CTownHandler.cpp 30 KB

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  1. /*
  2. * CTownHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CTownHandler.h"
  12. #include "CTown.h"
  13. #include "CFaction.h"
  14. #include "../building/CBuilding.h"
  15. #include "../hero/CHeroClassHandler.h"
  16. #include "../../CCreatureHandler.h"
  17. #include "../../IGameSettings.h"
  18. #include "../../TerrainHandler.h"
  19. #include "../../GameLibrary.h"
  20. #include "../../bonuses/Propagators.h"
  21. #include "../../constants/StringConstants.h"
  22. #include "../../mapObjectConstructors/AObjectTypeHandler.h"
  23. #include "../../mapObjectConstructors/CObjectClassesHandler.h"
  24. #include "../../modding/IdentifierStorage.h"
  25. #include "../../modding/ModScope.h"
  26. #include "../../spells/CSpellHandler.h"
  27. #include "../../texts/CGeneralTextHandler.h"
  28. #include "../../texts/CLegacyConfigParser.h"
  29. #include "../../json/JsonBonus.h"
  30. #include "../../json/JsonUtils.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. const int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
  33. CTownHandler::CTownHandler()
  34. : buildingsLibrary(JsonPath::builtin("config/buildingsLibrary"))
  35. , randomFaction(std::make_unique<CFaction>())
  36. {
  37. randomFaction->town = std::make_unique<CTown>();
  38. randomFaction->town->faction = randomFaction.get();
  39. randomFaction->identifier = "random";
  40. randomFaction->modScope = "core";
  41. }
  42. CTownHandler::~CTownHandler() = default;
  43. JsonNode readBuilding(CLegacyConfigParser & parser)
  44. {
  45. JsonNode ret;
  46. JsonNode & cost = ret["cost"];
  47. //note: this code will try to parse mithril as well but wil always return 0 for it
  48. for(const std::string & resID : GameConstants::RESOURCE_NAMES)
  49. cost[resID].Float() = parser.readNumber();
  50. cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
  51. parser.endLine();
  52. return ret;
  53. }
  54. const TPropagatorPtr & CTownHandler::emptyPropagator()
  55. {
  56. static const TPropagatorPtr emptyProp(nullptr);
  57. return emptyProp;
  58. }
  59. std::vector<JsonNode> CTownHandler::loadLegacyData()
  60. {
  61. size_t dataSize = LIBRARY->engineSettings()->getInteger(EGameSettings::TEXTS_FACTION);
  62. std::vector<JsonNode> dest(dataSize);
  63. objects.resize(dataSize);
  64. auto getBuild = [&](size_t town, size_t building) -> JsonNode &
  65. {
  66. return dest[town]["town"]["buildings"][EBuildingType::names[building]];
  67. };
  68. CLegacyConfigParser parser(TextPath::builtin("DATA/BUILDING.TXT"));
  69. parser.endLine(); // header
  70. parser.endLine();
  71. //Unique buildings
  72. for (size_t town=0; town<dataSize; town++)
  73. {
  74. parser.endLine(); //header
  75. parser.endLine();
  76. int buildID = 17;
  77. do
  78. {
  79. getBuild(town, 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<dataSize; town++)
  93. getBuild(town, 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<dataSize; town++)
  101. {
  102. parser.endLine(); //header
  103. parser.endLine();
  104. for (size_t i=0; i<14; i++)
  105. {
  106. getBuild(town, 30+i) = readBuilding(parser);
  107. }
  108. }
  109. {
  110. CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGNEUT.TXT"));
  111. for(int building=0; building<15; building++)
  112. {
  113. std::string name = parser.readString();
  114. std::string descr = parser.readString();
  115. parser.endLine();
  116. for(int j=0; j<dataSize; j++)
  117. {
  118. getBuild(j, building)["name"].String() = name;
  119. getBuild(j, building)["description"].String() = descr;
  120. }
  121. }
  122. parser.endLine(); // silo
  123. parser.endLine(); // blacksmith //unused entries
  124. parser.endLine(); // moat
  125. //shipyard with the ship
  126. std::string name = parser.readString();
  127. std::string descr = parser.readString();
  128. parser.endLine();
  129. for(int town=0; town<dataSize; town++)
