mirror of
https://github.com/vcmi/vcmi.git
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ceea466f54
* more config options for spells + mind immunity handled by config + direct damage immunity handled by config + immunity icon configurable - removed mind_spell flag * more use of new spell identifacation
602 lines
17 KiB
C++
602 lines
17 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 "StringConstants.h"
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#include "CModHandler.h"
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#include "CHeroHandler.h"
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#include "CArtHandler.h"
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#include "CSpellHandler.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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const std::string & CBuilding::Name() const
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{
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return name;
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}
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const std::string & CBuilding::Description() const
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{
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return description;
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}
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BuildingID CBuilding::getBase() const
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{
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const CBuilding * build = this;
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while (build->upgrade >= 0)
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build = VLC->townh->towns[build->tid].buildings[build->upgrade];
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return build->bid;
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}
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si32 CBuilding::getDistance(BuildingID buildID) const
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{
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const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
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int distance = 0;
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while (build->upgrade >= 0 && build != this)
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{
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build = VLC->townh->towns[build->tid].buildings[build->upgrade];
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distance++;
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}
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if (build == this)
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return distance;
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return -1;
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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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JsonNode readBuilding(CLegacyConfigParser & parser)
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{
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JsonNode ret;
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JsonNode & cost = ret["cost"];
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//note: this code will try to parse mithril as well but wil always return 0 for it
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BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
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cost[resID].Float() = parser.readNumber();
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parser.endLine();
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return ret;
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}
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void CTownHandler::loadLegacyData(JsonNode & dest)
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{
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CLegacyConfigParser parser("DATA/BUILDING.TXT");
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dest.Vector().resize(GameConstants::F_NUMBER);
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parser.endLine(); // header
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parser.endLine();
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//Unique buildings
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for (size_t town=0; town<GameConstants::F_NUMBER; town++)
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{
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JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
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buildList.resize( 30 ); //prepare vector for first set of buildings
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parser.endLine(); //header
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parser.endLine();
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int buildID = 17;
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do
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{
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buildList[buildID] = readBuilding(parser);
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buildID++;
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}
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while (!parser.isNextEntryEmpty());
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}
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// Common buildings
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parser.endLine(); // header
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parser.endLine();
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parser.endLine();
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int buildID = 0;
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do
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{
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JsonNode building = readBuilding(parser);
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for (size_t town=0; town<GameConstants::F_NUMBER; town++)
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dest.Vector()[town]["buildings"].Vector()[buildID] = building;
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buildID++;
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}
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while (!parser.isNextEntryEmpty());
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parser.endLine(); //header
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parser.endLine();
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//Dwellings
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for (size_t town=0; town<GameConstants::F_NUMBER; town++)
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{
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parser.endLine(); //header
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parser.endLine();
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do
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{
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dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
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}
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while (!parser.isNextEntryEmpty());
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}
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{
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CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
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for(int building=0; building<15; building++)
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{
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int j=0; j<GameConstants::F_NUMBER; j++)
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{
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JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
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buildings[building]["name"].String() = name;
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buildings[building]["description"].String() = descr;
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}
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}
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parser.endLine(); // silo
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parser.endLine(); // blacksmith //unused entries
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parser.endLine(); // moat
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//shipyard with the ship
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std::string name = parser.readString();
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std::string descr = parser.readString();
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parser.endLine();
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for(int town=0; town<GameConstants::F_NUMBER; town++)
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{
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JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
