CTownHandler.cpp 17 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 "StringConstants.h"
  7. #include "CModHandler.h"
  8. #include "CHeroHandler.h"
  9. #include "CArtHandler.h"
  10. #include "CSpellHandler.h"
  11. #include "Filesystem/CResourceLoader.h"
  12. /*
  13. * CTownHandler.cpp, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. const std::string & CBuilding::Name() const
  22. {
  23. return name;
  24. }
  25. const std::string & CBuilding::Description() const
  26. {
  27. return description;
  28. }
  29. BuildingID CBuilding::getBase() const
  30. {
  31. const CBuilding * build = this;
  32. while (build->upgrade >= 0)
  33. build = VLC->townh->towns[build->tid].buildings[build->upgrade];
  34. return build->bid;
  35. }
  36. si32 CBuilding::getDistance(BuildingID buildID) const
  37. {
  38. const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
  39. int distance = 0;
  40. while (build->upgrade >= 0 && build != this)
  41. {
  42. build = VLC->townh->towns[build->tid].buildings[build->upgrade];
  43. distance++;
  44. }
  45. if (build == this)
  46. return distance;
  47. return -1;
  48. }
  49. CTownHandler::CTownHandler()
  50. {
  51. VLC->townh = this;
  52. }
  53. JsonNode readBuilding(CLegacyConfigParser & parser)
  54. {
  55. JsonNode ret;
  56. JsonNode & cost = ret["cost"];
  57. //note: this code will try to parse mithril as well but wil always return 0 for it
  58. BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
  59. cost[resID].Float() = parser.readNumber();
  60. parser.endLine();
  61. return ret;
  62. }
  63. void CTownHandler::loadLegacyData(JsonNode & dest)
  64. {
  65. CLegacyConfigParser parser("DATA/BUILDING.TXT");
  66. dest.Vector().resize(GameConstants::F_NUMBER);
  67. parser.endLine(); // header
  68. parser.endLine();
  69. //Unique buildings
  70. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  71. {
  72. JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
  73. buildList.resize( 30 ); //prepare vector for first set of buildings
  74. parser.endLine(); //header
  75. parser.endLine();
  76. int buildID = 17;
  77. do
  78. {
  79. buildList[buildID] = readBuilding(parser);
  80. buildID++;
  81. }
  82. while (!parser.isNextEntryEmpty());
  83. }
  84. // Common buildings
  85. parser.endLine(); // header
  86. parser.endLine();
  87. parser.endLine();
  88. int buildID = 0;
  89. do
  90. {
  91. JsonNode building = readBuilding(parser);
  92. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  93. dest.Vector()[town]["buildings"].Vector()[buildID] = building;
  94. buildID++;
  95. }
  96. while (!parser.isNextEntryEmpty());
  97. parser.endLine(); //header
  98. parser.endLine();
  99. //Dwellings
  100. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  101. {
  102. parser.endLine(); //header
  103. parser.endLine();
  104. do
  105. {
  106. dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
  107. }
  108. while (!parser.isNextEntryEmpty());
  109. }
  110. {
  111. CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
  112. for(int building=0; building<15; building++)
  113. {
  114. std::string name = parser.readString();
  115. std::string descr = parser.readString();
  116. parser.endLine();
  117. for(int j=0; j<GameConstants::F_NUMBER; j++)
  118. {
  119. JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
  120. buildings[building]["name"].String() = name;
  121. buildings[building]["description"].String() = descr;
  122. }
  123. }
  124. parser.endLine(); // silo
  125. parser.endLine(); // blacksmith //unused entries
  126. parser.endLine(); // moat
  127. //shipyard with the ship
  128. std::string name = parser.readString();
  129. std::string descr = parser.readString();
  130. parser.endLine();
  131. for(int town=0; town<GameConstants::F_NUMBER; town++)
  132. {
  133. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  134. buildings[20]["name"].String() = name;
  135. buildings[20]["description"].String() = descr;
  136. }
  137. //blacksmith
  138. for(int town=0; town<GameConstants::F_NUMBER; town++)
  139. {
  140. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  141. buildings[16]["name"].String() = parser.readString();
  142. buildings[16]["description"].String() = parser.readString();
  143. parser.endLine();
  144. }
  145. }
  146. {
  147. CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
  148. for(int town=0; town<GameConstants::F_NUMBER; town++)
  149. {
  150. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  151. for(int build=0; build<9; build++)
  152. {
