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6aaf77812b
Now every zone can be surface, underground, or both. This is separate from water <-> land distinction. Iand type is now a combination of flags and can take multiple values: "type": ["LAND", "WATER", "SURFACE", "SUB", "ROCK"]. In nothing is specified, terrains get LAND | SURFACE flags by default. Non-surface zones will default to DIRT, and non-underground zones will default to SUBTERRA.
296 lines
7.2 KiB
C++
296 lines
7.2 KiB
C++
/*
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* Terrain.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Terrain.h"
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#include "VCMI_Lib.h"
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#include "CModHandler.h"
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//regular expression to change id for string at config
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//("allowedTerrain"\s*:\s*\[.*)9(.*\],\n)
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//\1"rock"\2
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TerrainTypeHandler::TerrainTypeHandler()
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{
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auto allConfigs = VLC->modh->getActiveMods();
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allConfigs.insert(allConfigs.begin(), "core");
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std::vector<std::function<void()>> resolveLater;
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objects.resize(Terrain::ORIGINAL_TERRAIN_COUNT, nullptr); //make space for original terrains
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for(auto & mod : allConfigs)
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{
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if(!CResourceHandler::get(mod)->existsResource(ResourceID("config/terrains.json")))
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continue;
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JsonNode terrs(mod, ResourceID("config/terrains.json"));
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for(auto & terr : terrs.Struct())
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{
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auto * info = new TerrainType(terr.first); //set name
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info->moveCost = terr.second["moveCost"].Integer();
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const JsonVector &unblockedVec = terr.second["minimapUnblocked"].Vector();
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info->minimapUnblocked =
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{
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ui8(unblockedVec[0].Float()),
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ui8(unblockedVec[1].Float()),
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ui8(unblockedVec[2].Float())
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};
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const JsonVector &blockedVec = terr.second["minimapBlocked"].Vector();
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info->minimapBlocked =
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{
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ui8(blockedVec[0].Float()),
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ui8(blockedVec[1].Float()),
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ui8(blockedVec[2].Float())
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};
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info->musicFilename = terr.second["music"].String();
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info->tilesFilename = terr.second["tiles"].String();
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if(terr.second["type"].isNull())
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{
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info->passabilityType = TerrainType::PassabilityType::LAND | TerrainType::PassabilityType::SURFACE;
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}
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else if (terr.second["type"].getType() == JsonNode::JsonType::DATA_VECTOR)
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{
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for (const auto& node : terr.second["type"].Vector())
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{
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//Set bits
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auto s = node.String();
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if (s == "LAND") info->passabilityType |= TerrainType::PassabilityType::LAND;
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if (s == "WATER") info->passabilityType |= TerrainType::PassabilityType::WATER;
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if (s == "ROCK") info->passabilityType |= TerrainType::PassabilityType::ROCK;
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if (s == "SURFACE") info->passabilityType |= TerrainType::PassabilityType::SURFACE;
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if (s == "SUB") info->passabilityType |= TerrainType::PassabilityType::SUBTERRANEAN;
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}
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}
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else //should be string - one option only
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{
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auto s = terr.second["type"].String();
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if (s == "LAND") info->passabilityType = TerrainType::PassabilityType::LAND;
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if (s == "WATER") info->passabilityType = TerrainType::PassabilityType::WATER;
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if (s == "ROCK") info->passabilityType = TerrainType::PassabilityType::ROCK;
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if (s == "SURFACE") info->passabilityType = TerrainType::PassabilityType::SURFACE;
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if (s == "SUB") info->passabilityType = TerrainType::PassabilityType::SUBTERRANEAN;
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}
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if(terr.second["rockTerrain"].isNull())
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{
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info->rockTerrain = Terrain::ROCK;
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}
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else
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{
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auto rockTerrainName = terr.second["rockTerrain"].String();
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resolveLater.push_back([this, rockTerrainName, info]()
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{
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info->rockTerrain = getInfoByName(rockTerrainName)->id;
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});
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}
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if(terr.second["river"].isNull())
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{
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info->river = RIVER_NAMES[0];
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}
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else
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{
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info->river = terr.second["river"].String();
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}
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if(terr.second["horseSoundId"].isNull())
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{
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info->horseSoundId = 9; //rock sound as default
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}
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else
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{
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info->horseSoundId = terr.second["horseSoundId"].Float();
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}
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if(!terr.second["text"].isNull())
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{
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info->terrainText = terr.second["text"].String();
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}
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if(terr.second["code"].isNull())
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{
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info->typeCode = terr.first.substr(0, 2);
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}
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else
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{
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info->typeCode = terr.second["code"].String();
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assert(info->typeCode.length() == 2);
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}
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if(!terr.second["battleFields"].isNull())
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{
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for(auto & t : terr.second["battleFields"].Vector())
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{
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info->battleFields.emplace_back(t.String());
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}
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}
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if(!terr.second["prohibitTransitions"].isNull())
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{
