CTownHandler.cpp 13 KB

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  1. #include "StdInc.h"
  2. #include "CTownHandler.h"
  3. #include "VCMI_Lib.h"
  4. #include "CGeneralTextHandler.h"
  5. #include "JsonNode.h"
  6. #include "GameConstants.h"
  7. #include "Filesystem/CResourceLoader.h"
  8. /*
  9. * CTownHandler.cpp, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. const std::string & CBuilding::Name() const
  18. {
  19. return name;
  20. }
  21. const std::string & CBuilding::Description() const
  22. {
  23. return description;
  24. }
  25. CBuilding::BuildingType CBuilding::getBase() const
  26. {
  27. const CBuilding * build = this;
  28. while (build->upgrade >= 0)
  29. build = VLC->townh->towns[build->tid].buildings[build->upgrade];
  30. return build->bid;
  31. }
  32. si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
  33. {
  34. const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
  35. int distance = 0;
  36. while (build->upgrade >= 0 && build != this)
  37. {
  38. build = VLC->townh->towns[build->tid].buildings[build->upgrade];
  39. distance++;
  40. }
  41. if (build == this)
  42. return distance;
  43. return -1;
  44. }
  45. CTownHandler::CTownHandler()
  46. {
  47. VLC->townh = this;
  48. }
  49. JsonNode readBuilding(CLegacyConfigParser & parser)
  50. {
  51. JsonNode ret;
  52. JsonNode & cost = ret["cost"];
  53. //note: this code will try to parse mithril as well but wil always return 0 for it
  54. BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
  55. cost[resID].Float() = parser.readNumber();
  56. parser.endLine();
  57. return ret;
  58. }
  59. void CTownHandler::loadLegacyData(JsonNode & dest)
  60. {
  61. CLegacyConfigParser parser("DATA/BUILDING.TXT");
  62. dest.Vector().resize(GameConstants::F_NUMBER);
  63. parser.endLine(); // header
  64. parser.endLine();
  65. //Unique buildings
  66. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  67. {
  68. JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
  69. buildList.resize( 30 ); //prepare vector for first set of buildings
  70. parser.endLine(); //header
  71. parser.endLine();
  72. int buildID = 17;
  73. do
  74. {
  75. buildList[buildID] = readBuilding(parser);
  76. buildID++;
  77. }
  78. while (!parser.isNextEntryEmpty());
  79. }
  80. // Common buildings
  81. parser.endLine(); // header
  82. parser.endLine();
  83. parser.endLine();
  84. int buildID = 0;
  85. do
  86. {
  87. JsonNode building = readBuilding(parser);
  88. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  89. dest.Vector()[town]["buildings"].Vector()[buildID] = building;
  90. buildID++;
  91. }
  92. while (!parser.isNextEntryEmpty());
  93. parser.endLine(); //header
  94. parser.endLine();
  95. //Dwellings
  96. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  97. {
  98. parser.endLine(); //header
  99. parser.endLine();
  100. do
  101. {
  102. dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
  103. }
  104. while (!parser.isNextEntryEmpty());
  105. }
  106. {
  107. CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
  108. for(int building=0; building<15; building++)
  109. {
  110. std::string name = parser.readString();
  111. std::string descr = parser.readString();
  112. parser.endLine();
  113. for(int j=0; j<GameConstants::F_NUMBER; j++)
  114. {
  115. JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
  116. buildings[building]["name"].String() = name;
  117. buildings[building]["description"].String() = descr;
  118. }
  119. }
  120. parser.endLine(); // silo
  121. parser.endLine(); // blacksmith //unused entries
  122. parser.endLine(); // moat
  123. //shipyard with the ship
  124. std::string name = parser.readString();
  125. std::string descr = parser.readString();
  126. parser.endLine();
  127. for(int town=0; town<GameConstants::F_NUMBER; town++)
  128. {
  129. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  130. buildings[20]["name"].String() = name;
  131. buildings[20]["description"].String() = descr;
  132. }
  133. //blacksmith
  134. for(int town=0; town<GameConstants::F_NUMBER; town++)
  135. {
  136. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  137. buildings[16]["name"].String() = parser.readString();
  138. buildings[16]["description"].String() = parser.readString();
  139. parser.endLine();
  140. }
  141. }
  142. {
  143. CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
  144. for(int town=0; town<GameConstants::F_NUMBER; town++)
  145. {
  146. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  147. for(int build=0; build<9; build++)
  148. {