  130. {
  131. getBuild(town, 20)["name"].String() = name;
  132. getBuild(town, 20)["description"].String() = descr;
  133. }
  134. //blacksmith
  135. for(int town=0; town<dataSize; town++)
  136. {
  137. getBuild(town, 16)["name"].String() = parser.readString();
  138. getBuild(town, 16)["description"].String() = parser.readString();
  139. parser.endLine();
  140. }
  141. }
  142. {
  143. CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGSPEC.TXT"));
  144. for(int town=0; town<dataSize; town++)
  145. {
  146. for(int build=0; build<9; build++)
  147. {
  148. getBuild(town, 17 + build)["name"].String() = parser.readString();
  149. getBuild(town, 17 + build)["description"].String() = parser.readString();
  150. parser.endLine();
  151. }
  152. getBuild(town, 26)["name"].String() = parser.readString(); // Grail
  153. getBuild(town, 26)["description"].String() = parser.readString();
  154. parser.endLine();
  155. getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
  156. getBuild(town, 15)["description"].String() = parser.readString();
  157. parser.endLine();
  158. }
  159. }
  160. {
  161. CLegacyConfigParser parser(TextPath::builtin("DATA/DWELLING.TXT"));
  162. for(int town=0; town<dataSize; town++)
  163. {
  164. for(int build=0; build<14; build++)
  165. {
  166. getBuild(town, 30 + build)["name"].String() = parser.readString();
  167. getBuild(town, 30 + build)["description"].String() = parser.readString();
  168. parser.endLine();
  169. }
  170. }
  171. }
  172. {
  173. CLegacyConfigParser typeParser(TextPath::builtin("DATA/TOWNTYPE.TXT"));
  174. CLegacyConfigParser nameParser(TextPath::builtin("DATA/TOWNNAME.TXT"));
  175. size_t townID=0;
  176. do
  177. {
  178. dest[townID]["name"].String() = typeParser.readString();
  179. for (int i=0; i<NAMES_PER_TOWN; i++)
  180. {
  181. JsonNode name;
  182. name.String() = nameParser.readString();
  183. dest[townID]["town"]["names"].Vector().push_back(name);
  184. nameParser.endLine();
  185. }
  186. townID++;
  187. }
  188. while (typeParser.endLine());
  189. }
  190. return dest;
  191. }
  192. void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const
  193. {
  194. if (source.isNull())
  195. return;
  196. BuildingRequirementsHelper hlp;
  197. hlp.building = building;
  198. hlp.town = building->town;
  199. hlp.json = source;
  200. bidsToLoad.push_back(hlp);
  201. }
  202. void CTownHandler::loadBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building) const
  203. {
  204. for(const auto & b : source.Vector())
  205. {
  206. auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, BonusSourceID(building->getUniqueTypeID()));
  207. if(!JsonUtils::parseBonus(b, bonus.get()))
  208. continue;
  209. bonus->description.appendTextID(building->getNameTextID());
  210. //JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
  211. assert(bonus->propagator == nullptr || bonus->propagator->getPropagatorType() != CBonusSystemNode::ENodeTypes::UNKNOWN);
  212. if(bonus->propagator != nullptr
  213. && bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)
  214. bonus->addPropagator(emptyPropagator());
  215. building->addNewBonus(bonus, bonusList);
  216. }
  217. }
  218. void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
  219. {
  220. assert(stringID.find(':') == std::string::npos);
  221. assert(!source.getModScope().empty());
  222. auto * ret = new CBuilding();
  223. ret->bid = vstd::find_or(MappedKeys::BUILDING_NAMES_TO_TYPES, stringID, BuildingID::NONE);
  224. ret->subId = BuildingSubID::NONE;
  225. if(ret->bid == BuildingID::NONE && !source["id"].isNull())
  226. {
  227. // FIXME: A lot of false-positives with no clear way to handle them in mods
  228. //logMod->warn("Building %s: id field is deprecated", stringID);
  229. ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
  230. }
  231. if (ret->bid == BuildingID::NONE)
  232. logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
