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365 lines
9.4 KiB
C++
365 lines
9.4 KiB
C++
/*
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* CTownHandler.h, 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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#pragma once
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#include "ConstTransitivePtr.h"
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#include "ResourceSet.h"
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#include "int3.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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#include "LogicalExpression.h"
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#include "battle/BattleHex.h"
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class CLegacyConfigParser;
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class JsonNode;
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class CTown;
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class CFaction;
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struct BattleHex;
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/// a typical building encountered in every castle ;]
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/// this is structure available to both client and server
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/// contains all mechanics-related data about town structures
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class DLL_LINKAGE CBuilding
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{
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std::string name;
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std::string description;
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public:
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typedef LogicalExpression<BuildingID> TRequired;
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CTown * town; // town this building belongs to
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TResources resources;
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TResources produce;
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TRequired requirements;
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std::string identifier;
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BuildingID bid; //structure ID
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BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
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enum EBuildMode
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{
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BUILD_NORMAL, // 0 - normal, default
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BUILD_AUTO, // 1 - auto - building appears when all requirements are built
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BUILD_SPECIAL, // 2 - special - building can not be built normally
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BUILD_GRAIL // 3 - grail - building reqires grail to be built
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} mode;
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CBuilding();
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const std::string &Name() const;
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const std::string &Description() const;
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//return base of upgrade(s) or this
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BuildingID getBase() const;
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// returns how many times build has to be upgraded to become build
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si32 getDistance(BuildingID build) const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & identifier;
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h & town;
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h & bid;
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h & resources;
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h & produce;
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h & name;
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h & description;
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h & requirements;
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h & upgrade;
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h & mode;
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if(!h.saving)
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deserializeFix();
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}
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friend class CTownHandler;
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private:
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void deserializeFix();
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};
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/// This is structure used only by client
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/// Consists of all gui-related data about town structures
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/// Should be moved from lib to client
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struct DLL_LINKAGE CStructure
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{
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CBuilding * building; // base building. If null - this structure will be always present on screen
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CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
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int3 pos;
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std::string defName, borderName, areaName, identifier;
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bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & pos;
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h & defName;
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h & borderName;
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h & areaName;
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h & identifier;
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h & building;
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h & buildable;
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h & hiddenUpgrade;
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}
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};
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struct DLL_LINKAGE SPuzzleInfo
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{
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ui16 number; //type of puzzle
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si16 x, y; //position
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ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
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std::string filename; //file with graphic of this puzzle
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & number;
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h & x;
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h & y;
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h & whenUncovered;
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h & filename;
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}
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};
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class DLL_LINKAGE CFaction
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{
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public:
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CFaction();
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~CFaction();
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std::string name; //town name, by default - from TownName.txt
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std::string identifier;
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TFaction index;
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ETerrainType nativeTerrain;
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EAlignment::EAlignment alignment;
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CTown * town; //NOTE: can be null
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std::string creatureBg120;
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std::string creatureBg130;
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std::vector<SPuzzleInfo> puzzleMap;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name;
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h & identifier;
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h & index;
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h & nativeTerrain;
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h & alignment;
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h & town;
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h & creatureBg120;
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h & creatureBg130;
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h & puzzleMap;
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}
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};
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class DLL_LINKAGE CTown
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{
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public:
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CTown();
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~CTown();
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// TODO: remove once save and mod compatability not needed
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static std::vector<BattleHex> defaultMoatHexes();
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std::string getFactionName() const;
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std::string getBuildingScope() const;
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std::set<si32> getAllBuildings() const;
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CFaction * faction;
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std::vector<std::string> names; //names of the town instances
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/// level -> list of creatures on this tier
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// TODO: replace with pointers to CCreature
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std::vector<std::vector<CreatureID> > creatures;
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std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
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std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
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std::vector<std::string> dwellingNames;
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// should be removed at least from configs in favor of auto-detection
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std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
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ui32 mageLevel; //max available mage guild level
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ui16 primaryRes;
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ArtifactID warMachine;
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si32 moatDamage;
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std::vector<BattleHex> moatHexes;
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// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
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// resulting chance = sqrt(town.chance * heroClass.chance)
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ui32 defaultTavernChance;
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// Client-only data. Should be moved away from lib
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struct ClientInfo
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{
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struct Point
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{
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si32 x;
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si32 y;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & x;
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h & y;
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}
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};
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//icons [fort is present?][build limit reached?] -> index of icon in def files
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int icons[2][2];
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std::string iconSmall[2][2]; /// icon names used during loading
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std::string iconLarge[2][2];
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std::string tavernVideo;
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std::string musicTheme;
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std::string townBackground;
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std::string guildBackground;
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std::string guildWindow;
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std::string buildingsIcons;
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std::string hallBackground;
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/// vector[row][column] = list of buildings in this slot
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std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
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/// list of town screen structures.
