mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
0ca9f64573
- town screen is mostly implemented, has some minor issues - factions are now separate from towns, neutrals have faction with id=9 - more constants to GameConstants: town-specific buildings, strings for terrains and resources - replaced most access to builtBuildings with isBuilt() method - replaced id's with enums for town subtype and buildings id's
361 lines
9.3 KiB
C++
361 lines
9.3 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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const std::string & CBuilding::Name() const
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{
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if(name.length())
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return name;
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else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
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return VLC->generaltexth->buildings[tid][bid].first;
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tlog2 << "Warning: Cannot find name text for building " << bid << "for " << tid << "town.\n";
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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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if(description.length())
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return description;
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else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
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return VLC->generaltexth->buildings[tid][bid].second;
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tlog2 << "Warning: Cannot find description text for building " << bid << "for " << tid << "town.\n";
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return description;
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}
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CBuilding::BuildingType 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(CBuilding::BuildingType 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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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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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].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].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].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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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 = boost::find(modes, source["mode"].String()) - modes;
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ret->tid = town.typeID;
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ret->bid = 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(building.Float());
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if (!source["upgrades"].isNull())
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{
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ret->requirements.insert(source["upgrades"].Float());
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ret->upgrade = source["upgrades"].Float();
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}
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else
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ret->upgrade = -1;
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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[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[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<int> > hallRow;
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BOOST_FOREACH(const JsonNode &box, row.Vector())
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{
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std::vector<int> hallBox;
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BOOST_FOREACH(const JsonNode &value, box.Vector())
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{
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hallBox.push_back(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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void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
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{
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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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loadTownHall(town, source["hallSlots"]);
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loadStructures(town, source["structures"]);
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}
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void CTownHandler::loadTown(CTown &town, const JsonNode & source)
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{
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town.bonus = town.typeID;
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if (town.bonus==8)
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town.bonus=3;
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town.mageLevel = source["mageGuild"].Float();
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town.primaryRes = source["primaryResource"].Float();
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town.warMachine = source["warMachine"].Float();
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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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BOOST_FOREACH(const JsonNode &list, source["creatures"].Vector())
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{
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std::vector<si32> level;
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BOOST_FOREACH(const JsonNode &node, list.Vector())
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{
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level.push_back(node.Float());
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}
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town.creatures.push_back(level);
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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::loadFactions(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 = node.second["index"].Float();
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CFaction & faction = factions[id];
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faction.factionID = id;
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faction.name = node.first;
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faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
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faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
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if (!node.second["nativeTerrain"].isNull())
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{
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//get terrain as string and converto to numeric ID
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faction.nativeTerrain = boost::find(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String()) - GameConstants::TERRAIN_NAMES;
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}
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else
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faction.nativeTerrain = -1;
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if (!node.second["town"].isNull())
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{
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towns[id].typeID = id;
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loadTown(towns[id], node.second["town"]);
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}
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}
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}
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void CTownHandler::load()
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{
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JsonNode buildingsConf(ResourceID("config/buildings.json"));
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JsonNode legacyConfig;
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loadLegacyData(legacyConfig);
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//hardocoded list of H3 factions. Should be only used to convert H3 configs
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static const std::string factionName [GameConstants::F_NUMBER] =
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{
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"castle", "rampart", "tower",
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"inferno", "necropolis", "dungeon",
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"stronghold", "fortress", "conflux"
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};
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// semi-manually merge legacy config with towns json
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// legacy config have only one item: town buildings stored in 2d vector
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for (size_t i=0; i< legacyConfig.Vector().size(); i++)
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{
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JsonNode & buildings = buildingsConf[factionName[i]]["town"]["buildings"];
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BOOST_FOREACH(JsonNode & building, buildings.Vector())
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{
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JsonNode & legacyFaction = legacyConfig.Vector()[i];
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if (vstd::contains(building.Struct(), "id"))
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{
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//find same buildings in legacy and json configs
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JsonNode & legacyBuilding = legacyFaction.Vector()[building["id"].Float()];
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if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
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JsonNode::merge(building, legacyBuilding);
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}
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}
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}
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loadFactions(buildingsConf);
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}
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