  233. ret->mode = ret->bid == BuildingID::GRAIL
  234. ? CBuilding::BUILD_GRAIL
  235. : vstd::find_or(CBuilding::MODES, source["mode"].String(), CBuilding::BUILD_NORMAL);
  236. ret->height = vstd::find_or(CBuilding::TOWER_TYPES, source["height"].String(), CBuilding::HEIGHT_NO_TOWER);
  237. ret->identifier = stringID;
  238. ret->modScope = source.getModScope();
  239. ret->town = town;
  240. LIBRARY->generaltexth->registerString(source.getModScope(), ret->getNameTextID(), source["name"]);
  241. LIBRARY->generaltexth->registerString(source.getModScope(), ret->getDescriptionTextID(), source["description"]);
  242. ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
  243. ret->resources = TResources(source["cost"]);
  244. ret->produce = TResources(source["produce"]);
  245. ret->manualHeroVisit = source["manualHeroVisit"].Bool();
  246. ret->upgradeReplacesBonuses = source["upgradeReplacesBonuses"].Bool();
  247. const JsonNode & fortifications = source["fortifications"];
  248. if (!fortifications.isNull())
  249. {
  250. LIBRARY->identifiers()->requestIdentifierOptional("creature", fortifications["citadelShooter"], [=](si32 identifier)
  251. {
  252. ret->fortifications.citadelShooter = CreatureID(identifier);
  253. });
  254. LIBRARY->identifiers()->requestIdentifierOptional("creature", fortifications["upperTowerShooter"], [=](si32 identifier)
  255. {
  256. ret->fortifications.upperTowerShooter = CreatureID(identifier);
  257. });
  258. LIBRARY->identifiers()->requestIdentifierOptional("creature", fortifications["lowerTowerShooter"], [=](si32 identifier)
  259. {
  260. ret->fortifications.lowerTowerShooter = CreatureID(identifier);
  261. });
  262. ret->fortifications.wallsHealth = fortifications["wallsHealth"].Integer();
  263. ret->fortifications.citadelHealth = fortifications["citadelHealth"].Integer();
  264. ret->fortifications.upperTowerHealth = fortifications["upperTowerHealth"].Integer();
  265. ret->fortifications.lowerTowerHealth = fortifications["lowerTowerHealth"].Integer();
  266. ret->fortifications.hasMoat = fortifications["hasMoat"].Bool();
  267. }
  268. loadBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
  269. if(!source["mapObjectLikeBonuses"].isNull())
  270. {
  271. LIBRARY->identifiers()->requestIdentifierOptional("object", source["mapObjectLikeBonuses"], [ret](si32 identifier)
  272. {
  273. ret->mapObjectLikeBonuses = MapObjectID(identifier);
  274. });
  275. }
  276. if(!source["configuration"].isNull())
  277. ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
  278. //MODS COMPATIBILITY FOR pre-1.6
  279. if(ret->produce.empty() && ret->bid == BuildingID::RESOURCE_SILO)
  280. {
  281. logGlobal->warn("Resource silo in town '%s' does not produces any resources!", ret->town->faction->getJsonKey());
  282. switch (ret->town->primaryRes.toEnum())
  283. {
  284. case EGameResID::GOLD:
  285. ret->produce[ret->town->primaryRes] = 500;
  286. break;
  287. case EGameResID::WOOD_AND_ORE:
  288. ret->produce[EGameResID::WOOD] = 1;
  289. ret->produce[EGameResID::ORE] = 1;
  290. break;
  291. default:
  292. ret->produce[ret->town->primaryRes] = 1;
  293. break;
  294. }
  295. }
  296. loadBuildingRequirements(ret, source["requires"], requirementsToLoad);
  297. if (!source["warMachine"].isNull())
  298. {
  299. LIBRARY->identifiers()->requestIdentifier("artifact", source["warMachine"], [=](si32 identifier)
  300. {
  301. ret->warMachine = ArtifactID(identifier);
  302. });
  303. }
  304. if (!source["upgrades"].isNull())
  305. {
  306. // building id and upgrades can't be the same
  307. if(stringID == source["upgrades"].String())
  308. {
  309. throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
  310. stringID % ret->town->faction->getNameTranslated()));
  311. }
  312. LIBRARY->identifiers()->requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)
  313. {
  314. ret->upgrade = BuildingID(identifier);
  315. });
  316. }
  317. else
