>(bonus->limiter.get());
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|
|
if(limPtr != nullptr && limPtr->faction == (TFaction)-1)
|
|
limPtr->faction = building->town->faction->index;
|
|
}
|
|
//JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
|
|
if(bonus->propagator != nullptr
|
|
&& bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)
|
|
bonus->addPropagator(emptyPropagator());
|
|
building->addNewBonus(bonus, bonusList);
|
|
}
|
|
}
|
|
|
|
void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
|
|
{
|
|
auto ret = new CBuilding();
|
|
ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
|
|
|
|
if(ret->bid == BuildingID::NONE)
|
|
ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
|
|
|
|
if (ret->bid == BuildingID::NONE)
|
|
logMod->error("Error: Building '%s' has not internal ID and won't work properly. Correct the typo or update VCMI.", stringID);
|
|
|
|
ret->mode = ret->bid == BuildingID::GRAIL
|
|
? CBuilding::BUILD_GRAIL
|
|
: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);
|
|
|
|
ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
|
|
ret->height = CBuilding::HEIGHT_NO_TOWER;
|
|
|
|
if(ret->subId == BuildingSubID::LOOKOUT_TOWER
|
|
|| ret->bid == BuildingID::GRAIL)
|
|
ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
|
|
|
|
ret->identifier = stringID;
|
|
ret->town = town;
|
|
ret->name = source["name"].String();
|
|
ret->description = source["description"].String();
|
|
ret->resources = TResources(source["cost"]);
|
|
ret->produce = TResources(source["produce"]);
|
|
|
|
if(ret->bid == BuildingID::TAVERN)
|
|
addBonusesForVanilaBuilding(ret);
|
|
else if(ret->bid.IsSpecialOrGrail())
|
|
{
|
|
loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
|
|
|
|
if(ret->buildingBonuses.empty())
|
|
addBonusesForVanilaBuilding(ret);
|
|
|
|
loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);
|
|
|
|
if(!ret->onVisitBonuses.empty())
|
|
{
|
|
if(ret->subId == BuildingSubID::NONE)
|
|
ret->subId = BuildingSubID::CUSTOM_VISITING_BONUS;
|
|
|
|
for(auto & bonus : ret->onVisitBonuses)
|
|
bonus->sid = Bonus::getSid32(ret->town->faction->index, ret->bid);
|
|
}
|
|
}
|
|
//MODS COMPATIBILITY FOR 0.96
|
|
if(!ret->produce.nonZero())
|
|
{
|
|
switch (ret->bid) {
|
|
break; case BuildingID::VILLAGE_HALL: ret->produce[Res::GOLD] = 500;
|
|
break; case BuildingID::TOWN_HALL : ret->produce[Res::GOLD] = 1000;
|
|
break; case BuildingID::CITY_HALL : ret->produce[Res::GOLD] = 2000;
|
|
break; case BuildingID::CAPITOL : ret->produce[Res::GOLD] = 4000;
|
|
break; case BuildingID::GRAIL : ret->produce[Res::GOLD] = 5000;
|
|
break; case BuildingID::RESOURCE_SILO :
|
|
{
|
|
switch (ret->town->primaryRes)
|
|
{
|
|
case Res::GOLD:
|
|
ret->produce[ret->town->primaryRes] = 500;
|
|
break;
|
|
case Res::WOOD_AND_ORE:
|
|
ret->produce[Res::WOOD] = 1;
|
|
ret->produce[Res::ORE] = 1;
|
|
break;
|
|
default:
|
|
ret->produce[ret->town->primaryRes] = 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
|
|
|
|
if(ret->bid.IsSpecialOrGrail())
|
|
loadBuildingRequirements(ret, source["overrides"], overriddenBidsToLoad);
|
|
|
|
if (!source["upgrades"].isNull())
|
|
{
|
|
// building id and upgrades can't be the same
|
|
if(stringID == source["upgrades"].String())
|
|
{
|