  149. buildings[17+build]["name"].String() = parser.readString();
  150. buildings[17+build]["description"].String() = parser.readString();
  151. parser.endLine();
  152. }
  153. buildings[26]["name"].String() = parser.readString(); // Grail
  154. buildings[26]["description"].String() = parser.readString();
  155. parser.endLine();
  156. buildings[15]["name"].String() = parser.readString(); // Resource silo
  157. buildings[15]["description"].String() = parser.readString();
  158. parser.endLine();
  159. }
  160. }
  161. {
  162. CLegacyConfigParser parser("DATA/DWELLING.TXT");
  163. for(int town=0; town<GameConstants::F_NUMBER; town++)
  164. {
  165. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  166. for(int build=0; build<14; build++)
  167. {
  168. buildings[30+build]["name"].String() = parser.readString();
  169. buildings[30+build]["description"].String() = parser.readString();
  170. parser.endLine();
  171. }
  172. }
  173. }
  174. {
  175. CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
  176. CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
  177. size_t townID=0;
  178. do
  179. {
  180. JsonNode & town = dest.Vector()[townID];
  181. town["name"].String() = typeParser.readString();
  182. for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
  183. {
  184. JsonNode name;
  185. name.String() = nameParser.readString();
  186. town["names"].Vector().push_back(name);
  187. nameParser.endLine();
  188. }
  189. townID++;
  190. }
  191. while (typeParser.endLine());
  192. }
  193. }
  194. void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
  195. {
  196. CBuilding * ret = new CBuilding;
  197. static const std::string modes [] = {"normal", "auto", "special", "grail"};
  198. ret->mode = boost::find(modes, source["mode"].String()) - modes;
  199. ret->tid = town.typeID;
  200. ret->bid = source["id"].Float();
  201. ret->name = source["name"].String();
  202. ret->description = source["description"].String();
  203. ret->resources = TResources(source["cost"]);
  204. BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
  205. ret->requirements.insert(building.Float());
  206. if (!source["upgrades"].isNull())
  207. {
  208. ret->requirements.insert(source["upgrades"].Float());
  209. ret->upgrade = source["upgrades"].Float();
  210. }
  211. else
  212. ret->upgrade = -1;
  213. town.buildings[ret->bid] = ret;
  214. }
  215. void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
  216. {
  217. BOOST_FOREACH(const JsonNode &node, source.Vector())
  218. {
  219. loadBuilding(town, node);
  220. }
  221. }
  222. void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
  223. {
  224. CStructure * ret = new CStructure;
  225. if (source["id"].isNull())
  226. {
  227. ret->building = nullptr;
  228. ret->buildable = nullptr;
  229. }
  230. else
  231. {
  232. ret->building = town.buildings[source["id"].Float()];
  233. if (source["builds"].isNull())
  234. ret->buildable = ret->building;
  235. else
  236. ret->buildable = town.buildings[source["builds"].Float()];
  237. }
  238. ret->pos.x = source["x"].Float();
  239. ret->pos.y = source["y"].Float();
  240. ret->pos.z = source["z"].Float();
  241. ret->hiddenUpgrade = source["hidden"].Bool();
  242. ret->defName = source["animation"].String();
  243. ret->borderName = source["border"].String();
  244. ret->areaName = source["area"].String();
  245. town.clientInfo.structures.push_back(ret);
  246. }
  247. void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
  248. {
  249. BOOST_FOREACH(const JsonNode &node, source.Vector())
  250. {
  251. loadStructure(town, node);
  252. }
  253. }
  254. void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
  255. {
  256. BOOST_FOREACH(const JsonNode &row, source.Vector())
  257. {
  258. std::vector< std::vector<int> > hallRow;
  259. BOOST_FOREACH(const JsonNode &box, row.Vector())
  260. {
  261. std::vector<int> hallBox;
  262. BOOST_FOREACH(const JsonNode &value, box.Vector())
  263. {
  264. hallBox.push_back(value.Float());
  265. }
  266. hallRow.push_back(hallBox);
  267. }
  268. town.clientInfo.hallSlots.push_back(hallRow);
  269. }
  270. }
  271. void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
  272. {
  273. town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float();
  274. town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float();
  275. town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float();
  276. town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float();
  277. town.clientInfo.hallBackground = source["hallBackground"].String();