  318. ret->upgrade = BuildingID::NONE;
  319. ret->town->buildings[ret->bid].reset(ret);
  320. for(const auto & element : source["marketModes"].Vector())
  321. {
  322. if(MappedKeys::MARKET_NAMES_TO_TYPES.count(element.String()))
  323. ret->marketModes.insert(MappedKeys::MARKET_NAMES_TO_TYPES.at(element.String()));
  324. }
  325. registerObject(source.getModScope(), ret->town->getBuildingScope(), ret->identifier, ret->bid.getNum());
  326. }
  327. void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
  328. {
  329. for(const auto & node : source.Struct())
  330. {
  331. if (!node.second.isNull())
  332. loadBuilding(town, node.first, node.second);
  333. }
  334. }
  335. void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source) const
  336. {
  337. auto * ret = new CStructure();
  338. ret->building = nullptr;
  339. ret->buildable = nullptr;
  340. LIBRARY->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
  341. {
  342. ret->building = town.buildings[BuildingID(identifier)].get();
  343. });
  344. if (source["builds"].isNull())
  345. {
  346. LIBRARY->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
  347. {
  348. ret->building = town.buildings[BuildingID(identifier)].get();
  349. });
  350. }
  351. else
  352. {
  353. LIBRARY->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable
  354. {
  355. ret->buildable = town.buildings[BuildingID(identifier)].get();
  356. });
  357. }
  358. ret->identifier = stringID;
  359. ret->pos.x = static_cast<si32>(source["x"].Float());
  360. ret->pos.y = static_cast<si32>(source["y"].Float());
  361. ret->pos.z = static_cast<si32>(source["z"].Float());
  362. ret->hiddenUpgrade = source["hidden"].Bool();
  363. ret->defName = AnimationPath::fromJson(source["animation"]);
  364. ret->borderName = ImagePath::fromJson(source["border"]);
  365. ret->areaName = ImagePath::fromJson(source["area"]);
  366. town.clientInfo.structures.emplace_back(ret);
  367. }
  368. void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const
  369. {
  370. for(const auto & node : source.Struct())
  371. {
  372. if (!node.second.isNull())
  373. loadStructure(town, node.first, node.second);
  374. }
  375. }
  376. void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const
  377. {
  378. auto & dstSlots = town.clientInfo.hallSlots;
  379. const auto & srcSlots = source.Vector();
  380. dstSlots.resize(srcSlots.size());
  381. for(size_t i=0; i<dstSlots.size(); i++)
  382. {
  383. auto & dstRow = dstSlots[i];
  384. const auto & srcRow = srcSlots[i].Vector();
  385. dstRow.resize(srcRow.size());
  386. for(size_t j=0; j < dstRow.size(); j++)
  387. {
  388. auto & dstBox = dstRow[j];
  389. const auto & srcBox = srcRow[j].Vector();
  390. dstBox.resize(srcBox.size());
  391. for(size_t k=0; k<dstBox.size(); k++)
  392. {
  393. auto & dst = dstBox[k];
  394. const auto & src = srcBox[k];
  395. LIBRARY->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier)
  396. {
  397. dst = BuildingID(identifier);
  398. });
  399. }
  400. }
  401. }
  402. }
  403. Point JsonToPoint(const JsonNode & node)
  404. {
  405. if(!node.isStruct())
  406. return Point::makeInvalid();
  407. Point ret;
  408. ret.x = static_cast<si32>(node["x"].Float());
  409. ret.y = static_cast<si32>(node["y"].Float());
  410. return ret;
  411. }
  412. void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const
  413. {
  414. town.clientInfo.siegePrefix = source["imagePrefix"].String();
  415. town.clientInfo.towerIconSmall = source["towerIconSmall"].String();
  416. town.clientInfo.towerIconLarge = source["towerIconLarge"].String();
  417. LIBRARY->identifiers()->requestIdentifier("creature", source["shooter"], [&town](si32 creature)
  418. {
  419. auto crId = CreatureID(creature);
  420. if((*LIBRARY->creh)[crId]->animation.missileFrameAngles.empty())
  421. logMod->error("Mod '%s' error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Siege will not work properly!"