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buildings[20]["name"].String() = name;
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buildings[20]["description"].String() = descr;
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}
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//blacksmith
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for(int town=0; town<GameConstants::F_NUMBER; town++)
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{
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JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
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buildings[16]["name"].String() = parser.readString();
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buildings[16]["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
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for(int town=0; town<GameConstants::F_NUMBER; town++)
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{
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JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
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for(int build=0; build<9; build++)
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{
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buildings[17+build]["name"].String() = parser.readString();
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buildings[17+build]["description"].String() = parser.readString();
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parser.endLine();
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}
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buildings[26]["name"].String() = parser.readString(); // Grail
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buildings[26]["description"].String() = parser.readString();
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parser.endLine();
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buildings[15]["name"].String() = parser.readString(); // Resource silo
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buildings[15]["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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{
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CLegacyConfigParser parser("DATA/DWELLING.TXT");
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for(int town=0; town<GameConstants::F_NUMBER; town++)
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{
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JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
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for(int build=0; build<14; build++)
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{
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buildings[30+build]["name"].String() = parser.readString();
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buildings[30+build]["description"].String() = parser.readString();
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parser.endLine();
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}
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}
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}
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{
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CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
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CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
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size_t townID=0;
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do
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{
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JsonNode & town = dest.Vector()[townID];
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town["name"].String() = typeParser.readString();
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for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
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{
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JsonNode name;
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name.String() = nameParser.readString();
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town["names"].Vector().push_back(name);
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nameParser.endLine();
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}
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townID++;
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}
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while (typeParser.endLine());
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}
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}
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void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
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{
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CBuilding * ret = new CBuilding;
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static const std::string modes [] = {"normal", "auto", "special", "grail"};
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ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
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ret->tid = town.typeID;
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ret->bid = BuildingID(source["id"].Float());
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ret->name = source["name"].String();
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ret->description = source["description"].String();
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ret->resources = TResources(source["cost"]);
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BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
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ret->requirements.insert(BuildingID(building.Float()));
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if (!source["upgrades"].isNull())
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{
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ret->requirements.insert(BuildingID(source["upgrades"].Float()));
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ret->upgrade = BuildingID(source["upgrades"].Float());
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}
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else
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ret->upgrade = BuildingID::NONE;
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town.buildings[ret->bid] = ret;
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}
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void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
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{
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BOOST_FOREACH(const JsonNode &node, source.Vector())
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{
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loadBuilding(town, node);
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}
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}
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void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
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{
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CStructure * ret = new CStructure;
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if (source["id"].isNull())
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{
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ret->building = nullptr;
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ret->buildable = nullptr;
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}
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else
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{
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ret->building = town.buildings[BuildingID(source["id"].Float())];
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if (source["builds"].isNull())
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ret->buildable = ret->building;
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else
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ret->buildable = town.buildings[BuildingID(source["builds"].Float())];
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}
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ret->pos.x = source["x"].Float();
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ret->pos.y = source["y"].Float();
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ret->pos.z = source["z"].Float();
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ret->hiddenUpgrade = source["hidden"].Bool();
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ret->defName = source["animation"].String();
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ret->borderName = source["border"].String();
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ret->areaName = source["area"].String();
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town.clientInfo.structures.push_back(ret);
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}
