mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
ae48e73fe7
* new system for handling objects and their behaviors, most functionalities don't work now but will be restored soon * more serialization code, savegame/loadgame bit closer :) CHANGES IN PROJECT FILES: * removed CLua.h and CLua.cpp (server) * removed CScriptCallback.h and CScriptCallback.cpp (server) * added IGameCallback.h header (lib)
282 lines
6.2 KiB
C++
282 lines
6.2 KiB
C++
#define VCMI_DLL
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#include "../stdafx.h"
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#include "CTownHandler.h"
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#include "CLodHandler.h"
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#include <sstream>
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#include "../lib/VCMI_Lib.h"
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#include "CGeneralTextHandler.h"
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extern CLodHandler * bitmaph;
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void loadToIt(std::string &dest, std::string &src, int &iter, int mode);
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CTownHandler::CTownHandler()
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{
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VLC->townh = this;
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}
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CTownHandler::~CTownHandler()
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{
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for( std::map<int,std::map<int, Structure*> >::iterator i= structures.begin(); i!=structures.end(); i++)
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for( std::map<int, Structure*>::iterator j = i->second.begin(); j!=i->second.end(); j++)
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delete j->second;
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}
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void CTownHandler::loadNames()
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{
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int si, itr;
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char bufname[75];
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for (si=0; si<F_NUMBER; si++)
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{
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CTown town;
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town.typeID=si;
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town.bonus=towns.size();
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if (town.bonus==8) town.bonus=3;
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towns.push_back(town);
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}
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loadStructures();
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std::ifstream of;
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for(int x=0;x<towns.size();x++)
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towns[x].basicCreatures.resize(7);
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of.open("config/basicCres.txt");
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while(!of.eof())
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{
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int tid, lid, cid; //town,level,creature
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of >> tid >> lid >> cid;
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if(lid < towns[tid].basicCreatures.size())
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towns[tid].basicCreatures[lid]=cid;
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}
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of.close();
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of.clear();
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for(int x=0;x<towns.size();x++)
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towns[x].upgradedCreatures.resize(7);
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of.open("config/creatures_upgr.txt");
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while(!of.eof())
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{
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int tid, lid, cid; //town,level,creature
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of >> tid >> lid >> cid;
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if(lid < towns[tid].upgradedCreatures.size())
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towns[tid].upgradedCreatures[lid]=cid;
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}
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of.close();
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of.clear();
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of.open("config/building_horde.txt");
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while(!of.eof())
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{
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int tid, lid, cid; //town,horde serial,creature level
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of >> tid >> lid >> cid;
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towns[tid].hordeLvl[--lid] = cid;
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}
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of.close();
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of.clear();
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of.open("config/mageLevel.txt");
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of >> si;
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for(itr=0; itr<si; itr++)
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{
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of >> towns[itr].mageLevel >> towns[itr].primaryRes >> towns[itr].warMachine;
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}
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of.close();
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of.clear();
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of.open("config/requirements.txt");
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while(!of.eof())
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{
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int ile, town, build, pom;
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of >> ile;
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for(int i=0;i<ile;i++)
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{
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of >> town;
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while(true)
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{
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of.getline(bufname,75);if(!(*bufname))of.getline(bufname,75);
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std::istringstream ifs(bufname);
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ifs >> build;
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if(build<0)
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break;
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while(!ifs.eof())
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{
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ifs >> pom;
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requirements[town][build].insert(pom);
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}
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}
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}
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}
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of.close();
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of.clear();
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}
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void CTownHandler::loadStructures()
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{
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//read buildings coords
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std::ifstream of("config/buildings.txt");
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while(!of.eof())
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{
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Structure *vinya = new Structure;
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vinya->group = -1;
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of >> vinya->townID;
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of >> vinya->ID;
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of >> vinya->defName;
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vinya->name = vinya->defName; //TODO - use normal names
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of >> vinya->pos.x;
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of >> vinya->pos.y;
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vinya->pos.z = 0;
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structures[vinya->townID][vinya->ID] = vinya;
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}
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of.close();
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of.clear();
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//read building priorities
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of.open("config/buildings2.txt");
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int format, idt;
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std::string s;
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of >> format >> idt;
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while(!of.eof())
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{
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std::map<int,std::map<int, Structure*> >::iterator i;
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std::map<int, Structure*>::iterator i2;