  153. buildings[17+build]["name"].String() = parser.readString();
  154. buildings[17+build]["description"].String() = parser.readString();
  155. parser.endLine();
  156. }
  157. buildings[26]["name"].String() = parser.readString(); // Grail
  158. buildings[26]["description"].String() = parser.readString();
  159. parser.endLine();
  160. buildings[15]["name"].String() = parser.readString(); // Resource silo
  161. buildings[15]["description"].String() = parser.readString();
  162. parser.endLine();
  163. }
  164. }
  165. {
  166. CLegacyConfigParser parser("DATA/DWELLING.TXT");
  167. for(int town=0; town<GameConstants::F_NUMBER; town++)
  168. {
  169. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  170. for(int build=0; build<14; build++)
  171. {
  172. buildings[30+build]["name"].String() = parser.readString();
  173. buildings[30+build]["description"].String() = parser.readString();
  174. parser.endLine();
  175. }
  176. }
  177. }
  178. {
  179. CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
  180. CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
  181. size_t townID=0;
  182. do
  183. {
  184. JsonNode & town = dest.Vector()[townID];
  185. town["name"].String() = typeParser.readString();
  186. for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
  187. {
  188. JsonNode name;
  189. name.String() = nameParser.readString();
  190. town["names"].Vector().push_back(name);
  191. nameParser.endLine();
  192. }
  193. townID++;
  194. }
  195. while (typeParser.endLine());
  196. }
  197. }
  198. void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
  199. {
  200. CBuilding * ret = new CBuilding;
  201. static const std::string modes [] = {"normal", "auto", "special", "grail"};
  202. ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
  203. ret->tid = town.typeID;
  204. ret->bid = BuildingID(source["id"].Float());
  205. ret->name = source["name"].String();
  206. ret->description = source["description"].String();
  207. ret->resources = TResources(source["cost"]);
  208. BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
  209. ret->requirements.insert(BuildingID(building.Float()));
  210. if (!source["upgrades"].isNull())
  211. {
  212. ret->requirements.insert(BuildingID(source["upgrades"].Float()));
  213. ret->upgrade = BuildingID(source["upgrades"].Float());
  214. }
  215. else
  216. ret->upgrade = BuildingID::NONE;
  217. town.buildings[ret->bid] = ret;
  218. }
  219. void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
  220. {
  221. BOOST_FOREACH(const JsonNode &node, source.Vector())
  222. {
  223. loadBuilding(town, node);
  224. }
  225. }
  226. void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
  227. {
  228. CStructure * ret = new CStructure;
  229. if (source["id"].isNull())
  230. {
  231. ret->building = nullptr;
  232. ret->buildable = nullptr;
  233. }
  234. else
  235. {
  236. ret->building = town.buildings[BuildingID(source["id"].Float())];
  237. if (source["builds"].isNull())
  238. ret->buildable = ret->building;
  239. else
  240. ret->buildable = town.buildings[BuildingID(source["builds"].Float())];
  241. }
  242. ret->pos.x = source["x"].Float();
  243. ret->pos.y = source["y"].Float();
  244. ret->pos.z = source["z"].Float();
  245. ret->hiddenUpgrade = source["hidden"].Bool();
  246. ret->defName = source["animation"].String();
  247. ret->borderName = source["border"].String();
  248. ret->areaName = source["area"].String();
  249. town.clientInfo.structures.push_back(ret);
  250. }
  251. void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
  252. {
  253. BOOST_FOREACH(const JsonNode &node, source.Vector())
  254. {
  255. loadStructure(town, node);
  256. }
  257. }
  258. void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
  259. {
  260. BOOST_FOREACH(const JsonNode &row, source.Vector())
  261. {
  262. std::vector< std::vector<BuildingID> > hallRow;
  263. BOOST_FOREACH(const JsonNode &box, row.Vector())
  264. {
  265. std::vector<BuildingID> hallBox;
  266. BOOST_FOREACH(const JsonNode &value, box.Vector())
  267. {
  268. hallBox.push_back(BuildingID(value.Float()));
  269. }
  270. hallRow.push_back(hallBox);
  271. }
  272. town.clientInfo.hallSlots.push_back(hallRow);
  273. }
  274. }
  275. CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
  276. {
  277. CTown::ClientInfo::Point ret;
  278. ret.x = node["x"].Float();
  279. ret.y = node["y"].Float();
  280. return ret;
  281. }
  282. void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
  283. {
  284. town.clientInfo.siegePrefix = source["imagePrefix"].String();