  278. town.clientInfo.musicTheme = source["musicTheme"].String();
  279. town.clientInfo.townBackground = source["townBackground"].String();
  280. town.clientInfo.guildWindow = source["guildWindow"].String();
  281. town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
  282. loadTownHall(town, source["hallSlots"]);
  283. loadStructures(town, source["structures"]);
  284. }
  285. void CTownHandler::loadTown(CTown &town, const JsonNode & source)
  286. {
  287. town.mageLevel = source["mageGuild"].Float();
  288. town.primaryRes = source["primaryResource"].Float();
  289. town.warMachine = source["warMachine"].Float();
  290. town.names = source["names"].StdVector<std::string>();
  291. // Horde building creature level
  292. BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
  293. {
  294. town.hordeLvl[town.hordeLvl.size()] = node.Float();
  295. }
  296. BOOST_FOREACH(const JsonNode &list, source["creatures"].Vector())
  297. {
  298. std::vector<TCreature> level;
  299. BOOST_FOREACH(const JsonNode &node, list.Vector())
  300. {
  301. level.push_back(node.Float());
  302. }
  303. town.creatures.push_back(level);
  304. }
  305. loadBuildings(town, source["buildings"]);
  306. loadClientData(town,source);
  307. }
  308. void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
  309. {
  310. faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
  311. std::string prefix = source["prefix"].String();
  312. BOOST_FOREACH(const JsonNode &piece, source["pieces"].Vector())
  313. {
  314. size_t index = faction.puzzleMap.size();
  315. SPuzzleInfo spi;
  316. spi.x = piece["x"].Float();
  317. spi.y = piece["y"].Float();
  318. spi.whenUncovered = piece["index"].Float();
  319. spi.number = index;
  320. // filename calculation
  321. std::ostringstream suffix;
  322. suffix << std::setfill('0') << std::setw(2) << index;
  323. spi.filename = prefix + suffix.str();
  324. faction.puzzleMap.push_back(spi);
  325. }
  326. assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
  327. }
  328. void CTownHandler::loadFactions(const JsonNode &source)
  329. {
  330. BOOST_FOREACH(auto & node, source.Struct())
  331. {
  332. int id = node.second["index"].Float();
  333. CFaction & faction = factions[id];
  334. faction.factionID = id;
  335. faction.name = node.second["name"].String();
  336. faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
  337. faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
  338. faction.nativeTerrain = vstd::find_pos(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String());
  339. int alignment = vstd::find_pos(EAlignment::names, node.second["alignment"].String());
  340. if (alignment == -1)
  341. faction.alignment = EAlignment::NEUTRAL;
  342. else
  343. faction.alignment = alignment;
  344. if (!node.second["town"].isNull())
  345. {
  346. towns[id].typeID = id;
  347. loadTown(towns[id], node.second["town"]);
  348. }
  349. if (!node.second["puzzleMap"].isNull())
  350. loadPuzzle(faction, node.second["puzzleMap"]);
  351. }
  352. }
  353. void CTownHandler::load()
  354. {
  355. JsonNode buildingsConf(ResourceID("config/buildings.json"));
  356. JsonNode legacyConfig;
  357. loadLegacyData(legacyConfig);
  358. //hardcoded list of H3 factions. Should be only used to convert H3 configs
  359. static const std::string factionName [GameConstants::F_NUMBER] =
  360. {
  361. "castle", "rampart", "tower",
  362. "inferno", "necropolis", "dungeon",
  363. "stronghold", "fortress", "conflux"
  364. };
  365. // semi-manually merge legacy config with towns json
  366. for (size_t i=0; i< legacyConfig.Vector().size(); i++)
  367. {
  368. JsonNode & legacyFaction = legacyConfig.Vector()[i];
  369. JsonNode & outputFaction = buildingsConf[factionName[i]];
  370. if (outputFaction["name"].isNull())
  371. outputFaction["name"] = legacyFaction["name"];
  372. if (!outputFaction["town"].isNull())
  373. {
  374. if (outputFaction["town"]["names"].isNull())
  375. outputFaction["town"]["names"] = legacyFaction["names"];
  376. JsonNode & outputBuildings = outputFaction["town"]["buildings"];
  377. JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
  378. BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
  379. {
  380. if (vstd::contains(building.Struct(), "id") &&
  381. legacyBuildings.size() > building["id"].Float() )
  382. {
  383. //find same buildings in legacy and json configs
  384. JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
  385. if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
  386. JsonNode::merge(building, legacyBuilding);
  387. }
  388. }
  389. }
  390. }
  391. loadFactions(buildingsConf);
  392. }