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- #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.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();
- 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::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::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"]);
- }
- if (!node.second["puzzleMap"].isNull())
- loadPuzzle(faction, node.second["puzzleMap"]);
- }
- }
- 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);
- }
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