mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
aaa07e4d2e
Initial support of new terrains
433 lines
13 KiB
C++
433 lines
13 KiB
C++
/*
|
|
* CTownHandler.h, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include <vcmi/Faction.h>
|
|
#include <vcmi/FactionService.h>
|
|
|
|
#include "ConstTransitivePtr.h"
|
|
#include "ResourceSet.h"
|
|
#include "int3.h"
|
|
#include "GameConstants.h"
|
|
#include "IHandlerBase.h"
|
|
#include "LogicalExpression.h"
|
|
#include "battle/BattleHex.h"
|
|
#include "HeroBonus.h"
|
|
#include "Terrain.h"
|
|
|
|
class CLegacyConfigParser;
|
|
class JsonNode;
|
|
class CTown;
|
|
class CFaction;
|
|
struct BattleHex;
|
|
class JsonSerializeFormat;
|
|
|
|
/// a typical building encountered in every castle ;]
|
|
/// this is structure available to both client and server
|
|
/// contains all mechanics-related data about town structures
|
|
|
|
|
|
|
|
class DLL_LINKAGE CBuilding
|
|
{
|
|
|
|
std::string name;
|
|
std::string description;
|
|
|
|
public:
|
|
typedef LogicalExpression<BuildingID> TRequired;
|
|
|
|
CTown * town; // town this building belongs to
|
|
TResources resources;
|
|
TResources produce;
|
|
TRequired requirements;
|
|
std::string identifier;
|
|
|
|
BuildingID bid; //structure ID
|
|
BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
|
|
BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
|
|
std::set<BuildingID> overrideBids; /// the building which bonuses should be overridden with bonuses of the current building
|
|
BonusList buildingBonuses;
|
|
BonusList onVisitBonuses;
|
|
|
|
enum EBuildMode
|
|
{
|
|
BUILD_NORMAL, // 0 - normal, default
|
|
BUILD_AUTO, // 1 - auto - building appears when all requirements are built
|
|
BUILD_SPECIAL, // 2 - special - building can not be built normally
|
|
BUILD_GRAIL // 3 - grail - building reqires grail to be built
|
|
} mode;
|
|
|
|
enum ETowerHeight // for lookup towers and some grails
|
|
{
|
|
HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
|
|
HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
|
|
HEIGHT_AVERAGE = 15,
|
|
HEIGHT_HIGH = 20, // such tower is in the Tower town
|
|
HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
|
|
} height;
|
|
|
|
static const std::map<std::string, CBuilding::EBuildMode> MODES;
|
|
static const std::map<std::string, CBuilding::ETowerHeight> TOWER_TYPES;
|
|
|
|
CBuilding() : town(nullptr), mode(BUILD_NORMAL) {};
|
|
|
|
const std::string &Name() const;
|
|
const std::string &Description() const;
|
|
|
|
//return base of upgrade(s) or this
|
|
BuildingID getBase() const;
|
|
|
|
// returns how many times build has to be upgraded to become build
|
|
si32 getDistance(BuildingID build) const;
|
|
|
|
STRONG_INLINE
|
|
bool IsTradeBuilding() const
|
|
{
|
|
return bid == BuildingID::MARKETPLACE || subId == BuildingSubID::ARTIFACT_MERCHANT || subId == BuildingSubID::FREELANCERS_GUILD;
|
|
}
|
|
|
|
STRONG_INLINE
|
|
bool IsWeekBonus() const
|
|
{
|
|
return subId == BuildingSubID::STABLES || subId == BuildingSubID::MANA_VORTEX;
|
|
}
|
|
|
|
STRONG_INLINE
|
|
bool IsVisitingBonus() const
|
|
{
|
|
return subId == BuildingSubID::ATTACK_VISITING_BONUS ||
|
|
subId == BuildingSubID::DEFENSE_VISITING_BONUS ||
|
|
subId == BuildingSubID::SPELL_POWER_VISITING_BONUS ||
|
|
subId == BuildingSubID::KNOWLEDGE_VISITING_BONUS ||
|
|
subId == BuildingSubID::EXPERIENCE_VISITING_BONUS ||
|
|
subId == BuildingSubID::CUSTOM_VISITING_BONUS;
|
|
}
|
|
|
|
void addNewBonus(std::shared_ptr<Bonus> b, BonusList & bonusList);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & identifier;
|
|
h & town;
|
|
h & bid;
|
|
h & resources;
|
|
h & produce;
|
|
h & name;
|
|
h & description;
|
|
h & requirements;
|
|
h & upgrade;
|
|
h & mode;
|
|
h & subId;
|
|
h & height;
|
|
h & overrideBids;
|
|
h & buildingBonuses;
|
|
h & onVisitBonuses;
|
|
}
|
|
|
|
friend class CTownHandler;
|
|
};
|
|
|
|
/// This is structure used only by client
|
|
/// Consists of all gui-related data about town structures
|
|
/// Should be moved from lib to client
|
|
struct DLL_LINKAGE CStructure
|
|
{
|
|
CBuilding * building; // base building. If null - this structure will be always present on screen
|
|
CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
|
|
|
|
int3 pos;
|
|
std::string defName, borderName, areaName, identifier;
|
|
|
|
bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & pos;
|
|
h & defName;
|
|
h & borderName;
|
|
h & areaName;
|
|
h & identifier;
|
|
h & building;
|
|
h & buildable;
|
|
h & hiddenUpgrade;
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE SPuzzleInfo
|
|
{
|
|
ui16 number; //type of puzzle
|
|
si16 x, y; //position
|
|
ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
|
|
std::string filename; //file with graphic of this puzzle
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & number;
|
|
h & x;
|
|
h & y;
|
|
h & whenUncovered;
|
|
h & filename;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CFaction : public Faction
|
|
{
|
|
public:
|
|
std::string name; //town name, by default - from TownName.txt
|
|
std::string identifier;
|
|
|
|
TFaction index;
|
|
|
|
Terrain nativeTerrain;
|
|
EAlignment::EAlignment alignment;
|
|
bool preferUndergroundPlacement;
|
|
|
|
CTown * town; //NOTE: can be null
|
|
|
|
std::string creatureBg120;
|
|
std::string creatureBg130;
|
|
|
|
std::vector<SPuzzleInfo> puzzleMap;
|
|
|
|
CFaction();
|
|
~CFaction();
|
|
|
|
int32_t getIndex() const override;
|
|
int32_t getIconIndex() const override;
|
|
const std::string & getName() const override;
|
|
const std::string & getJsonKey() const override;
|
|
void registerIcons(const IconRegistar & cb) const override;
|
|
FactionID getId() const override;
|
|
|
|
bool hasTown() const override;
|
|
|
|
void updateFrom(const JsonNode & data);
|
|
void serializeJson(JsonSerializeFormat & handler);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & name;
|
|
h & identifier;
|
|
h & index;
|
|
h & nativeTerrain;
|
|
h & alignment;
|
|
h & town;
|
|
h & creatureBg120;
|
|
h & creatureBg130;
|
|
h & puzzleMap;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CTown
|
|
{
|
|
public:
|
|
CTown();
|
|
~CTown();
|
|
// TODO: remove once save and mod compatability not needed
|
|
static std::vector<BattleHex> defaultMoatHexes();
|
|
|
|
std::string getLocalizedFactionName() const;
|
|
std::string getBuildingScope() const;
|
|
std::set<si32> getAllBuildings() const;
|
|
const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
|
|
const std::string getGreeting(BuildingSubID::EBuildingSubID subID) const;
|
|
void setGreeting(BuildingSubID::EBuildingSubID subID, const std::string message) const; //may affect only mutable field
|
|
BuildingID::EBuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
|
|
|
|
CFaction * faction;
|
|
|
|
std::vector<std::string> names; //names of the town instances
|
|
|
|
/// level -> list of creatures on this tier
|
|
// TODO: replace with pointers to CCreature
|
|
std::vector<std::vector<CreatureID> > creatures;
|
|
|
|
std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
|
|
|
|
std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
|
|
std::vector<std::string> dwellingNames;
|
|
|
|
// should be removed at least from configs in favor of auto-detection
|
|
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
|
|
ui32 mageLevel; //max available mage guild level
|
|
ui16 primaryRes;
|
|
ArtifactID warMachine;
|
|
si32 moatDamage;
|
|
std::vector<BattleHex> moatHexes;
|
|
// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
|
|
// resulting chance = sqrt(town.chance * heroClass.chance)
|
|
ui32 defaultTavernChance;
|
|
|
|
// Client-only data. Should be moved away from lib
|
|
struct ClientInfo
|
|
{
|
|
struct Point
|
|
{
|
|
si32 x;
|
|
si32 y;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & x;
|
|
h & y;
|
|
}
|
|
};
|
|
|
|
//icons [fort is present?][build limit reached?] -> index of icon in def files
|
|
int icons[2][2];
|
|
std::string iconSmall[2][2]; /// icon names used during loading
|
|
std::string iconLarge[2][2];
|
|
std::string tavernVideo;
|
|
std::string musicTheme;
|
|
std::string townBackground;
|
|
std::string guildBackground;
|
|
std::string guildWindow;
|
|
std::string buildingsIcons;
|
|
std::string hallBackground;
|
|
/// vector[row][column] = list of buildings in this slot
|
|
std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
|
|
|
|
/// list of town screen structures.