|
throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
|
|
stringID % ret->town->getLocalizedFactionName()));
|
|
}
|
|
|
|
VLC->modh->identifiers.requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)
|
|
{
|
|
ret->upgrade = BuildingID(identifier);
|
|
});
|
|
}
|
|
else
|
|
ret->upgrade = BuildingID::NONE;
|
|
|
|
ret->town->buildings[ret->bid] = ret;
|
|
|
|
registerObject(source.meta, ret->town->getBuildingScope(), ret->identifier, ret->bid);
|
|
}
|
|
|
|
void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
|
|
{
|
|
for(auto & node : source.Struct())
|
|
{
|
|
if (!node.second.isNull())
|
|
{
|
|
loadBuilding(town, node.first, node.second);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source)
|
|
{
|
|
auto ret = new CStructure();
|
|
|
|
ret->building = nullptr;
|
|
ret->buildable = nullptr;
|
|
|
|
VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->identifier, stringID, [=, &town](si32 identifier) mutable
|
|
{
|
|
ret->building = town.buildings[BuildingID(identifier)];
|
|
});
|
|
|
|
if (source["builds"].isNull())
|
|
{
|
|
VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->identifier, stringID, [=, &town](si32 identifier) mutable
|
|
{
|
|
ret->building = town.buildings[BuildingID(identifier)];
|
|
});
|
|
}
|
|
else
|
|
{
|
|
VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, source["builds"], [=, &town](si32 identifier) mutable
|
|
{
|
|
ret->buildable = town.buildings[BuildingID(identifier)];
|
|
});
|
|
}
|
|
|
|
ret->identifier = stringID;
|
|
ret->pos.x = static_cast<si32>(source["x"].Float());
|
|
ret->pos.y = static_cast<si32>(source["y"].Float());
|
|
ret->pos.z = static_cast<si32>(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)
|
|
{
|
|
for(auto &node : source.Struct())
|
|
{
|
|
if (!node.second.isNull())
|
|
loadStructure(town, node.first, node.second);
|
|
}
|
|
}
|
|
|
|
void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
|
|
{
|
|
auto & dstSlots = town.clientInfo.hallSlots;
|
|
auto & srcSlots = source.Vector();
|
|
dstSlots.resize(srcSlots.size());
|
|
|
|
for(size_t i=0; i<dstSlots.size(); i++)
|
|
{
|
|
auto & dstRow = dstSlots[i];
|
|
auto & srcRow = srcSlots[i].Vector();
|
|
dstRow.resize(srcRow.size());
|
|
|
|
for(size_t j=0; j < dstRow.size(); j++)
|
|
{
|
|
auto & dstBox = dstRow[j];
|
|
auto & srcBox = srcRow[j].Vector();
|
|
dstBox.resize(srcBox.size());
|
|
|
|
for(size_t k=0; k<dstBox.size(); k++)
|
|
{
|
|
auto & dst = dstBox[k];
|
|
auto & src = srcBox[k];
|
|
|
|
VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, src, [&](si32 identifier)
|
|
{
|
|
dst = BuildingID(identifier);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
|
|
{
|
|
CTown::ClientInfo::Point ret;
|
|
ret.x = static_cast<si32>(node["x"].Float());
|
|
ret.y = static_cast<si32>(node["y"].Float());
|
|
return ret;
|
|
}
|
|
|
|
void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
|
|
{
|
|
town.clientInfo.siegePrefix = source["imagePrefix"].String();
|
|
VLC->modh->identifiers.requestIdentifier("creature", source["shooter"], [&town](si32 creature)
|
|
{
|
|
auto crId = CreatureID(creature);
|
|
if(!(*VLC->creh)[crId]->animation.missleFrameAngles.size())
|
|
logMod->error("Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly!"