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/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
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std::vector<ConstTransitivePtr<CStructure> > structures;
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std::string siegePrefix;
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std::vector<Point> siegePositions;
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CreatureID siegeShooter; // shooter creature ID
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & icons;
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h & iconSmall;
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h & iconLarge;
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h & tavernVideo;
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h & musicTheme;
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h & townBackground;
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h & guildBackground;
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h & guildWindow;
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h & buildingsIcons;
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h & hallBackground;
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h & hallSlots;
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h & structures;
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h & siegePrefix;
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h & siegePositions;
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h & siegeShooter;
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}
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} clientInfo;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & names;
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h & faction;
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h & creatures;
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h & dwellings;
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h & dwellingNames;
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h & buildings;
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h & hordeLvl;
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h & mageLevel;
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h & primaryRes;
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h & warMachine;
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h & clientInfo;
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h & moatDamage;
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if(version >= 758)
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{
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h & moatHexes;
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}
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else if(!h.saving)
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{
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moatHexes = defaultMoatHexes();
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}
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h & defaultTavernChance;
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}
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};
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class DLL_LINKAGE CTownHandler : public IHandlerBase
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{
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struct BuildingRequirementsHelper
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{
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JsonNode json;
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CBuilding * building;
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CTown * town;
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};
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std::map<CTown *, JsonNode> warMachinesToLoad;
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std::vector<BuildingRequirementsHelper> requirementsToLoad;
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void initializeRequirements();
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void initializeWarMachines();
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/// loads CBuilding's into town
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void loadBuildingRequirements(CBuilding * building, const JsonNode & source);
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void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
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void loadBuildings(CTown * town, const JsonNode & source);
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/// loads CStructure's into town
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void loadStructure(CTown &town, const std::string & stringID, const JsonNode & source);
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void loadStructures(CTown &town, const JsonNode & source);
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/// loads town hall vector (hallSlots)
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void loadTownHall(CTown &town, const JsonNode & source);
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void loadSiegeScreen(CTown &town, const JsonNode & source);
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void loadClientData(CTown &town, const JsonNode & source);
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void loadTown(CTown * town, const JsonNode & source);
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void loadPuzzle(CFaction & faction, const JsonNode & source);
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CFaction * loadFromJson(const JsonNode & data, const std::string & identifier);
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void loadRandomFaction();
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public:
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std::vector<ConstTransitivePtr<CFaction> > factions;
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CTown * randomTown;
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CTownHandler(); //c-tor, set pointer in VLC to this
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~CTownHandler();
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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void loadCustom() override;
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void afterLoadFinalization() override;
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std::vector<bool> getDefaultAllowed() const override;
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std::set<TFaction> getAllowedFactions(bool withTown = true) const;
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//json serialization helper
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static si32 decodeFaction(const std::string & identifier);
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//json serialization helper
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static std::string encodeFaction(const si32 index);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & factions;
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if(version >= 770)
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{
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h & randomTown;
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}
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else if(!h.saving)
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{
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loadRandomFaction();
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}
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}
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};
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