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vcmi/lib/CTownHandler.cpp
Nordsoft91 5f1c5c6731
New terrain support - part 1 (#755)
Initial support of new terrains
2022-06-20 17:39:50 +03:00

1182 lines
34 KiB
C++

/*
* CTownHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CTownHandler.h"
#include "VCMI_Lib.h"
#include "CGeneralTextHandler.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "CCreatureHandler.h"
#include "CModHandler.h"
#include "CHeroHandler.h"
#include "CArtHandler.h"
#include "spells/CSpellHandler.h"
#include "filesystem/Filesystem.h"
#include "mapObjects/CObjectClassesHandler.h"
#include "mapObjects/CObjectHandler.h"
#include "HeroBonus.h"
const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
const Terrain CTownHandler::defaultGoodTerrain{"grass"};
const Terrain CTownHandler::defaultEvilTerrain{"lava"};
const Terrain CTownHandler::defaultNeutralTerrain{"rough"};
const std::map<std::string, CBuilding::EBuildMode> CBuilding::MODES =
{
{ "normal", CBuilding::BUILD_NORMAL },
{ "auto", CBuilding::BUILD_AUTO },
{ "special", CBuilding::BUILD_SPECIAL },
{ "grail", CBuilding::BUILD_GRAIL }
};
const std::map<std::string, CBuilding::ETowerHeight> CBuilding::TOWER_TYPES =
{
{ "low", CBuilding::HEIGHT_LOW },
{ "average", CBuilding::HEIGHT_AVERAGE },
{ "high", CBuilding::HEIGHT_HIGH },
{ "skyship", CBuilding::HEIGHT_SKYSHIP }
};
const std::string & CBuilding::Name() const
{
return name;
}
const std::string & CBuilding::Description() const
{
return description;
}
BuildingID CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
{
build = build->town->buildings.at(build->upgrade);
}
return build->bid;
}
si32 CBuilding::getDistance(BuildingID buildID) const
{
const CBuilding * build = town->buildings.at(buildID);
int distance = 0;
while (build->upgrade >= 0 && build != this)
{
build = build->town->buildings.at(build->upgrade);
distance++;
}
if (build == this)
return distance;
return -1;
}
void CBuilding::addNewBonus(std::shared_ptr<Bonus> b, BonusList & bonusList)
{
bonusList.push_back(b);
}
CFaction::CFaction()
{
town = nullptr;
index = 0;
alignment = EAlignment::NEUTRAL;
preferUndergroundPlacement = false;
}
CFaction::~CFaction()
{
delete town;
}
int32_t CFaction::getIndex() const
{
return index;
}
int32_t CFaction::getIconIndex() const
{
return index; //???
}
const std::string & CFaction::getName() const
{
return name;
}
const std::string & CFaction::getJsonKey() const
{
return identifier;
}
void CFaction::registerIcons(const IconRegistar & cb) const
{
if(town)
{
auto & info = town->clientInfo;
cb(info.icons[0][0], "ITPT", info.iconLarge[0][0]);
cb(info.icons[0][1], "ITPT", info.iconLarge[0][1]);
cb(info.icons[1][0], "ITPT", info.iconLarge[1][0]);
cb(info.icons[1][1], "ITPT", info.iconLarge[1][1]);
cb(info.icons[0][0] + 2, "ITPA", info.iconSmall[0][0]);
cb(info.icons[0][1] + 2, "ITPA", info.iconSmall[0][1]);
cb(info.icons[1][0] + 2, "ITPA", info.iconSmall[1][0]);
cb(info.icons[1][1] + 2, "ITPA", info.iconSmall[1][1]);
}
}
FactionID CFaction::getId() const
{
return FactionID(index);
}
bool CFaction::hasTown() const
{
return town != nullptr;
}
void CFaction::updateFrom(const JsonNode & data)
{
}
void CFaction::serializeJson(JsonSerializeFormat & handler)
{
}
CTown::CTown()
: faction(nullptr), mageLevel(0), primaryRes(0), moatDamage(0), defaultTavernChance(0)
{
}
CTown::~CTown()
{
for(auto & build : buildings)
build.second.dellNull();
for(auto & str : clientInfo.structures)
str.dellNull();
}
std::vector<BattleHex> CTown::defaultMoatHexes()
{
static const std::vector<BattleHex> moatHexes = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
return moatHexes;
}
std::string CTown::getLocalizedFactionName() const
{
if(faction == nullptr)
return "Random";
else
return faction->name;
}
std::string CTown::getBuildingScope() const
{
if(faction == nullptr)
//no faction == random faction
return "building";
else
return "building." + faction->identifier;
}
std::set<si32> CTown::getAllBuildings() const
