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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/CTownHandler.cpp
Ivan Savenko b87897096c Filesystem handling is now more flexible
- removed CResourceLoader class in favor of one that implements resource loader interface
- removed global pool of files, in favour of more dynamic approach
- renamed some files to match current situation
All these changes are needed mostly for future mod manager + .zip support
2013-07-28 14:49:50 +00:00

649 lines
17 KiB
C++

#include "StdInc.h"
#include "CTownHandler.h"
#include "VCMI_Lib.h"
#include "CGeneralTextHandler.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "CModHandler.h"
#include "CHeroHandler.h"
#include "CArtHandler.h"
#include "CSpellHandler.h"
#include "filesystem/Filesystem.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 int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
const std::string & CBuilding::Name() const
{
return name;
}
const std::string & CBuilding::Description() const
{
return description;
}
BuildingID CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
build = build->town->buildings[build->upgrade];
return build->bid;
}
si32 CBuilding::getDistance(BuildingID buildID) const
{
const CBuilding * build = town->buildings[buildID];
int distance = 0;
while (build->upgrade >= 0 && build != this)
{
build = build->town->buildings[build->upgrade];
distance++;
}
if (build == this)
return distance;
return -1;
}
CFaction::CFaction()
{
town = nullptr;
}
CFaction::~CFaction()
{
delete town;
}
CTown::CTown()
{
}
CTown::~CTown()
{
for(auto & build : buildings)
build.second.dellNull();
for(auto & str : clientInfo.structures)
str.dellNull();
}
CTownHandler::CTownHandler()
{
VLC->townh = this;
}
CTownHandler::~CTownHandler()
{
for(auto faction : factions)
faction.dellNull();
}
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
for(const std::string & resID : GameConstants::RESOURCE_NAMES)
cost[resID].Float() = parser.readNumber();
cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
parser.endLine();
return ret;
}
std::vector<JsonNode> CTownHandler::loadLegacyData(size_t dataSize)
{
std::vector<JsonNode> dest(dataSize);
factions.resize(dataSize);
auto getBuild = [&](size_t town, size_t building) -> JsonNode &
{
return dest[town]["town"]["buildings"][EBuildingType::names[building]];
};
CLegacyConfigParser parser("DATA/BUILDING.TXT");
parser.endLine(); // header
parser.endLine();
//Unique buildings
for (size_t town=0; town<dataSize; town++)
{
parser.endLine(); //header
parser.endLine();
int buildID = 17;
do
{
getBuild(town, 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<dataSize; town++)
getBuild(town, buildID) = building;
buildID++;
}
while (!parser.isNextEntryEmpty());
parser.endLine(); //header
parser.endLine();
//Dwellings
for (size_t town=0; town<dataSize; town++)
{
parser.endLine(); //header
parser.endLine();
for (size_t i=0; i<14; i++)
{
getBuild(town, 30+i) = readBuilding(parser);
}
}
{
CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
for(int building=0; building<15; building++)
{
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int j=0; j<dataSize; j++)
{
getBuild(j, building)["name"].String() = name;
getBuild(j, building)["description"].String() = descr;
}
}
parser.endLine(); // silo
parser.endLine(); // blacksmith //unused entries
parser.endLine(); // moat
//shipyard with the ship
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int town=0; town<dataSize; town++)
{
getBuild(town, 20)["name"].String() = name;
getBuild(town, 20)["description"].String() = descr;
}
//blacksmith
for(int town=0; town<dataSize; town++)
{
getBuild(town, 16)["name"].String() = parser.readString();
getBuild(town, 16)["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
for(int town=0; town<dataSize; town++)
{
for(int build=0; build<9; build++)
{
getBuild(town, 17 + build)["name"].String() = parser.readString();
getBuild(town, 17 + build)["description"].String() = parser.readString();
parser.endLine();
}
getBuild(town, 26)["name"].String() = parser.readString(); // Grail
getBuild(town, 26)["description"].String() = parser.readString();
parser.endLine();
getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
getBuild(town, 15)["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/DWELLING.TXT");
for(int town=0; town<dataSize; town++)
{
for(int build=0; build<14; build++)
{
getBuild(town, 30 + build)["name"].String() = parser.readString();
getBuild(town, 30 + build)["description"].String() = parser.readString();
parser.endLine();
}
}
}
{
CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
size_t townID=0;
do
{
dest[townID]["name"].String() = typeParser.readString();
