mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
9f0441a0be
- possibly fixed #1136
225 lines
7.0 KiB
C++
225 lines
7.0 KiB
C++
#pragma once
|
|
|
|
#include "ConstTransitivePtr.h"
|
|
#include "ResourceSet.h"
|
|
#include "int3.h"
|
|
#include "GameConstants.h"
|
|
|
|
/*
|
|
* CTownHandler.h, 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
|
|
*
|
|
*/
|
|
|
|
class CLegacyConfigParser;
|
|
class JsonNode;
|
|
|
|
/// a typical building encountered in every castle ;]
|
|
/// this is structure available to both client and server
|
|
/// contains all mechanics-related data about town structures
|
|
class DLL_LINKAGE CBuilding
|
|
{
|
|
typedef si32 BuildingType;//TODO: replace int with pointer?
|
|
|
|
std::string name;
|
|
std::string description;
|
|
|
|
public:
|
|
TFaction tid;
|
|
si32 bid; //town ID and structure ID
|
|
TResources resources;
|
|
|
|
std::set<BuildingType> requirements; /// set of required buildings, includes upgradeOf;
|
|
BuildingType upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
|
|
|
|
enum EBuildMode
|
|
{
|
|
BUILD_NORMAL, // 0 - normal, default
|
|
BUILD_AUTO, // 1 - auto - building appears when all requirements are built
|
|
BUILD_SPECIAL, // 2 - special - building can not be built normally
|
|
BUILD_GRAIL // 3 - grail - building reqires grail to be built
|
|
};
|
|
ui32 mode;
|
|
|
|
const std::string &Name() const;
|
|
const std::string &Description() const;
|
|
|
|
//return base of upgrade(s) or this
|
|
BuildingType getBase() const;
|
|
|
|
// returns how many times build has to be upgraded to become build
|
|
si32 getDistance(BuildingType build) const;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & tid & bid & resources & name & description & requirements & upgrade & mode;
|
|
}
|
|
|
|
friend class CTownHandler;
|
|
};
|
|
|
|
/// This is structure used only by client
|
|
/// Consists of all gui-related data about town structures
|
|
/// Should be moved from lib to client
|
|
struct DLL_LINKAGE CStructure
|
|
{
|
|
CBuilding * building; // base building. If null - this structure will be always present on screen
|
|
CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
|
|
|
|
bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
|
|
|
|
int3 pos;
|
|
std::string defName, borderName, areaName;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & pos & defName & borderName & areaName & building & buildable;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CTown
|
|
{
|
|
public:
|
|
TFaction typeID;//same as CFaction::factionID
|
|
|
|
std::vector<std::string> names; //names of the town instances
|
|
|
|
/// level -> list of creatures on this tier
|
|
// TODO: replace with pointers to CCreature
|
|
std::vector<std::vector<TCreature> > creatures;
|
|
|
|
bmap<int, ConstTransitivePtr<CBuilding> > buildings;
|
|
|
|
// should be removed at least from configs in favour of auto-detection
|
|
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
|
|
ui32 mageLevel; //max available mage guild level
|
|
ui16 primaryRes, warMachine;
|
|
|
|
// Client-only data. Should be moved away from lib
|
|
struct ClientInfo
|
|
{
|
|
struct Point { si32 x; si32 y;};
|
|
|
|
//icons [fort is present?][build limit reached?] -> index of icon in def files
|
|
int icons[2][2];
|
|
|
|
std::string musicTheme;
|
|
std::string townBackground;
|
|
std::string guildWindow;
|
|
std::string buildingsIcons;
|
|
std::string hallBackground;
|
|
/// vector[row][column] = list of buildings in this slot
|
|
std::vector< std::vector< std::vector<int> > > hallSlots;
|
|
|
|
/// list of town screen structures.
|
|
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
|
|
std::vector<ConstTransitivePtr<CStructure> > structures;
|
|
|
|
std::string advMapVillage;
|
|
std::string advMapCastle;
|
|
std::string advMapCapitol;
|
|
|
|
std::string siegePrefix;
|
|
std::vector<Point> siegePositions;
|
|
TCreature siegeShooter; // shooter creature ID
|
|
si32 siegeShooterCropHeight; //trim height for shooters in turrets
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & icons & musicTheme & townBackground & guildWindow & buildingsIcons & hallBackground & hallSlots & structures;
|
|
}
|
|
} clientInfo;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & names & typeID & creatures & buildings & hordeLvl & mageLevel
|
|
& primaryRes & warMachine & clientInfo;
|
|
}
|
|
|
|
friend class CTownHandler;
|
|
};
|
|
|
|
struct DLL_LINKAGE SPuzzleInfo
|
|
{
|
|
ui16 number; //type of puzzle
|
|
si16 x, y; //position
|
|
ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
|
|
std::string filename; //file with graphic of this puzzle
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & number & x & y & whenUncovered & filename;
|
|
}
|
|
};
|
|
|
|
class CFaction
|
|
{
|
|
public:
|
|
std::string name; //town name, by default - from TownName.txt
|
|
|
|
TFaction factionID;
|
|
|
|
ui8 nativeTerrain;
|
|
ui8 alignment; // uses EAlignment enum
|
|
|
|
std::string creatureBg120;
|
|
std::string creatureBg130;
|
|
|
|
std::vector<SPuzzleInfo> puzzleMap;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & name & factionID & nativeTerrain & creatureBg120 & creatureBg130 & puzzleMap;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CTownHandler
|
|
{
|
|
/// loads CBuilding's into town
|
|
void loadBuilding(CTown &town, const JsonNode & source);
|
|
void loadBuildings(CTown &town, const JsonNode & source);
|
|
|
|
/// loads CStructure's into town
|
|
void loadStructure(CTown &town, const JsonNode & source);
|
|
void loadStructures(CTown &town, const JsonNode & source);
|
|
|
|
/// loads town hall vector (hallSlots)
|
|
void loadTownHall(CTown &town, const JsonNode & source);
|
|
void loadSiegeScreen(CTown &town, const JsonNode & source);
|
|
|
|
void loadClientData(CTown &town, const JsonNode & source);
|
|
|
|
void loadTown(CTown &town, const JsonNode & source);
|
|
|
|
void loadPuzzle(CFaction & faction, const JsonNode & source);
|
|
|
|
/// load all available data from h3 txt(s) into json structure using format similar to vcmi configs
|
|
/// returns 2d array [townID] [buildID] of buildings
|
|
void loadLegacyData(JsonNode & dest);
|
|
|
|
public:
|
|
std::map<TFaction, CTown> towns;
|
|
std::map<TFaction, CFaction> factions;
|
|
|
|
CTownHandler(); //c-tor, set pointer in VLC to this
|
|
|
|
/// main loading function for mods, accepts merged JSON source and add all entries from it into game
|
|
/// all entries in JSON should be checked for validness before using this function
|
|
void loadFactions(const JsonNode & source);
|
|
|
|
/// "entry point" for loading of OH3 town.
|
|
/// reads legacy txt's from H3 + vcmi json, merges them
|
|
/// and loads resulting structure to game using loadTowns method
|
|
/// in future may require loaded Creature Handler
|
|
void load();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & towns & factions;
|
|
}
|
|
};
|