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for(auto & t : terr.second["prohibitTransitions"].Vector())
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{
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std::string prohibitedTerrainName = t.String();
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resolveLater.push_back([this, prohibitedTerrainName, info]()
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{
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info->prohibitTransitions.emplace_back(getInfoByName(prohibitedTerrainName)->id);
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});
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}
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}
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info->transitionRequired = false;
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if(!terr.second["transitionRequired"].isNull())
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{
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info->transitionRequired = terr.second["transitionRequired"].Bool();
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}
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info->terrainViewPatterns = "normal";
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if(!terr.second["terrainViewPatterns"].isNull())
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{
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info->terrainViewPatterns = terr.second["terrainViewPatterns"].String();
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}
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TTerrain id = Terrain::WRONG;
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if(!terr.second["originalTerrainId"].isNull())
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{
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//place in reserved slot
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id = (TTerrain)(terr.second["originalTerrainId"].Float());
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objects[id] = info;
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}
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else
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{
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//append at the end
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id = objects.size();
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objects.push_back(info);
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}
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info->id = id;
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}
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}
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for (size_t i = Terrain::FIRST_REGULAR_TERRAIN; i < Terrain::ORIGINAL_TERRAIN_COUNT; i++)
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{
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//Make sure that original terrains are loaded
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assert(objects(i));
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}
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recreateTerrainMaps();
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for (auto& functor : resolveLater)
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{
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functor();
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}
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}
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void TerrainTypeHandler::recreateTerrainMaps()
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{
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for (const TerrainType * terrainInfo : objects)
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{
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terrainInfoByName[terrainInfo->name] = terrainInfo;
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terrainInfoByCode[terrainInfo->typeCode] = terrainInfo;
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terrainInfoById[terrainInfo->id] = terrainInfo;
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}
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}
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const std::vector<TerrainType *> & TerrainTypeHandler::terrains() const
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{
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return objects;
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}
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const TerrainType* TerrainTypeHandler::getInfoByName(const std::string& terrainName) const
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{
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return terrainInfoByName.at(terrainName);
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}
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const TerrainType* TerrainTypeHandler::getInfoByCode(const std::string& terrainCode) const
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{
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return terrainInfoByCode.at(terrainCode);
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}
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const TerrainType* TerrainTypeHandler::getInfoById(TTerrain id) const
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{
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return terrainInfoById.at(id);
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}
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std::ostream & operator<<(std::ostream & os, const TerrainType & terrainType)
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{
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return os << static_cast<const std::string &>(terrainType);
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}
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TerrainType::operator std::string() const
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{
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return name;
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}
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TerrainType::TerrainType(const std::string& _name):
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name(_name),
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id(Terrain::WRONG),
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rockTerrain(Terrain::ROCK),
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moveCost(100),
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horseSoundId(0),
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passabilityType(0),
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transitionRequired(false)
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{
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}
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TerrainType& TerrainType::operator=(const TerrainType & other)
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{
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//TODO
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name = other.name;
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return *this;
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}
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bool TerrainType::operator==(const TerrainType& other)
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{
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return id == other.id;
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}
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bool TerrainType::operator!=(const TerrainType& other)
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{
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return id != other.id;
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}
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bool TerrainType::operator<(const TerrainType& other)
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{
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return id < other.id;
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}
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bool TerrainType::isLand() const
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{
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return !isWater();
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}
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bool TerrainType::isWater() const
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{
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return passabilityType & PassabilityType::WATER;
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}
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bool TerrainType::isPassable() const
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{
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return !(passabilityType & PassabilityType::ROCK);
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}
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bool TerrainType::isSurface() const
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{
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return passabilityType & PassabilityType::SURFACE;
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}
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bool TerrainType::isUnderground() const
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{
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return passabilityType & PassabilityType::SUBTERRANEAN;
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}
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bool TerrainType::isTransitionRequired() const
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{
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return transitionRequired;
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}
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