|
|
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
|
|
std::vector<ConstTransitivePtr<CStructure> > structures;
|
|
|
|
std::string siegePrefix;
|
|
std::vector<Point> siegePositions;
|
|
CreatureID siegeShooter; // shooter creature ID
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & icons;
|
|
h & iconSmall;
|
|
h & iconLarge;
|
|
h & tavernVideo;
|
|
h & musicTheme;
|
|
h & townBackground;
|
|
h & guildBackground;
|
|
h & guildWindow;
|
|
h & buildingsIcons;
|
|
h & hallBackground;
|
|
h & hallSlots;
|
|
h & structures;
|
|
h & siegePrefix;
|
|
h & siegePositions;
|
|
h & siegeShooter;
|
|
}
|
|
} clientInfo;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & names;
|
|
h & faction;
|
|
h & creatures;
|
|
h & dwellings;
|
|
h & dwellingNames;
|
|
h & buildings;
|
|
h & hordeLvl;
|
|
h & mageLevel;
|
|
h & primaryRes;
|
|
h & warMachine;
|
|
h & clientInfo;
|
|
h & moatDamage;
|
|
h & moatHexes;
|
|
h & defaultTavernChance;
|
|
}
|
|
|
|
private:
|
|
///generated bonusing buildings messages for all towns of this type.
|
|
mutable std::map<BuildingSubID::EBuildingSubID, const std::string> specialMessages; //may be changed by CGTownBuilding::getVisitingBonusGreeting() const
|
|
};
|
|
|
|
class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFaction, FactionService>
|
|
{
|
|
struct BuildingRequirementsHelper
|
|
{
|
|
JsonNode json;
|
|
CBuilding * building;
|
|
CTown * town;
|
|
};
|
|
|
|
std::map<CTown *, JsonNode> warMachinesToLoad;
|
|
std::vector<BuildingRequirementsHelper> requirementsToLoad;
|
|
std::vector<BuildingRequirementsHelper> overriddenBidsToLoad; //list of buildings, which bonuses should be overridden.
|
|
|
|
const static Terrain defaultGoodTerrain;
|
|
const static Terrain defaultEvilTerrain;
|
|
const static Terrain defaultNeutralTerrain;
|
|
|
|
static TPropagatorPtr & emptyPropagator();
|
|
|
|
void initializeRequirements();
|
|
void initializeOverridden();
|
|
void initializeWarMachines();
|
|
|
|
/// loads CBuilding's into town
|
|
void loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad);
|
|
void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
|
|
void loadBuildings(CTown * town, const JsonNode & source);
|
|
|
|
std::shared_ptr<Bonus> createBonus(CBuilding * build, Bonus::BonusType type, int val, int subtype = -1);
|
|
std::shared_ptr<Bonus> createBonus(CBuilding * build, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype = -1);
|
|
std::shared_ptr<Bonus> createBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype = -1);
|
|
|
|
/// loads CStructure's into town
|
|
void loadStructure(CTown &town, const std::string & stringID, const JsonNode & source);
|
|
void loadStructures(CTown &town, const JsonNode & source);
|
|
|
|
/// loads town hall vector (hallSlots)
|
|
void loadTownHall(CTown &town, const JsonNode & source);
|
|
void loadSiegeScreen(CTown &town, const JsonNode & source);
|
|
|
|
void loadClientData(CTown &town, const JsonNode & source);
|
|
|
|
void loadTown(CTown * town, const JsonNode & source);
|
|
|
|
void loadPuzzle(CFaction & faction, const JsonNode & source);
|
|
|
|
Terrain getDefaultTerrainForAlignment(EAlignment::EAlignment aligment) const;
|
|
void loadRandomFaction();
|
|
|
|
|
|
public:
|
|
template<typename R, typename K>
|
|
static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
|
|
template<typename R>
|
|
static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
|
|
|
|
CTown * randomTown;
|
|
|
|
CTownHandler();
|
|
~CTownHandler();
|
|
|
|
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
|
|
|
|
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
|
|
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
|
|
void addBonusesForVanilaBuilding(CBuilding * building);
|
|
|
|
void loadCustom() override;
|
|
void afterLoadFinalization() override;
|
|
|
|
std::vector<bool> getDefaultAllowed() const override;
|
|
std::set<TFaction> getAllowedFactions(bool withTown = true) const;
|
|
|
|
static void loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & objects;
|
|
h & randomTown;
|
|
}
|
|
|
|
protected:
|
|
const std::vector<std::string> & getTypeNames() const override;
|
|
CFaction * loadFromJson(const std::string & scope, const JsonNode & data, const std::string & identifier, size_t index) override;
|
|
};
|