{
std::set<si32> res;
for(const auto & b : buildings)
{
res.insert(b.first.num);
}
return res;
}
const CBuilding * CTown::getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const
{
for(const auto & kvp : buildings)
{
if(kvp.second->subId == subID)
return buildings.at(kvp.first);
}
return nullptr;
}
BuildingID::EBuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
{
auto building = getSpecialBuilding(subID);
return building == nullptr ? BuildingID::NONE : building->bid.num;
}
const std::string CTown::getGreeting(BuildingSubID::EBuildingSubID subID) const
{
return VLC->townh->getMappedValue<const std::string, BuildingSubID::EBuildingSubID>(subID, std::string(), specialMessages, false);
}
void CTown::setGreeting(BuildingSubID::EBuildingSubID subID, const std::string message) const
{
specialMessages.insert(std::pair<BuildingSubID::EBuildingSubID, const std::string>(subID, message));
}
CTownHandler::CTownHandler()
{
randomTown = new CTown();
}
CTownHandler::~CTownHandler()
{
delete randomTown;
}
JsonNode readBuilding(CLegacyConfigParser & parser)
{
JsonNode ret;
JsonNode & cost = ret["cost"];
//note: this code will try to parse mithril as well but wil always return 0 for it
for(const std::string & resID : GameConstants::RESOURCE_NAMES)
cost[resID].Float() = parser.readNumber();
cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
parser.endLine();
return ret;
}
TPropagatorPtr & CTownHandler::emptyPropagator()
{
static TPropagatorPtr emptyProp(nullptr);
return emptyProp;
}
std::vector<JsonNode> CTownHandler::loadLegacyData(size_t dataSize)
{
std::vector<JsonNode> dest(dataSize);
objects.resize(dataSize);
auto getBuild = [&](size_t town, size_t building) -> JsonNode &
{
return dest[town]["town"]["buildings"][EBuildingType::names[building]];
};
CLegacyConfigParser parser("DATA/BUILDING.TXT");
parser.endLine(); // header
parser.endLine();
//Unique buildings
for (size_t town=0; town<dataSize; town++)
{
parser.endLine(); //header
parser.endLine();
int buildID = 17;
do
{
getBuild(town, buildID) = readBuilding(parser);
buildID++;
}
while (!parser.isNextEntryEmpty());
}
// Common buildings
parser.endLine(); // header
parser.endLine();
parser.endLine();
int buildID = 0;
do
{
JsonNode building = readBuilding(parser);
for (size_t town=0; town<dataSize; town++)
getBuild(town, buildID) = building;
buildID++;
}
while (!parser.isNextEntryEmpty());
parser.endLine(); //header
parser.endLine();
//Dwellings
for (size_t town=0; town<dataSize; town++)
{
parser.endLine(); //header
parser.endLine();
for (size_t i=0; i<14; i++)
{
getBuild(town, 30+i) = readBuilding(parser);
}
}
{
CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
for(int building=0; building<15; building++)
{
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int j=0; j<dataSize; j++)
{
getBuild(j, building)["name"].String() = name;
getBuild(j, building)["description"].String() = descr;
}
}
parser.endLine(); // silo
parser.endLine(); // blacksmith //unused entries
parser.endLine(); // moat
//shipyard with the ship
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int town=0; town<dataSize; town++)
{
getBuild(town, 20)["name"].String() = name;
getBuild(town, 20)["description"].String() = descr;
}
//blacksmith
for(int town=0; town<dataSize; town++)
{
getBuild(town, 16)["name"].String() = parser.readString();
getBuild(town, 16)["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
for(int town=0; town<dataSize; town++)
{
for(int build=0; build<9; build++)
{
getBuild(town, 17 + build)["name"].String() = parser.readString();
getBuild(town, 17 + build)["description"].String() = parser.readString();
parser.endLine();
}
getBuild(town, 26)["name"].String() = parser.readString(); // Grail
getBuild(town, 26)["description"].String() = parser.readString();
parser.endLine();
getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
getBuild(town, 15)["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/DWELLING.TXT");