|
|
, town.faction->name
|
|
, (*VLC->creh)[crId]->nameSing);
|
|
|
|
town.clientInfo.siegeShooter = crId;
|
|
});
|
|
|
|
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"]);
|
|
}
|
|
|
|
static void readIcon(JsonNode source, std::string & small, std::string & large)
|
|
{
|
|
if (source.getType() == JsonNode::JsonType::DATA_STRUCT) // don't crash on old format
|
|
{
|
|
small = source["small"].String();
|
|
large = source["large"].String();
|
|
}
|
|
}
|
|
|
|
void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
|
|
{
|
|
CTown::ClientInfo & info = town.clientInfo;
|
|
|
|
readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
|
|
readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
|
|
readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
|
|
readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
|
|
|
|
info.hallBackground = source["hallBackground"].String();
|
|
info.musicTheme = source["musicTheme"].String();
|
|
info.townBackground = source["townBackground"].String();
|
|
info.guildWindow = source["guildWindow"].String();
|
|
info.buildingsIcons = source["buildingsIcons"].String();
|
|
|
|
//left for back compatibility - will be removed later
|
|
if (source["guildBackground"].String() != "")
|
|
info.guildBackground = source["guildBackground"].String();
|
|
else
|
|
info.guildBackground = "TPMAGE.bmp";
|
|
if (source["tavernVideo"].String() != "")
|
|
info.tavernVideo = source["tavernVideo"].String();
|
|
else
|
|
info.tavernVideo = "TAVERN.BIK";
|
|
//end of legacy assignment
|
|
|
|
loadTownHall(town, source["hallSlots"]);
|
|
loadStructures(town, source["structures"]);
|
|
loadSiegeScreen(town, source["siege"]);
|
|
}
|
|
|
|
void CTownHandler::loadTown(CTown * town, const JsonNode & source)
|
|
{
|
|
auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
|
|
if(resIter == std::end(GameConstants::RESOURCE_NAMES))
|
|
town->primaryRes = Res::WOOD_AND_ORE; //Wood + Ore
|
|
else
|
|
town->primaryRes = static_cast<ui16>(resIter - std::begin(GameConstants::RESOURCE_NAMES));
|
|
|
|
warMachinesToLoad[town] = source["warMachine"];
|
|
|
|
town->moatDamage = static_cast<si32>(source["moatDamage"].Float());
|
|
|
|
// Compatibility for <= 0.98f mods
|
|
if(source["moatHexes"].isNull())
|
|
town->moatHexes = CTown::defaultMoatHexes();
|
|
else
|
|
town->moatHexes = source["moatHexes"].convertTo<std::vector<BattleHex> >();
|
|
|
|
town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());
|
|
town->names = source["names"].convertTo<std::vector<std::string> >();
|
|
|
|
// Horde building creature level
|
|
for(const JsonNode &node : source["horde"].Vector())
|
|
town->hordeLvl[(int)town->hordeLvl.size()] = static_cast<int>(node.Float());
|
|
|
|
// town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
|
|
// but anything below 2 must be handled here
|
|
for (size_t i=source["horde"].Vector().size(); i<2; i++)
|
|
town->hordeLvl[(int)i] = -1;
|
|
|
|
const JsonVector & creatures = source["creatures"].Vector();
|
|
|
|
town->creatures.resize(creatures.size());
|
|
|
|
for (size_t i=0; i< creatures.size(); i++)
|
|
{
|
|
const JsonVector & level = creatures[i].Vector();
|
|
|
|
town->creatures[i].resize(level.size());
|
|
|
|
for (size_t j=0; j<level.size(); j++)
|
|
{
|
|
VLC->modh->identifiers.requestIdentifier("creature", level[j], [=](si32 creature)
|
|
{
|
|
town->creatures[i][j] = CreatureID(creature);
|
|
});
|
|
}
|
|
}
|
|
|
|
town->defaultTavernChance = static_cast<ui32>(source["defaultTavern"].Float());
|
|
/// set chance of specific hero class to appear in this town
|
|
for(auto &node : source["tavern"].Struct())
|
|
{
|
|
int chance = static_cast<int>(node.second.Float());
|
|
|
|
VLC->modh->identifiers.requestIdentifier(node.second.meta, "heroClass",node.first, [=](si32 classID)
|
|
{
|
|
VLC->heroh->classes[HeroClassID(classID)]->selectionProbability[town->faction->index] = chance;
|
|
});
|
|
}
|
|
|
|
for(auto &node : source["guildSpells"].Struct())
|
|
{
|
|
