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vcmi/lib/CTownHandler.cpp
Ivan Savenko 0ca9f64573 Next part of town configuration:
- 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
2012-09-05 12:49:23 +00:00

361 lines
9.3 KiB
C++

#include "StdInc.h"
#include "CTownHandler.h"
#include "VCMI_Lib.h"
#include "CGeneralTextHandler.h"
#include "JsonNode.h"
#include "GameConstants.h"
#include "Filesystem/CResourceLoader.h"
/*
* CTownHandler.cpp, 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
*
*/
const std::string & CBuilding::Name() const
{
if(name.length())
return name;
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].first;
tlog2 << "Warning: Cannot find name text for building " << bid << "for " << tid << "town.\n";
return name;
}
const std::string & CBuilding::Description() const
{
if(description.length())
return description;
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].second;
tlog2 << "Warning: Cannot find description text for building " << bid << "for " << tid << "town.\n";
return description;
}
CBuilding::BuildingType CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
build = VLC->townh->towns[build->tid].buildings[build->upgrade];
return build->bid;
}
si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
{
const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
int distance = 0;
while (build->upgrade >= 0 && build != this)
{
build = VLC->townh->towns[build->tid].buildings[build->upgrade];
distance++;
}
if (build == this)
return distance;
return -1;
}
const std::string & CTown::Name() const
{
if(name.length())
return name;
else
return VLC->generaltexth->townTypes[typeID];
}
const std::vector<std::string> & CTown::Names() const
{
if(names.size())
return names;
else
return VLC->generaltexth->townNames[typeID];
}
CTownHandler::CTownHandler()
{
VLC->townh = this;
}
JsonNode readBuilding(CLegacyConfigParser & parser)
{
JsonNode ret;
JsonNode & cost = ret["cost"];
//note: this code will try to parse mithril as well but wil always return 0 for it
BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
cost[resID].Float() = parser.readNumber();
parser.endLine();
return ret;
}
void CTownHandler::loadLegacyData(JsonNode & dest)
{
CLegacyConfigParser parser("DATA/BUILDING.TXT");
dest.Vector().resize(GameConstants::F_NUMBER);
parser.endLine(); // header
parser.endLine();
//Unique buildings
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
{
JsonVector & buildList = dest.Vector()[town].Vector();
buildList.resize( 30 ); //prepare vector for first set of buildings
parser.endLine(); //header
parser.endLine();
int buildID = 17;
do
{
buildList[buildID] = readBuilding(parser);
buildID++;
}
while (!parser.isNextEntryEmpty());
}
// Common buildings
parser.endLine(); // header
parser.endLine();
parser.endLine();
int buildID = 0;
do
{
JsonNode building = readBuilding(parser);
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
dest.Vector()[town].Vector()[buildID] = building;
buildID++;
}
while (!parser.isNextEntryEmpty());
parser.endLine(); //header
parser.endLine();
//Dwellings
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
{
parser.endLine(); //header
parser.endLine();
do
{
dest.Vector()[town].Vector().push_back(readBuilding(parser));
}
while (!parser.isNextEntryEmpty());
}
}
void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
{
CBuilding * ret = new CBuilding;
static const std::string modes [] = {"normal", "auto", "special", "grail"};
ret->mode = boost::find(modes, source["mode"].String()) - modes;
ret->tid = town.typeID;
ret->bid = source["id"].Float();
ret->name = source["name"].String();
ret->description = source["description"].String();
ret->resources = TResources(source["cost"]);
BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
ret->requirements.insert(building.Float());
if (!source["upgrades"].isNull())
{
ret->requirements.insert(source["upgrades"].Float());
ret->upgrade = source["upgrades"].Float();
}
else
ret->upgrade = -1;
town.buildings[ret->bid] = ret;
}
void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
{
BOOST_FOREACH(const JsonNode &node, source.Vector())
{
loadBuilding(town, node);
