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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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