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void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
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{
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BOOST_FOREACH(const JsonNode &node, source.Vector())
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{
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loadStructure(town, node);
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}
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}
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void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
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{
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BOOST_FOREACH(const JsonNode &row, source.Vector())
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{
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std::vector< std::vector<BuildingID> > hallRow;
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BOOST_FOREACH(const JsonNode &box, row.Vector())
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{
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std::vector<BuildingID> hallBox;
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BOOST_FOREACH(const JsonNode &value, box.Vector())
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{
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hallBox.push_back(BuildingID(value.Float()));
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}
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hallRow.push_back(hallBox);
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}
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town.clientInfo.hallSlots.push_back(hallRow);
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}
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}
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CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
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{
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CTown::ClientInfo::Point ret;
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ret.x = node["x"].Float();
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ret.y = node["y"].Float();
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return ret;
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}
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void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
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{
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town.clientInfo.siegePrefix = source["imagePrefix"].String();
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VLC->modh->identifiers.requestIdentifier(std::string("creature.") + source["shooter"].String(), [&town](si32 creature)
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{
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town.clientInfo.siegeShooter = CreatureID(creature);
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});
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town.clientInfo.siegeShooterCropHeight = source["shooterHeight"].Float();
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auto & pos = town.clientInfo.siegePositions;
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pos.resize(21);
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pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
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pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
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pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
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pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
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pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
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pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
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pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
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pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
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pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
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pos[9] = JsonToPoint(source["gate"]["gate"]);
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pos[10] = JsonToPoint(source["gate"]["arch"]);
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pos[7] = JsonToPoint(source["walls"]["upper"]);
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pos[6] = JsonToPoint(source["walls"]["upperMid"]);
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pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
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pos[4] = JsonToPoint(source["walls"]["bottom"]);
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pos[13] = JsonToPoint(source["moat"]["moat"]);
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pos[14] = JsonToPoint(source["moat"]["bank"]);
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pos[11] = JsonToPoint(source["static"]["bottom"]);
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pos[12] = JsonToPoint(source["static"]["top"]);
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pos[1] = JsonToPoint(source["static"]["background"]);
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}
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void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
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{
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town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float();
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town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float();
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town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float();
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town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float();
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town.clientInfo.hallBackground = source["hallBackground"].String();
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town.clientInfo.musicTheme = source["musicTheme"].String();
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town.clientInfo.townBackground = source["townBackground"].String();
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town.clientInfo.guildWindow = source["guildWindow"].String();
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town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
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town.clientInfo.advMapVillage = source["adventureMap"]["village"].String();
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town.clientInfo.advMapCastle = source["adventureMap"]["castle"].String();
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town.clientInfo.advMapCapitol = source["adventureMap"]["capitol"].String();
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const JsonNode *value = &source["adventureMap"]["dwellings"];
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if (!value->isNull())
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{
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BOOST_FOREACH (const JsonNode &d, value->Vector())
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{
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town.dwellings.push_back (d["graphics"].String());
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town.dwellingNames.push_back (d["name"].String());
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}
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}
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loadTownHall(town, source["hallSlots"]);
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loadStructures(town, source["structures"]);
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loadSiegeScreen(town, source["siege"]);
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}
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void CTownHandler::loadTown(CTown &town, const JsonNode & source)
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{
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auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
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if (resIter == boost::end(GameConstants::RESOURCE_NAMES))
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town.primaryRes = 127; //Wood + Ore
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else
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town.primaryRes = resIter - boost::begin(GameConstants::RESOURCE_NAMES);
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VLC->modh->identifiers.requestIdentifier(std::string("creature." + source["warMachine"].String()),
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[&town](si32 creature)
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{