  285. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + source["shooter"].String(), [&town](si32 creature)
  286. {
  287. town.clientInfo.siegeShooter = CreatureID(creature);
  288. });
  289. town.clientInfo.siegeShooterCropHeight = source["shooterHeight"].Float();
  290. auto & pos = town.clientInfo.siegePositions;
  291. pos.resize(21);
  292. pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
  293. pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
  294. pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
  295. pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
  296. pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
  297. pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
  298. pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
  299. pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
  300. pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
  301. pos[9] = JsonToPoint(source["gate"]["gate"]);
  302. pos[10] = JsonToPoint(source["gate"]["arch"]);
  303. pos[7] = JsonToPoint(source["walls"]["upper"]);
  304. pos[6] = JsonToPoint(source["walls"]["upperMid"]);
  305. pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
  306. pos[4] = JsonToPoint(source["walls"]["bottom"]);
  307. pos[13] = JsonToPoint(source["moat"]["moat"]);
  308. pos[14] = JsonToPoint(source["moat"]["bank"]);
  309. pos[11] = JsonToPoint(source["static"]["bottom"]);
  310. pos[12] = JsonToPoint(source["static"]["top"]);
  311. pos[1] = JsonToPoint(source["static"]["background"]);
  312. }
  313. void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
  314. {
  315. town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float();
  316. town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float();
  317. town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float();
  318. town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float();
  319. town.clientInfo.hallBackground = source["hallBackground"].String();
  320. town.clientInfo.musicTheme = source["musicTheme"].String();
  321. town.clientInfo.townBackground = source["townBackground"].String();
  322. town.clientInfo.guildWindow = source["guildWindow"].String();
  323. town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
  324. town.clientInfo.advMapVillage = source["adventureMap"]["village"].String();
  325. town.clientInfo.advMapCastle = source["adventureMap"]["castle"].String();
  326. town.clientInfo.advMapCapitol = source["adventureMap"]["capitol"].String();
  327. const JsonNode *value = &source["adventureMap"]["dwellings"];
  328. if (!value->isNull())
  329. {
  330. BOOST_FOREACH (const JsonNode &d, value->Vector())
  331. {
  332. town.dwellings.push_back (d["graphics"].String());
  333. town.dwellingNames.push_back (d["name"].String());
  334. }
  335. }
  336. loadTownHall(town, source["hallSlots"]);
  337. loadStructures(town, source["structures"]);
  338. loadSiegeScreen(town, source["siege"]);
  339. }
  340. void CTownHandler::loadTown(CTown &town, const JsonNode & source)
  341. {
  342. auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
  343. if (resIter == boost::end(GameConstants::RESOURCE_NAMES))
  344. town.primaryRes = 127; //Wood + Ore
  345. else
  346. town.primaryRes = resIter - boost::begin(GameConstants::RESOURCE_NAMES);
  347. VLC->modh->identifiers.requestIdentifier(std::string("creature." + source["warMachine"].String()),
  348. [&town](si32 creature)
  349. {
  350. town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
  351. });
  352. town.moatDamage = source["moatDamage"].Float();
  353. town.mageLevel = source["mageGuild"].Float();
  354. town.names = source["names"].convertTo<std::vector<std::string> >();
  355. // Horde building creature level
  356. BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
  357. {
  358. town.hordeLvl[town.hordeLvl.size()] = node.Float();
  359. }
  360. const JsonVector & creatures = source["creatures"].Vector();
  361. town.creatures.resize(creatures.size());
  362. for (size_t i=0; i< creatures.size(); i++)
  363. {
  364. const JsonVector & level = creatures[i].Vector();
  365. town.creatures[i].resize(level.size());
  366. for (size_t j=0; j<level.size(); j++)
  367. {
  368. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + level[j].String(), [=, &town](si32 creature)
  369. {
  370. town.creatures[i][j] = CreatureID(creature);
  371. });
  372. }
  373. }
  374. /// set chance of specific hero class to appear in this town
  375. BOOST_FOREACH(auto &node, source["tavern"].Struct())
  376. {
  377. int chance = node.second.Float();
