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- #include "StdInc.h"
- #include "CTownHandler.h"
- #include "VCMI_Lib.h"
- #include "CGeneralTextHandler.h"
- #include "JsonNode.h"
- #include "GameConstants.h"
- #include "CModHandler.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
- {
- return name;
- }
- const std::string & CBuilding::Description() const
- {
- 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;
- }
- 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]["buildings"].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]["buildings"].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]["buildings"].Vector().push_back(readBuilding(parser));
- }
- while (!parser.isNextEntryEmpty());
- }
- {
- 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<GameConstants::F_NUMBER; j++)
- {
- JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
- buildings[building]["name"].String() = name;
- buildings[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<GameConstants::F_NUMBER; town++)
- {
- JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
- buildings[20]["name"].String() = name;
- buildings[20]["description"].String() = descr;
- }
- //blacksmith
- for(int town=0; town<GameConstants::F_NUMBER; town++)
- {
- JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
- buildings[16]["name"].String() = parser.readString();
- buildings[16]["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- {
- CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
- for(int town=0; town<GameConstants::F_NUMBER; town++)
- {
- JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
- for(int build=0; build<9; build++)
- {
- buildings[17+build]["name"].String() = parser.readString();
- buildings[17+build]["description"].String() = parser.readString();
- parser.endLine();
- }
- buildings[26]["name"].String() = parser.readString(); // Grail
- buildings[26]["description"].String() = parser.readString();
- parser.endLine();
- buildings[15]["name"].String() = parser.readString(); // Resource silo
- buildings[15]["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- {
- CLegacyConfigParser parser("DATA/DWELLING.TXT");
- for(int town=0; town<GameConstants::F_NUMBER; town++)
- {
- JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
- for(int build=0; build<14; build++)
- {
- buildings[30+build]["name"].String() = parser.readString();
- buildings[30+build]["description"].String() = parser.readString();
- parser.endLine();
- }
- }
- }
- {
- CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
- CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
- size_t townID=0;
- do
- {
- JsonNode & town = dest.Vector()[townID];
- town["name"].String() = typeParser.readString();
- for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
- {
- JsonNode name;
- name.String() = nameParser.readString();
- town["names"].Vector().push_back(name);
- nameParser.endLine();
- }
- townID++;
- }
- while (typeParser.endLine());
- }
- }
- 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);
- }
- }
- 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(std::string("creature.") + source["shooter"].String(), [&town](si32 creature)
- {
- town.clientInfo.siegeShooter = 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"]);
- }
- void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
- {
- town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float();
- town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float();
- town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float();
- town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float();
- 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();
- town.clientInfo.advMapVillage = source["adventureMap"]["village"].String();
- town.clientInfo.advMapCastle = source["adventureMap"]["castle"].String();
- town.clientInfo.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)
- {
- town.mageLevel = source["mageGuild"].Float();
- town.primaryRes = source["primaryResource"].Float();
- town.warMachine = source["warMachine"].Float();
- town.names = source["names"].convertTo<std::vector<std::string> >();
- // Horde building creature level
- BOOST_FOREACH(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(std::string("creature.") + level[j].String(), [=, &town](si32 creature)
- {
- town.creatures[i][j] = creature;
- });
- }
- }
- 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();
- BOOST_FOREACH(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);
- }
- void CTownHandler::load(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.second["name"].String();
- faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
- faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
- faction.nativeTerrain = 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 = 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"]);
- tlog3 << "Added faction: " << node.first << "\n";
- VLC->modh->identifiers.registerObject(std::string("faction.") + node.first, faction.factionID);
- }
- }
- void CTownHandler::load()
- {
- JsonNode buildingsConf(ResourceID("config/buildings.json"));
- JsonNode legacyConfig;
- loadLegacyData(legacyConfig);
- //hardcoded 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
- for (size_t i=0; i< legacyConfig.Vector().size(); i++)
- {
- JsonNode & legacyFaction = legacyConfig.Vector()[i];
- JsonNode & outputFaction = buildingsConf[factionName[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;
- }
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