int chance = static_cast<int>(node.second.Float());
|
|
|
|
VLC->modh->identifiers.requestIdentifier(node.second.meta, "spell", node.first, [=](si32 spellID)
|
|
{
|
|
VLC->spellh->objects.at(spellID)->probabilities[town->faction->index] = chance;
|
|
});
|
|
}
|
|
|
|
for(const JsonNode & d : source["adventureMap"]["dwellings"].Vector())
|
|
{
|
|
town->dwellings.push_back(d["graphics"].String());
|
|
town->dwellingNames.push_back(d["name"].String());
|
|
}
|
|
|
|
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();
|
|
for(const JsonNode &piece : source["pieces"].Vector())
|
|
{
|
|
size_t index = faction.puzzleMap.size();
|
|
SPuzzleInfo spi;
|
|
|
|
spi.x = static_cast<si16>(piece["x"].Float());
|
|
spi.y = static_cast<si16>(piece["y"].Float());
|
|
spi.whenUncovered = static_cast<ui16>(piece["index"].Float());
|
|
spi.number = static_cast<ui16>(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);
|
|
}
|
|
|
|
Terrain CTownHandler::getDefaultTerrainForAlignment(EAlignment::EAlignment alignment) const
|
|
{
|
|
Terrain terrain = defaultGoodTerrain;
|
|
|
|
switch(alignment)
|
|
{
|
|
case EAlignment::EAlignment::EVIL:
|
|
terrain = defaultEvilTerrain;
|
|
break;
|
|
case EAlignment::EAlignment::NEUTRAL:
|
|
terrain = defaultNeutralTerrain;
|
|
break;
|
|
}
|
|
return terrain;
|
|
}
|
|
|
|
CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode & source, const std::string & identifier, size_t index)
|
|
{
|
|
auto faction = new CFaction();
|
|
faction->index = index;
|
|
|
|
faction->index = static_cast<TFaction>(index);
|
|
faction->name = source["name"].String();
|
|
faction->identifier = identifier;
|
|
|
|
faction->creatureBg120 = source["creatureBackground"]["120px"].String();
|
|
faction->creatureBg130 = source["creatureBackground"]["130px"].String();
|
|
|
|
int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String());
|
|
if (alignment == -1)
|
|
faction->alignment = EAlignment::NEUTRAL;
|
|
else
|
|
faction->alignment = static_cast<EAlignment::EAlignment>(alignment);
|
|
|
|
auto preferUndergound = source["preferUndergroundPlacement"];
|
|
faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();
|
|
|
|
//Contructor is not called here, but operator=
|
|
auto nativeTerrain = source["nativeTerrain"];
|
|
faction->nativeTerrain = nativeTerrain.isNull()
|
|
? getDefaultTerrainForAlignment(faction->alignment)
|
|
: Terrain(nativeTerrain.String());
|
|
|
|
if (!source["town"].isNull())
|
|
{
|
|
faction->town = new CTown();
|
|
faction->town->faction = faction;
|
|
loadTown(faction->town, source["town"]);
|
|
}
|
|
else
|
|
faction->town = nullptr;
|
|
|
|
if (!source["puzzleMap"].isNull())
|
|
loadPuzzle(*faction, source["puzzleMap"]);
|
|
|
|
return faction;
|
|
}
|
|
|
|
void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
|
|
{
|
|
auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), objects.size());
|
|
|
|
objects.push_back(object);
|
|
|
|
if (object->town)
|
|
{
|
|
auto & info = object->town->clientInfo;
|
|
info.icons[0][0] = 8 + object->index * 4 + 0;
|
|
info.icons[0][1] = 8 + object->index * 4 + 1;
|
|
info.icons[1][0] = 8 + object->index * 4 + 2;
|
|
info.icons[1][1] = 8 + object->index * 4 + 3;
|
|
|
|
VLC->modh->identifiers.requestIdentifier(scope, "object", "town", [=](si32 index)
|
|
{
|
|
// register town once objects are loaded
|
|
JsonNode config = data["town"]["mapObject"];
|
|
config["faction"].String() = name;
|
|
config["faction"].meta = scope;
|
|
if (config.meta.empty())// MODS COMPATIBILITY FOR 0.96
|
|
config.meta = scope;
|
|
VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
|
|
|
|
// MODS COMPATIBILITY FOR 0.96
|
|
auto & advMap = data["town"]["adventureMap"];
|
|
if (!advMap.isNull())
|
|
{
|
|
logMod->warn("Outdated town mod. Will try to generate valid templates out of fort");
|
|
JsonNode config;
|
|
config["animation"] = advMap["castle"];
|
|
VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
|
|
}
|
|
});
|
|
}
|
|
|
|
registerObject(scope, "faction", name, object->index);
