| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178 | #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 * */CTownHandler::CTownHandler(){	VLC->townh = this;}CTownHandler::~CTownHandler(){	for( std::vector<std::map<int, Structure*> >::iterator i= structures.begin(); i!=structures.end(); i++)		for( std::map<int, Structure*>::iterator j = i->begin(); j!=i->end(); j++)			delete j->second;}void CTownHandler::loadStructures(){	int townID;	for (townID=0; townID<GameConstants::F_NUMBER; townID++)	{		CTown town;		town.typeID=townID;		town.bonus=towns.size();		if (town.bonus==8) town.bonus=3;		towns.push_back(town);	}	for(int x=0;x<towns.size();x++)		towns[x].creatures.resize(GameConstants::CREATURES_PER_TOWN);	structures.resize(GameConstants::F_NUMBER);	// read city properties	const JsonNode config(ResourceID("config/buildings.json"));	// Iterate for each city type	townID = 0;	BOOST_FOREACH(const JsonNode &town_node, config["town_type"].Vector()) {		int level;		std::map<int, Structure*> &town = structures[townID];		// Read buildings coordinates for that city		BOOST_FOREACH(const JsonNode &node, town_node["defnames"].Vector()) {			Structure *vinya = new Structure;			const JsonNode *value;			vinya->group = -1;			vinya->townID = townID;			vinya->ID = node["id"].Float();			vinya->defName = node["defname"].String();			vinya->name = vinya->defName; //TODO - use normal names			vinya->pos.x = node["x"].Float();			vinya->pos.y = node["y"].Float();			vinya->pos.z = 0;						value = &node["border"];			if (!value->isNull())				vinya->borderName = value->String();			value = &node["area"];			if (!value->isNull())				vinya->areaName = value->String();			town[vinya->ID] = vinya;		}		// Read buildings blit order for that city		int itr = 1;		BOOST_FOREACH(const JsonNode &node, town_node["blit_order"].Vector()) {			int buildingID = node.Float();			/* Find the building and set its order. */			std::map<int, Structure*>::iterator i2 = town.find(buildingID);			if (i2 != (town.end()))				i2->second->pos.z = itr++;			else				tlog3 << "Warning1: No building " << buildingID << " in the castle " << townID << std::endl;		}		// Read creatures belonging to that city		level = 0;		BOOST_FOREACH(const JsonNode &list, town_node["creatures"].Vector())		{			BOOST_FOREACH(const JsonNode &node, list.Vector())			{				towns[townID].creatures[level].push_back(node.Float());			}			level ++;		}		//  Horde building creature level		level = 0;		BOOST_FOREACH(const JsonNode &node, town_node["horde"].Vector()) {			towns[townID].hordeLvl[level] = node.Float();			level ++;		}		// Misc.		towns[townID].mageLevel = town_node["mage_guild"].Float();		towns[townID].primaryRes  = town_node["primary_resource"].Float();		towns[townID].warMachine = town_node["war_machine"].Float();		townID ++;	}	int group_num=0;	// Iterate for each city	BOOST_FOREACH(const JsonNode &town_node, config["town_groups"].Vector()) {		townID = town_node["id"].Float();		// Iterate for each group for that city		BOOST_FOREACH(const JsonNode &group, town_node["groups"].Vector()) {			group_num ++;					// Iterate for each bulding value in the group			BOOST_FOREACH(const JsonNode &value, group.Vector()) {				int buildingID = value.Float();				std::vector<std::map<int, Structure*> >::iterator i;				std::map<int, Structure*>::iterator i2;				if (townID >= 0) {					if ((i = structures.begin() + townID) != structures.end()) {						if ((i2=(i->find(buildingID)))!=(i->end()))							i2->second->group = group_num;						else							tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<townID<<std::endl;					} 					else						tlog3 << "Warning3: Castle "<<townID<<" not defined."<<std::endl;				} else {					// Set group for selected building in ALL castles					for (i=structures.begin();i!=structures.end();i++) {						for(i2=i->begin(); i2!=i->end(); i2++) {							if(i2->first == buildingID)	{								i2->second->group = group_num;								break;							}						}					}				}			}		}	}}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];}
 |