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town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
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});
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town.moatDamage = source["moatDamage"].Float();
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town.mageLevel = source["mageGuild"].Float();
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town.names = source["names"].convertTo<std::vector<std::string> >();
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// Horde building creature level
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BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
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{
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town.hordeLvl[town.hordeLvl.size()] = node.Float();
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}
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const JsonVector & creatures = source["creatures"].Vector();
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town.creatures.resize(creatures.size());
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for (size_t i=0; i< creatures.size(); i++)
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{
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const JsonVector & level = creatures[i].Vector();
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town.creatures[i].resize(level.size());
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for (size_t j=0; j<level.size(); j++)
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{
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VLC->modh->identifiers.requestIdentifier(std::string("creature.") + level[j].String(), [=, &town](si32 creature)
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{
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town.creatures[i][j] = CreatureID(creature);
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});
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}
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}
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/// set chance of specific hero class to appear in this town
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BOOST_FOREACH(auto &node, source["tavern"].Struct())
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{
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int chance = node.second.Float();
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VLC->modh->identifiers.requestIdentifier("heroClass." + node.first, [=, &town](si32 classID)
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{
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VLC->heroh->classes.heroClasses[classID]->selectionProbability[town.typeID] = chance;
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});
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}
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BOOST_FOREACH(auto &node, source["guildSpells"].Struct())
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{
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int chance = node.second.Float();
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VLC->modh->identifiers.requestIdentifier("spell." + node.first, [=, &town](si32 spellID)
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{
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SpellID(spellID).toSpell()->probabilities[town.typeID] = chance;
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});
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}
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loadBuildings(town, source["buildings"]);
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loadClientData(town,source);
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}
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void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
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{
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faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
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std::string prefix = source["prefix"].String();
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BOOST_FOREACH(const JsonNode &piece, source["pieces"].Vector())
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{
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size_t index = faction.puzzleMap.size();
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SPuzzleInfo spi;
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spi.x = piece["x"].Float();
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spi.y = piece["y"].Float();
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spi.whenUncovered = piece["index"].Float();
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spi.number = index;
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// filename calculation
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std::ostringstream suffix;
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suffix << std::setfill('0') << std::setw(2) << index;
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spi.filename = prefix + suffix.str();
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faction.puzzleMap.push_back(spi);
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}
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assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
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}
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void CTownHandler::load(const JsonNode &source)
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{
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BOOST_FOREACH(auto & node, source.Struct())
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{
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int id;
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if (node.second["index"].isNull())
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id = factions.rbegin()->first + 1;
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else
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id = node.second["index"].Float();
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CFaction & faction = factions[id];
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faction.factionID = id;
|
|
faction.name = node.second["name"].String();
|
|
|
|
VLC->modh->identifiers.requestIdentifier ("creature." + node.second["commander"].String(),
|
|
[=](si32 commanderID)
|
|
{
|
|
factions[id].commander = CreatureID(commanderID);
|
|
});
|
|
|
|
faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
|
|
faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
|
|
|
|
faction.nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
|
|
node.second["nativeTerrain"].String()));
|
|
int alignment = vstd::find_pos(EAlignment::names, node.second["alignment"].String());
|
|
if (alignment == -1)
|
|
faction.alignment = EAlignment::NEUTRAL;
|
|
else
|
|
faction.alignment = static_cast<EAlignment::EAlignment>(alignment);
|
|
|
|
if (!node.second["town"].isNull())
|
|
{
|
|
towns[id].typeID = id;
|
|
loadTown(towns[id], node.second["town"]);
|
|
}
|
|
if (!node.second["puzzleMap"].isNull())
|
|
loadPuzzle(faction, node.second["puzzleMap"]);
|
|
|
|
tlog5 << "Added faction: " << node.first << "\n";
|
|
VLC->modh->identifiers.registerObject(std::string("faction.") + node.first, faction.factionID);
|
|
}
|
|
}
|
|
|
|
void CTownHandler::load()
|
|
{
|
|
JsonNode gameConf(ResourceID("config/gameConfig.json"));
|
|
JsonNode buildingsConf = JsonUtils::assembleFromFiles(gameConf["factions"].convertTo<std::vector<std::string> >());
|
|
|
|
JsonNode legacyConfig;
|
|
loadLegacyData(legacyConfig);
|
|
|
|
// semi-manually merge legacy config with towns json
|
|
|
|
for (size_t i=0; i< legacyConfig.Vector().size(); i++)
|
|
{
|
|
JsonNode & legacyFaction = legacyConfig.Vector()[i];
|
|
JsonNode & outputFaction = buildingsConf[ETownType::names[i]];
|
|
|
|
if (outputFaction["name"].isNull())
|
|
outputFaction["name"] = legacyFaction["name"];
|
|
|
|
if (!outputFaction["town"].isNull())
|
|
{
|
|
if (outputFaction["town"]["names"].isNull())
|
|
outputFaction["town"]["names"] = legacyFaction["names"];
|
|
|
|
JsonNode & outputBuildings = outputFaction["town"]["buildings"];
|
|
JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
|
|
BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
|
|
{
|
|
if (vstd::contains(building.Struct(), "id") &&
|
|
legacyBuildings.size() > building["id"].Float() )
|
|
{
|
|
//find same buildings in legacy and json configs
|
|
JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
|
|
|
|
if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
|
|
JsonUtils::merge(building, legacyBuilding);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
load(buildingsConf);
|
|
}
|
|
|
|
std::set<TFaction> CTownHandler::getDefaultAllowedFactions() const
|
|
{
|
|
std::set<TFaction> allowedFactions;
|
|
BOOST_FOREACH(auto town, towns)
|
|
{
|
|
allowedFactions.insert(town.first);
|
|
}
|
|
return allowedFactions;
|
|
}
|