for (int i=0; i<NAMES_PER_TOWN; i++)
{
JsonNode name;
name.String() = nameParser.readString();
dest[townID]["town"]["names"].Vector().push_back(name);
nameParser.endLine();
}
townID++;
}
while (typeParser.endLine());
}
return dest;
}
void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
{
auto ret = new CBuilding;
static const std::string modes [] = {"normal", "auto", "special", "grail"};
ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
ret->town = &town;
ret->bid = BuildingID(source["id"].Float());
ret->name = source["name"].String();
ret->description = source["description"].String();
ret->resources = TResources(source["cost"]);
for(const JsonNode &building : source["requires"].Vector())
ret->requirements.insert(BuildingID(building.Float()));
if (!source["upgrades"].isNull())
{
ret->requirements.insert(BuildingID(source["upgrades"].Float()));
ret->upgrade = BuildingID(source["upgrades"].Float());
}
else
ret->upgrade = BuildingID::NONE;
town.buildings[ret->bid] = ret;
}
void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
{
if (source.getType() == JsonNode::DATA_VECTOR)
{
for(auto &node : source.Vector())
{
if (!node.isNull())
loadBuilding(town, node);
}
}
else
{
for(auto &node : source.Struct())
{
if (!node.second.isNull())
loadBuilding(town, node.second);
}
}
}
void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
{
auto ret = new CStructure;
if (source["id"].isNull())
{
ret->building = nullptr;
ret->buildable = nullptr;
}
else
{
ret->building = town.buildings[BuildingID(source["id"].Float())];
if (source["builds"].isNull())
ret->buildable = ret->building;
else
ret->buildable = town.buildings[BuildingID(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)
{
if (source.getType() == JsonNode::DATA_VECTOR)
{
for(auto &node : source.Vector())
{
if (!node.isNull())
loadStructure(town, node);
}
}
else
{
for(auto &node : source.Struct())
{
if (!node.second.isNull())
loadStructure(town, node.second);
}
}
}
void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
{
for(const JsonNode &row : source.Vector())
{
std::vector< std::vector<BuildingID> > hallRow;
for(const JsonNode &box : row.Vector())
{
std::vector<BuildingID> hallBox;
for(const JsonNode &value : box.Vector())
{
hallBox.push_back(BuildingID(value.Float()));
}
hallRow.push_back(hallBox);
}
town.clientInfo.hallSlots.push_back(hallRow);
}
}
CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
{
CTown::ClientInfo::Point ret;
ret.x = node["x"].Float();
ret.y = node["y"].Float();
return ret;
}
void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
{
town.clientInfo.siegePrefix = source["imagePrefix"].String();
VLC->modh->identifiers.requestIdentifier("creature", source["shooter"], [&town](si32 creature)
{
town.clientInfo.siegeShooter = CreatureID(creature);
});
town.clientInfo.siegeShooterCropHeight = source["shooterHeight"].Float();
auto & pos = town.clientInfo.siegePositions;
pos.resize(21);
pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
pos[9] = JsonToPoint(source["gate"]["gate"]);
pos[10] = JsonToPoint(source["gate"]["arch"]);
pos[7] = JsonToPoint(source["walls"]["upper"]);
pos[6] = JsonToPoint(source["walls"]["upperMid"]);
pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
pos[4] = JsonToPoint(source["walls"]["bottom"]);
pos[13] = JsonToPoint(source["moat"]["moat"]);
pos[14] = JsonToPoint(source["moat"]["bank"]);
pos[11] = JsonToPoint(source["static"]["bottom"]);
pos[12] = JsonToPoint(source["static"]["top"]);
pos[1] = JsonToPoint(source["static"]["background"]);
}
static void readIcon(JsonNode source, std::string & small, std::string & large)
{
if (source.getType() == JsonNode::DATA_STRUCT) // don't crash on old format
{
small = source["small"].String();
large = source["large"].String();
}
}
void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
{
CTown::ClientInfo & info = town.clientInfo;
readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
info.hallBackground = source["hallBackground"].String();
info.musicTheme = source["musicTheme"].String();
info.townBackground = source["townBackground"].String();
info.guildWindow = source["guildWindow"].String();
info.buildingsIcons = source["buildingsIcons"].String();
info.advMapVillage = source["adventureMap"]["village"].String();
info.advMapCastle = source["adventureMap"]["castle"].String();
info.advMapCapitol = source["adventureMap"]["capitol"].String();
loadTownHall(town, source["hallSlots"]);
loadStructures(town, source["structures"]);
loadSiegeScreen(town, source["siege"]);
}
void CTownHandler::loadTown(CTown &town, const JsonNode & source)
{
auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
if (resIter == std::end(GameConstants::RESOURCE_NAMES))
town.primaryRes = Res::WOOD_AND_ORE; //Wood + Ore