|
|
}
|
|
|
|
void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
|
|
{
|
|
auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), index);
|
|
|
|
if (objects.size() > index)
|
|
assert(objects[index] == nullptr); // ensure that this id was not loaded before
|
|
else
|
|
objects.resize(index + 1);
|
|
objects[index] = object;
|
|
|
|
if (object->town)
|
|
{
|
|
auto & info = object->town->clientInfo;
|
|
info.icons[0][0] = (GameConstants::F_NUMBER + object->index) * 2 + 0;
|
|
info.icons[0][1] = (GameConstants::F_NUMBER + object->index) * 2 + 1;
|
|
info.icons[1][0] = object->index * 2 + 0;
|
|
info.icons[1][1] = object->index * 2 + 1;
|
|
|
|
VLC->modh->identifiers.requestIdentifier(scope, "object", "town", [=](si32 index)
|
|
{
|
|
// register town once objects are loaded
|
|
JsonNode config = data["town"]["mapObject"];
|
|
config["faction"].String() = name;
|
|
config["faction"].meta = scope;
|
|
VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
|
|
});
|
|
}
|
|
|
|
registerObject(scope, "faction", name, object->index);
|
|
}
|
|
|
|
void CTownHandler::loadRandomFaction()
|
|
{
|
|
static const ResourceID randomFactionPath("config/factions/random.json");
|
|
|
|
JsonNode randomFactionJson(randomFactionPath);
|
|
randomFactionJson.setMeta("core", true);
|
|
loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]);
|
|
}
|
|
|
|
void CTownHandler::loadCustom()
|
|
{
|
|
loadRandomFaction();
|
|
}
|
|
|
|
void CTownHandler::afterLoadFinalization()
|
|
{
|
|
initializeRequirements();
|
|
initializeOverridden();
|
|
initializeWarMachines();
|
|
}
|
|
|
|
void CTownHandler::initializeRequirements()
|
|
{
|
|
// must be done separately after all ID's are known
|
|
for (auto & requirement : requirementsToLoad)
|
|
{
|
|
requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
|
|
{
|
|
if (node.Vector().size() > 1)
|
|
{
|
|
logMod->warn("Unexpected length of town buildings requirements: %d", node.Vector().size());
|
|
logMod->warn("Entry contains: ");
|
|
logMod->warn(node.toJson());
|
|
}
|
|
return BuildingID(VLC->modh->identifiers.getIdentifier(requirement.town->getBuildingScope(), node.Vector()[0]).get());
|
|
});
|
|
}
|
|
requirementsToLoad.clear();
|
|
}
|
|
|
|
void CTownHandler::initializeOverridden()
|
|
{
|
|
for(auto & bidHelper : overriddenBidsToLoad)
|
|
{
|
|
auto jsonNode = bidHelper.json;
|
|
auto scope = bidHelper.town->getBuildingScope();
|
|
|
|
for(auto b : jsonNode.Vector())
|
|
{
|
|
auto bid = BuildingID(VLC->modh->identifiers.getIdentifier(scope, b).get());
|
|
bidHelper.building->overrideBids.insert(bid);
|
|
}
|
|
}
|
|
overriddenBidsToLoad.clear();
|
|
}
|
|
|
|
void CTownHandler::initializeWarMachines()
|
|
{
|
|
// must be done separately after all objects are loaded
|
|
for(auto & p : warMachinesToLoad)
|
|
{
|
|
CTown * t = p.first;
|
|
JsonNode creatureKey = p.second;
|
|
|
|
auto ret = VLC->modh->identifiers.getIdentifier("creature", creatureKey, false);
|
|
|
|
if(ret)
|
|
{
|
|
const CCreature * creature = CreatureID(*ret).toCreature();
|
|
|
|
t->warMachine = creature->warMachine;
|
|
}
|
|
}
|
|
|
|
warMachinesToLoad.clear();
|
|
}
|
|
|
|
std::vector<bool> CTownHandler::getDefaultAllowed() const
|
|
{
|
|
std::vector<bool> allowedFactions;
|
|
for(auto town : objects)
|
|
{
|
|
allowedFactions.push_back(town->town != nullptr);
|
|
}
|
|
return allowedFactions;
|
|
}
|
|
|
|
std::set<TFaction> CTownHandler::getAllowedFactions(bool withTown) const
|
|
{
|
|
std::set<TFaction> allowedFactions;
|
|
std::vector<bool> allowed;
|
|
if (withTown)
|
|
allowed = getDefaultAllowed();
|
|
else
|
|
allowed.resize( objects.size(), true);
|
|
|
|
for (size_t i=0; i<allowed.size(); i++)
|
|
if (allowed[i])
|
|
allowedFactions.insert((TFaction)i);
|
|
|
|
return allowedFactions;
|
|
}
|
|
|
|
const std::vector<std::string> & CTownHandler::getTypeNames() const
|
|
{
|
|
static const std::vector<std::string> typeNames = { "faction", "town" };
|
|
return typeNames;
|
|
}
|
|
|