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vcmi/hch/CTownHandler.cpp
Michał W. Urbańczyk ae48e73fe7 * fixed reading .defs
* 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)
2008-12-22 17:48:41 +00:00

282 lines
6.2 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "CTownHandler.h"
#include "CLodHandler.h"
#include <sstream>
#include "../lib/VCMI_Lib.h"
#include "CGeneralTextHandler.h"
extern CLodHandler * bitmaph;
void loadToIt(std::string &dest, std::string &src, int &iter, int mode);
CTownHandler::CTownHandler()
{
VLC->townh = this;
}
CTownHandler::~CTownHandler()
{
for( std::map<int,std::map<int, Structure*> >::iterator i= structures.begin(); i!=structures.end(); i++)
for( std::map<int, Structure*>::iterator j = i->second.begin(); j!=i->second.end(); j++)
delete j->second;
}
void CTownHandler::loadNames()
{
int si, itr;
char bufname[75];
for (si=0; si<F_NUMBER; si++)
{
CTown town;
town.typeID=si;
town.bonus=towns.size();
if (town.bonus==8) town.bonus=3;
towns.push_back(town);
}
loadStructures();
std::ifstream of;
for(int x=0;x<towns.size();x++)
towns[x].basicCreatures.resize(7);
of.open("config/basicCres.txt");
while(!of.eof())
{
int tid, lid, cid; //town,level,creature
of >> tid >> lid >> cid;
if(lid < towns[tid].basicCreatures.size())
towns[tid].basicCreatures[lid]=cid;
}
of.close();
of.clear();
for(int x=0;x<towns.size();x++)
towns[x].upgradedCreatures.resize(7);
of.open("config/creatures_upgr.txt");
while(!of.eof())
{
int tid, lid, cid; //town,level,creature
of >> tid >> lid >> cid;
if(lid < towns[tid].upgradedCreatures.size())
towns[tid].upgradedCreatures[lid]=cid;
}
of.close();
of.clear();
of.open("config/building_horde.txt");
while(!of.eof())
{
int tid, lid, cid; //town,horde serial,creature level
of >> tid >> lid >> cid;
towns[tid].hordeLvl[--lid] = cid;
}
of.close();
of.clear();
of.open("config/mageLevel.txt");
of >> si;
for(itr=0; itr<si; itr++)
{
of >> towns[itr].mageLevel >> towns[itr].primaryRes >> towns[itr].warMachine;
}
of.close();
of.clear();
of.open("config/requirements.txt");
while(!of.eof())
{
int ile, town, build, pom;
of >> ile;
for(int i=0;i<ile;i++)
{
of >> town;
while(true)
{
of.getline(bufname,75);if(!(*bufname))of.getline(bufname,75);
std::istringstream ifs(bufname);
ifs >> build;
if(build<0)
break;
while(!ifs.eof())
{
ifs >> pom;
requirements[town][build].insert(pom);
}
}
}
}
of.close();
of.clear();
}
void CTownHandler::loadStructures()
{
//read buildings coords
std::ifstream of("config/buildings.txt");
while(!of.eof())
{
Structure *vinya = new Structure;
vinya->group = -1;
of >> vinya->townID;
of >> vinya->ID;
of >> vinya->defName;
vinya->name = vinya->defName; //TODO - use normal names
of >> vinya->pos.x;
of >> vinya->pos.y;
vinya->pos.z = 0;
structures[vinya->townID][vinya->ID] = vinya;
}
of.close();
of.clear();
//read building priorities
of.open("config/buildings2.txt");
int format, idt;
std::string s;
of >> format >> idt;
while(!of.eof())
{
std::map<int,std::map<int, Structure*> >::iterator i;
std::map<int, Structure*>::iterator i2;
int itr=1, buildingID;
int castleID;
of >> s;
if (s != "CASTLE")
break;
of >> castleID;
while(1)
{
of >> s;
if (s == "END")
break;
else
if((i=structures.find(castleID))!=structures.end())
if((i2=(i->second.find(buildingID=atoi(s.c_str()))))!=(i->second.end()))
i2->second->pos.z=itr++;
else
tlog3 << "Warning1: No building "<<buildingID<<" in the castle "<<castleID<<std::endl;
else
tlog3 << "Warning1: Castle "<<castleID<<" not defined."<<std::endl;
}
}
of.close();
of.clear();
//read borders and areas names
of.open("config/buildings3.txt");
while(!of.eof())
{
std::map<int,std::map<int, Structure*> >::iterator i;
std::map<int, Structure*>::iterator i2;
int town, id;
std::string border, area;
of >> town >> id >> border >> border >> area;
if((i=structures.find(town))!=structures.end())
if((i2=(i->second.find(id)))!=(i->second.end()))
{
i2->second->borderName = border;
i2->second->areaName = area;
}
else
tlog3 << "Warning2: No building "<<id<<" in the castle "<<town<<std::endl;
else
tlog3 << "Warning2: Castle "<<town<<" not defined."<<std::endl;
}
of.close();
of.clear();
//read groups
int itr = 0;
of.open("config/buildings4.txt");
of >> format;
if(format!=1)
{
tlog1 << "Unhandled format of buildings4.txt \n";
}
else
{
of >> s;
int itr=1;
while(!of.eof())
{
std::map<int,std::map<int, Structure*> >::iterator i;
std::map<int, Structure*>::iterator i2;
int buildingID;
int castleID;
itr++;
if (s == "CASTLE")
{
of >> castleID;
}
else if(s == "ALL")
{
castleID = -1;
}
else
{
break;
}
of >> s;
while(1) //read groups for castle
{
if (s == "GROUP")
{
while(1)
{
of >> s;
if((s == "GROUP") || (s == "EOD") || (s == "CASTLE")) //
break;
buildingID = atoi(s.c_str());
if(castleID>=0)
{
if((i=structures.find(castleID))!=structures.end())
if((i2=(i->second.find(buildingID)))!=(i->second.end()))
i2->second->group = itr;
else
tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<castleID<<std::endl;
else
tlog3 << "Warning3: Castle "<<castleID<<" not defined."<<std::endl;
}
else //set group for selected building in ALL castles
{
for(i=structures.begin();i!=structures.end();i++)
{
for(i2=i->second.begin(); i2!=i->second.end(); i2++)
{
if(i2->first == buildingID)
{
i2->second->group = itr;
break;
}
}
}
}
}
if(s == "CASTLE")
break;
itr++;
}//if (s == "GROUP")
else if(s == "EOD")
break;
}
}
of.close();
of.clear();
}
}
const std::string & CTown::Name() const
{
if(name.length())
return name;
else
return VLC->generaltexth->townTypes[typeID];
}
const std::vector<std::string> & CTown::Names() const
{
if(names.size())
return names;
else
return VLC->generaltexth->townNames[typeID];
}