else
town.primaryRes = resIter - std::begin(GameConstants::RESOURCE_NAMES);
VLC->modh->identifiers.requestIdentifier("creature", source["warMachine"],
[&town](si32 creature)
{
town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
});
town.moatDamage = source["moatDamage"].Float();
town.mageLevel = source["mageGuild"].Float();
town.names = source["names"].convertTo<std::vector<std::string> >();
// Horde building creature level
for(const JsonNode &node : source["horde"].Vector())
{
town.hordeLvl[town.hordeLvl.size()] = node.Float();
}
const JsonVector & creatures = source["creatures"].Vector();
town.creatures.resize(creatures.size());
for (size_t i=0; i< creatures.size(); i++)
{
const JsonVector & level = creatures[i].Vector();
town.creatures[i].resize(level.size());
for (size_t j=0; j<level.size(); j++)
{
VLC->modh->identifiers.requestIdentifier("creature", level[j], [=, &town](si32 creature)
{
town.creatures[i][j] = CreatureID(creature);
});
}
}
/// set chance of specific hero class to appear in this town
for(auto &node : source["tavern"].Struct())
{
int chance = node.second.Float();
VLC->modh->identifiers.requestIdentifier(node.second.meta, "heroClass",node.first, [=, &town](si32 classID)
{
VLC->heroh->classes.heroClasses[classID]->selectionProbability[town.faction->index] = chance;
});
}
for(auto &node : source["guildSpells"].Struct())
{
int chance = node.second.Float();
VLC->modh->identifiers.requestIdentifier(node.second.meta, "spell", node.first, [=, &town](si32 spellID)
{
SpellID(spellID).toSpell()->probabilities[town.faction->index] = chance;
});
}
for (const JsonNode &d : source["adventureMap"]["dwellings"].Vector())
{
town.dwellings.push_back (d["graphics"].String());
town.dwellingNames.push_back (d["name"].String());
}
loadBuildings(town, source["buildings"]);
loadClientData(town,source);
}
void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
{
faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
std::string prefix = source["prefix"].String();
for(const JsonNode &piece : source["pieces"].Vector())
{
size_t index = faction.puzzleMap.size();
SPuzzleInfo spi;
spi.x = piece["x"].Float();
spi.y = piece["y"].Float();
spi.whenUncovered = piece["index"].Float();
spi.number = index;
// filename calculation
std::ostringstream suffix;
suffix << std::setfill('0') << std::setw(2) << index;
spi.filename = prefix + suffix.str();
faction.puzzleMap.push_back(spi);
}
assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
}
CFaction * CTownHandler::loadFromJson(const JsonNode &source)
{
auto faction = new CFaction();
faction->name = source["name"].String();
VLC->modh->identifiers.requestIdentifier ("creature", source["commander"],
[=](si32 commanderID)
{
faction->commander = CreatureID(commanderID);
});
faction->creatureBg120 = source["creatureBackground"]["120px"].String();
faction->creatureBg130 = source["creatureBackground"]["130px"].String();
faction->nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
source["nativeTerrain"].String()));
int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String());
if (alignment == -1)
faction->alignment = EAlignment::NEUTRAL;
else
faction->alignment = static_cast<EAlignment::EAlignment>(alignment);
if (!source["town"].isNull())
{
faction->town = new CTown;
faction->town->faction = faction;
loadTown(*faction->town, source["town"]);
}
else
faction->town = nullptr;
if (!source["puzzleMap"].isNull())
loadPuzzle(*faction, source["puzzleMap"]);
return faction;
}
void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data);
object->index = factions.size();
if (object->town)
{
auto & info = object->town->clientInfo;
info.icons[0][0] = 8 + object->index * 4 + 0;
info.icons[0][1] = 8 + object->index * 4 + 1;
info.icons[1][0] = 8 + object->index * 4 + 2;
info.icons[1][1] = 8 + object->index * 4 + 3;
}
factions.push_back(object);
VLC->modh->identifiers.registerObject(scope, "faction", name, object->index);
}
void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data);
object->index = index;
if (object->town)
{
auto & info = object->town->clientInfo;
info.icons[0][0] = (GameConstants::F_NUMBER + object->index) * 2 + 0;
info.icons[0][1] = (GameConstants::F_NUMBER + object->index) * 2 + 1;
info.icons[1][0] = object->index * 2 + 0;
info.icons[1][1] = object->index * 2 + 1;
}
assert(factions[index] == nullptr); // ensure that this id was not loaded before
factions[index] = object;
VLC->modh->identifiers.registerObject(scope, "faction", name, object->index);
}
std::vector<bool> CTownHandler::getDefaultAllowed() const
{
std::vector<bool> allowedFactions;
for(auto town : factions)
{
allowedFactions.push_back(town->town != nullptr);
}
return allowedFactions;
}