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int itr=1, buildingID;
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int castleID;
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of >> s;
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if (s != "CASTLE")
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break;
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of >> castleID;
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while(1)
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{
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of >> s;
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if (s == "END")
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break;
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else
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if((i=structures.find(castleID))!=structures.end())
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if((i2=(i->second.find(buildingID=atoi(s.c_str()))))!=(i->second.end()))
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i2->second->pos.z=itr++;
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else
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tlog3 << "Warning1: No building "<<buildingID<<" in the castle "<<castleID<<std::endl;
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else
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tlog3 << "Warning1: Castle "<<castleID<<" not defined."<<std::endl;
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}
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}
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of.close();
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of.clear();
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//read borders and areas names
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of.open("config/buildings3.txt");
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while(!of.eof())
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{
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std::map<int,std::map<int, Structure*> >::iterator i;
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std::map<int, Structure*>::iterator i2;
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int town, id;
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std::string border, area;
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of >> town >> id >> border >> border >> area;
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if((i=structures.find(town))!=structures.end())
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if((i2=(i->second.find(id)))!=(i->second.end()))
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{
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i2->second->borderName = border;
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i2->second->areaName = area;
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}
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else
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tlog3 << "Warning2: No building "<<id<<" in the castle "<<town<<std::endl;
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else
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tlog3 << "Warning2: Castle "<<town<<" not defined."<<std::endl;
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}
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of.close();
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of.clear();
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//read groups
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int itr = 0;
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of.open("config/buildings4.txt");
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of >> format;
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if(format!=1)
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{
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tlog1 << "Unhandled format of buildings4.txt \n";
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}
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else
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{
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of >> s;
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int itr=1;
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while(!of.eof())
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{
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std::map<int,std::map<int, Structure*> >::iterator i;
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std::map<int, Structure*>::iterator i2;
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int buildingID;
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int castleID;
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itr++;
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if (s == "CASTLE")
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{
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of >> castleID;
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}
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else if(s == "ALL")
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{
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castleID = -1;
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}
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else
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{
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break;
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}
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of >> s;
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while(1) //read groups for castle
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{
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if (s == "GROUP")
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{
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while(1)
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{
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of >> s;
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if((s == "GROUP") || (s == "EOD") || (s == "CASTLE")) //
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break;
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buildingID = atoi(s.c_str());
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if(castleID>=0)
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{
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if((i=structures.find(castleID))!=structures.end())
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if((i2=(i->second.find(buildingID)))!=(i->second.end()))
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i2->second->group = itr;
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else
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tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<castleID<<std::endl;
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else
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tlog3 << "Warning3: Castle "<<castleID<<" not defined."<<std::endl;
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}
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else //set group for selected building in ALL castles
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{
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for(i=structures.begin();i!=structures.end();i++)
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{
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for(i2=i->second.begin(); i2!=i->second.end(); i2++)
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{
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if(i2->first == buildingID)
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{
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i2->second->group = itr;
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break;
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}
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}
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}
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}
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}
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if(s == "CASTLE")
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break;
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itr++;
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}//if (s == "GROUP")
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else if(s == "EOD")
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break;
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}
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}
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of.close();
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of.clear();
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}
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}
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const std::string & CTown::Name() const
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{
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if(name.length())
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return name;
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else
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return VLC->generaltexth->townTypes[typeID];
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}
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const std::vector<std::string> & CTown::Names() const
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{
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if(names.size())
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return names;
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else
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return VLC->generaltexth->townNames[typeID];
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} |