}
}
void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
{
CStructure * ret = new CStructure;
if (source["id"].isNull())
{
ret->building = nullptr;
ret->buildable = nullptr;
}
else
{
ret->building = town.buildings[source["id"].Float()];
if (source["builds"].isNull())
ret->buildable = ret->building;
else
ret->buildable = town.buildings[source["builds"].Float()];
}
ret->pos.x = source["x"].Float();
ret->pos.y = source["y"].Float();
ret->pos.z = source["z"].Float();
ret->hiddenUpgrade = source["hidden"].Bool();
ret->defName = source["animation"].String();
ret->borderName = source["border"].String();
ret->areaName = source["area"].String();
town.clientInfo.structures.push_back(ret);
}
void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
{
BOOST_FOREACH(const JsonNode &node, source.Vector())
{
loadStructure(town, node);
}
}
void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
{
BOOST_FOREACH(const JsonNode &row, source.Vector())
{
std::vector< std::vector<int> > hallRow;
BOOST_FOREACH(const JsonNode &box, row.Vector())
{
std::vector<int> hallBox;
BOOST_FOREACH(const JsonNode &value, box.Vector())
{
hallBox.push_back(value.Float());
}
hallRow.push_back(hallBox);
}
town.clientInfo.hallSlots.push_back(hallRow);
}
}
void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
{
town.clientInfo.hallBackground = source["hallBackground"].String();
town.clientInfo.musicTheme = source["musicTheme"].String();
town.clientInfo.townBackground = source["townBackground"].String();
town.clientInfo.guildWindow = source["guildWindow"].String();
town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
loadTownHall(town, source["hallSlots"]);
loadStructures(town, source["structures"]);
}
void CTownHandler::loadTown(CTown &town, const JsonNode & source)
{
town.bonus = town.typeID;
if (town.bonus==8)
town.bonus=3;
town.mageLevel = source["mageGuild"].Float();
town.primaryRes = source["primaryResource"].Float();
town.warMachine = source["warMachine"].Float();
// Horde building creature level
BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
{
town.hordeLvl[town.hordeLvl.size()] = node.Float();
}
BOOST_FOREACH(const JsonNode &list, source["creatures"].Vector())
{
std::vector<si32> level;
BOOST_FOREACH(const JsonNode &node, list.Vector())
{
level.push_back(node.Float());
}
town.creatures.push_back(level);
}
loadBuildings(town, source["buildings"]);
loadClientData(town,source);
}
void CTownHandler::loadFactions(const JsonNode &source)
{
BOOST_FOREACH(auto & node, source.Struct())
{
int id = node.second["index"].Float();
CFaction & faction = factions[id];
faction.factionID = id;
faction.name = node.first;
faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
if (!node.second["nativeTerrain"].isNull())
{
//get terrain as string and converto to numeric ID
faction.nativeTerrain = boost::find(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String()) - GameConstants::TERRAIN_NAMES;
}
else
faction.nativeTerrain = -1;
if (!node.second["town"].isNull())
{
towns[id].typeID = id;
loadTown(towns[id], node.second["town"]);
}
}
}
void CTownHandler::load()
{
JsonNode buildingsConf(ResourceID("config/buildings.json"));
JsonNode legacyConfig;
loadLegacyData(legacyConfig);
//hardocoded list of H3 factions. Should be only used to convert H3 configs
static const std::string factionName [GameConstants::F_NUMBER] =
{
"castle", "rampart", "tower",
"inferno", "necropolis", "dungeon",
"stronghold", "fortress", "conflux"
};
// semi-manually merge legacy config with towns json
// legacy config have only one item: town buildings stored in 2d vector
for (size_t i=0; i< legacyConfig.Vector().size(); i++)
{
JsonNode & buildings = buildingsConf[factionName[i]]["town"]["buildings"];
BOOST_FOREACH(JsonNode & building, buildings.Vector())
{
JsonNode & legacyFaction = legacyConfig.Vector()[i];
if (vstd::contains(building.Struct(), "id"))
{
//find same buildings in legacy and json configs
JsonNode & legacyBuilding = legacyFaction.Vector()[building["id"].Float()];
if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
JsonNode::merge(building, legacyBuilding);
}
}
}
loadFactions(buildingsConf);
}