  378. VLC->modh->identifiers.requestIdentifier("heroClass." + node.first, [=, &town](si32 classID)
  379. {
  380. VLC->heroh->classes.heroClasses[classID]->selectionProbability[town.typeID] = chance;
  381. });
  382. }
  383. BOOST_FOREACH(auto &node, source["guildSpells"].Struct())
  384. {
  385. int chance = node.second.Float();
  386. VLC->modh->identifiers.requestIdentifier("spell." + node.first, [=, &town](si32 spellID)
  387. {
  388. VLC->spellh->spells[spellID]->probabilities[town.typeID] = chance;
  389. });
  390. }
  391. loadBuildings(town, source["buildings"]);
  392. loadClientData(town,source);
  393. }
  394. void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
  395. {
  396. faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
  397. std::string prefix = source["prefix"].String();
  398. BOOST_FOREACH(const JsonNode &piece, source["pieces"].Vector())
  399. {
  400. size_t index = faction.puzzleMap.size();
  401. SPuzzleInfo spi;
  402. spi.x = piece["x"].Float();
  403. spi.y = piece["y"].Float();
  404. spi.whenUncovered = piece["index"].Float();
  405. spi.number = index;
  406. // filename calculation
  407. std::ostringstream suffix;
  408. suffix << std::setfill('0') << std::setw(2) << index;
  409. spi.filename = prefix + suffix.str();
  410. faction.puzzleMap.push_back(spi);
  411. }
  412. assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
  413. }
  414. void CTownHandler::load(const JsonNode &source)
  415. {
  416. BOOST_FOREACH(auto & node, source.Struct())
  417. {
  418. int id;
  419. if (node.second["index"].isNull())
  420. id = factions.rbegin()->first + 1;
  421. else
  422. id = node.second["index"].Float();
  423. CFaction & faction = factions[id];
  424. faction.factionID = id;
  425. faction.name = node.second["name"].String();
  426. VLC->modh->identifiers.requestIdentifier ("creature." + node.second["commander"].String(),
  427. [=](si32 commanderID)
  428. {
  429. factions[id].commander = CreatureID(commanderID);
  430. });
  431. faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
  432. faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
  433. faction.nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
  434. node.second["nativeTerrain"].String()));
  435. int alignment = vstd::find_pos(EAlignment::names, node.second["alignment"].String());
  436. if (alignment == -1)
  437. faction.alignment = EAlignment::NEUTRAL;
  438. else
  439. faction.alignment = static_cast<EAlignment::EAlignment>(alignment);
  440. if (!node.second["town"].isNull())
  441. {
  442. towns[id].typeID = id;
  443. loadTown(towns[id], node.second["town"]);
  444. }
  445. if (!node.second["puzzleMap"].isNull())
  446. loadPuzzle(faction, node.second["puzzleMap"]);
  447. tlog5 << "Added faction: " << node.first << "\n";
  448. VLC->modh->identifiers.registerObject(std::string("faction.") + node.first, faction.factionID);
  449. }
  450. }
  451. void CTownHandler::load()
  452. {
  453. JsonNode gameConf(ResourceID("config/gameConfig.json"));
  454. JsonNode buildingsConf = JsonUtils::assembleFromFiles(gameConf["factions"].convertTo<std::vector<std::string> >());
  455. JsonNode legacyConfig;
  456. loadLegacyData(legacyConfig);
  457. // semi-manually merge legacy config with towns json
  458. for (size_t i=0; i< legacyConfig.Vector().size(); i++)
  459. {
  460. JsonNode & legacyFaction = legacyConfig.Vector()[i];
  461. JsonNode & outputFaction = buildingsConf[ETownType::names[i]];
  462. if (outputFaction["name"].isNull())
  463. outputFaction["name"] = legacyFaction["name"];
  464. if (!outputFaction["town"].isNull())
  465. {
  466. if (outputFaction["town"]["names"].isNull())
  467. outputFaction["town"]["names"] = legacyFaction["names"];
  468. JsonNode & outputBuildings = outputFaction["town"]["buildings"];
  469. JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
  470. BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
  471. {
  472. if (vstd::contains(building.Struct(), "id") &&
  473. legacyBuildings.size() > building["id"].Float() )
  474. {
  475. //find same buildings in legacy and json configs
  476. JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
  477. if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
  478. JsonUtils::merge(building, legacyBuilding);
  479. }
  480. }
  481. }
  482. }
  483. load(buildingsConf);
  484. }
  485. std::set<TFaction> CTownHandler::getDefaultAllowedFactions() const
  486. {
  487. std::set<TFaction> allowedFactions;
  488. BOOST_FOREACH(auto town, towns)
  489. {
  490. allowedFactions.insert(town.first);
  491. }
  492. return allowedFactions;
  493. }