for(int town=0; town<dataSize; town++)
{
for(int build=0; build<14; build++)
{
getBuild(town, 30 + build)["name"].String() = parser.readString();
getBuild(town, 30 + build)["description"].String() = parser.readString();
parser.endLine();
}
}
}
{
CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
size_t townID=0;
do
{
dest[townID]["name"].String() = typeParser.readString();
for (int i=0; i<NAMES_PER_TOWN; i++)
{
JsonNode name;
name.String() = nameParser.readString();
dest[townID]["town"]["names"].Vector().push_back(name);
nameParser.endLine();
}
townID++;
}
while (typeParser.endLine());
}
return dest;
}
void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad)
{
if (source.isNull())
return;
BuildingRequirementsHelper hlp;
hlp.building = building;
hlp.town = building->town;
hlp.json = source;
bidsToLoad.push_back(hlp);
}
template<typename R, typename K>
R CTownHandler::getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required)
{
auto it = map.find(key);
if(it != map.end())
return it->second;
if(required)
logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key);
return defval;
}
template<typename R>
R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required)
{
if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING)
return getMappedValue<R, std::string>(node.String(), defval, map, required);
return defval;
}
void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building)
{
std::shared_ptr<Bonus> b;
static TPropagatorPtr playerPropagator = std::make_shared<CPropagatorNodeType>(CBonusSystemNode::ENodeTypes::PLAYER);
if(building->subId == BuildingSubID::NONE)
{
if(building->bid == BuildingID::TAVERN)
{
b = createBonus(building, Bonus::MORALE, +1);
}
else if(building->bid == BuildingID::GRAIL
&& building->town->faction != nullptr
&& boost::algorithm::ends_with(building->town->faction->identifier, ":cove"))
{
static TPropagatorPtr allCreaturesPropagator(new CPropagatorNodeType(CBonusSystemNode::ENodeTypes::ALL_CREATURES));
static auto factionLimiter = std::make_shared<CreatureFactionLimiter>(building->town->faction->index);
b = createBonus(building, Bonus::NO_TERRAIN_PENALTY, 0, allCreaturesPropagator);
b->addLimiter(factionLimiter);
}
}
else
{
switch(building->subId)
{
case BuildingSubID::BROTHERHOOD_OF_SWORD:
b = createBonus(building, Bonus::MORALE, +2);
building->overrideBids.insert(BuildingID::TAVERN);
break;
case BuildingSubID::FOUNTAIN_OF_FORTUNE:
b = createBonus(building, Bonus::LUCK, +2);
break;
case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
break;
case BuildingSubID::ATTACK_GARRISON_BONUS:
b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
break;
case BuildingSubID::DEFENSE_GARRISON_BONUS:
b = createBonus(building, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
break;
case BuildingSubID::LIGHTHOUSE:
b = createBonus(building, Bonus::SEA_MOVEMENT, +500, playerPropagator);
break;
}
}
if(b)
building->addNewBonus(b, building->buildingBonuses);
}
std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::BonusType type, int val, int subtype)
{
return createBonus(build, type, val, emptyPropagator(), subtype);
}
std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype)
{
std::ostringstream descr;
descr << build->name;
return createBonusImpl(build->bid, type, val, prop, descr.str(), subtype);
}
std::shared_ptr<Bonus> CTownHandler::createBonusImpl(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, const std::string & description, int subtype)
{
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, description, subtype);
if(prop)
b->addPropagator(prop);
return b;
}
void CTownHandler::loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building)
{
for(auto b : source.Vector())
{
auto bonus = JsonUtils::parseBuildingBonus(b, building->bid, building->name);
if(bonus == nullptr)
continue;
if(bonus->limiter != nullptr)
{
auto limPtr = dynamic_cast<CreatureFactionLimiter*>(bonus->limiter.get());
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;
}