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9cbc1f1058
- missing fix for savegames
189 lines
5.2 KiB
C++
189 lines
5.2 KiB
C++
#include "StdInc.h"
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#include "CTownHandler.h"
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#include "VCMI_Lib.h"
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#include "CGeneralTextHandler.h"
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#include "JsonNode.h"
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#include "GameConstants.h"
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#include "Filesystem/CResourceLoader.h"
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/*
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* CTownHandler.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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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::vector<std::map<int, Structure*> >::iterator i= structures.begin(); i!=structures.end(); i++)
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for( std::map<int, Structure*>::iterator j = i->begin(); j!=i->end(); j++)
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delete j->second;
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}
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void CTownHandler::loadStructures()
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{
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int townID;
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for (townID=0; townID<GameConstants::F_NUMBER; townID++)
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{
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CTown town;
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town.typeID=townID;
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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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for(int x=0;x<towns.size();x++)
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towns[x].creatures.resize(GameConstants::CREATURES_PER_TOWN);
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structures.resize(GameConstants::F_NUMBER);
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// read city properties
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const JsonNode config(ResourceID("config/buildings.json"));
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// Iterate for each city type
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townID = 0;
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BOOST_FOREACH(const JsonNode &town_node, config["town_type"].Vector()) {
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int level;
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std::map<int, Structure*> &town = structures[townID];
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// Read buildings coordinates for that city
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BOOST_FOREACH(const JsonNode &node, town_node["defnames"].Vector()) {
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Structure *vinya = new Structure;
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const JsonNode *value;
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vinya->group = -1;
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vinya->townID = townID;
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vinya->ID = node["id"].Float();
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vinya->defName = node["defname"].String();
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vinya->name = vinya->defName; //TODO - use normal names
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vinya->pos.x = node["x"].Float();
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vinya->pos.y = node["y"].Float();
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vinya->pos.z = 0;
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value = &node["border"];
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if (!value->isNull())
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vinya->borderName = value->String();
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value = &node["area"];
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if (!value->isNull())
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vinya->areaName = value->String();
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town[vinya->ID] = vinya;
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}
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// Read buildings blit order for that city
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int itr = 1;
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BOOST_FOREACH(const JsonNode &node, town_node["blit_order"].Vector()) {
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int buildingID = node.Float();
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/* Find the building and set its order. */
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std::map<int, Structure*>::iterator i2 = town.find(buildingID);
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if (i2 != (town.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 " << townID << std::endl;
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}
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// Read creatures belonging to that city
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level = 0;
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BOOST_FOREACH(const JsonNode &list, town_node["creatures"].Vector())
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{
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BOOST_FOREACH(const JsonNode &node, list.Vector())
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{
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towns[townID].creatures[level].push_back(node.Float());
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}
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level ++;
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}
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// Horde building creature level
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level = 0;
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BOOST_FOREACH(const JsonNode &node, town_node["horde"].Vector()) {
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towns[townID].hordeLvl[level] = node.Float();
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level ++;
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}
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// Buildings dependencies. Which building depend on which other building.
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requirements.resize(GameConstants::F_NUMBER);
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BOOST_FOREACH(const JsonNode &node, town_node["building_requirements"].Vector()) {
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std::set<int> &requires = requirements[townID][node["id"].Float()];
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BOOST_FOREACH(const JsonNode &building, node["requires"].Vector()) {
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requires.insert(building.Float());
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}
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}
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// Misc.
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towns[townID].mageLevel = town_node["mage_guild"].Float();
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towns[townID].primaryRes = town_node["primary_resource"].Float();
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towns[townID].warMachine = town_node["war_machine"].Float();
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townID ++;
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}
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int group_num=0;
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// Iterate for each city
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BOOST_FOREACH(const JsonNode &town_node, config["town_groups"].Vector()) {
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townID = town_node["id"].Float();
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// Iterate for each group for that city
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BOOST_FOREACH(const JsonNode &group, town_node["groups"].Vector()) {
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group_num ++;
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// Iterate for each bulding value in the group
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BOOST_FOREACH(const JsonNode &value, group.Vector()) {
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int buildingID = value.Float();
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std::vector<std::map<int, Structure*> >::iterator i;
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std::map<int, Structure*>::iterator i2;
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if (townID >= 0) {
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if ((i = structures.begin() + townID) != structures.end()) {
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if ((i2=(i->find(buildingID)))!=(i->end()))
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i2->second->group = group_num;
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else
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tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<townID<<std::endl;
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}
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else
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tlog3 << "Warning3: Castle "<<townID<<" not defined."<<std::endl;
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} else {
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// Set group for selected building in ALL castles
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for (i=structures.begin();i!=structures.end();i++) {
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for(i2=i->begin(); i2!=i->end(); i2++) {
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if(i2->first == buildingID) {
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i2->second->group = group_num;
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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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}
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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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}
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