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							- #include "StdInc.h"
 
- #include "CTownHandler.h"
 
- #include "CLodHandler.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "../lib/JsonNode.h"
 
- #include "GameConstants.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++) {
 
- 		/* There is actually 8 basic creatures, but we ignore the 8th
 
- 		 * entry for now */
 
- 		towns[x].basicCreatures.resize(7);
 
- 		towns[x].upgradedCreatures.resize(7);
 
- 	}
 
- 	structures.resize(GameConstants::F_NUMBER);
 
- 	// read city properties
 
- 	const JsonNode config(GameConstants::DATA_DIR + "/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 basic creatures belonging to that city
 
- 		level = 0;
 
- 		BOOST_FOREACH(const JsonNode &node, town_node["creatures_basic"].Vector()) {
 
- 			// This if ignores the 8th field (WoG creature)
 
- 			if (level < towns[townID].basicCreatures.size())
 
- 				towns[townID].basicCreatures[level] = node.Float();
 
- 			level ++;
 
- 		}
 
- 		// Read upgraded creatures belonging to that city
 
- 		level = 0;
 
- 		BOOST_FOREACH(const JsonNode &node, town_node["creatures_upgraded"].Vector()) {
 
- 			towns[townID].upgradedCreatures[level] = 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 ++;
 
- 		}
 
- 		// Buildings dependencies. Which building depend on which other building.
 
- 		requirements.resize(GameConstants::F_NUMBER);
 
- 		BOOST_FOREACH(const JsonNode &node, town_node["building_requirements"].Vector()) {
 
- 			std::set<int> &requires = requirements[townID][node["id"].Float()];
 
- 			BOOST_FOREACH(const JsonNode &building, node["requires"].Vector()) {
 
- 				requires.insert(building.Float());
 
- 			}
 
- 		}
 
- 		// 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];
 
- }
 
 
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