  422. , town.faction->getNameTranslated()
  423. , (*LIBRARY->creh)[crId]->getNameSingularTranslated());
  424. town.fortifications.citadelShooter = crId;
  425. town.fortifications.upperTowerShooter = crId;
  426. town.fortifications.lowerTowerShooter = crId;
  427. });
  428. auto & pos = town.clientInfo.siegePositions;
  429. pos.resize(21);
  430. pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
  431. pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
  432. pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
  433. pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
  434. pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
  435. pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
  436. pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
  437. pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
  438. pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
  439. pos[9] = JsonToPoint(source["gate"]["gate"]);
  440. pos[10] = JsonToPoint(source["gate"]["arch"]);
  441. pos[7] = JsonToPoint(source["walls"]["upper"]);
  442. pos[6] = JsonToPoint(source["walls"]["upperMid"]);
  443. pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
  444. pos[4] = JsonToPoint(source["walls"]["bottom"]);
  445. pos[13] = JsonToPoint(source["moat"]["moat"]);
  446. pos[14] = JsonToPoint(source["moat"]["bank"]);
  447. pos[11] = JsonToPoint(source["static"]["bottom"]);
  448. pos[12] = JsonToPoint(source["static"]["top"]);
  449. pos[1] = JsonToPoint(source["static"]["background"]);
  450. }
  451. static void readIcon(JsonNode source, std::string & small, std::string & large)
  452. {
  453. if (source.getType() == JsonNode::JsonType::DATA_STRUCT) // don't crash on old format
  454. {
  455. small = source["small"].String();
  456. large = source["large"].String();
  457. }
  458. }
  459. void CTownHandler::loadClientData(CTown &town, const JsonNode & source) const
  460. {
  461. CTown::ClientInfo & info = town.clientInfo;
  462. readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
  463. readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
  464. readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
  465. readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
  466. if (source["musicTheme"].isVector())
  467. {
  468. for (auto const & entry : source["musicTheme"].Vector())
  469. info.musicTheme.push_back(AudioPath::fromJson(entry));
  470. }
  471. else
  472. {
  473. info.musicTheme.push_back(AudioPath::fromJson(source["musicTheme"]));
  474. }
  475. info.hallBackground = ImagePath::fromJson(source["hallBackground"]);
  476. info.townBackground = ImagePath::fromJson(source["townBackground"]);
  477. info.guildWindow = ImagePath::fromJson(source["guildWindow"]);
  478. info.buildingsIcons = AnimationPath::fromJson(source["buildingsIcons"]);
  479. info.guildBackground = ImagePath::fromJson(source["guildBackground"]);
  480. info.tavernVideo = VideoPath::fromJson(source["tavernVideo"]);
  481. loadTownHall(town, source["hallSlots"]);
  482. loadStructures(town, source["structures"]);
  483. loadSiegeScreen(town, source["siege"]);
  484. }
  485. void CTownHandler::loadTown(CTown * town, const JsonNode & source)
  486. {
  487. const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
  488. if(resIter == std::end(GameConstants::RESOURCE_NAMES))
  489. town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore
  490. else
  491. town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES));
  492. if (!source["warMachine"].isNull())
  493. {
  494. LIBRARY->identifiers()->requestIdentifier( "creature", source["warMachine"], [=](si32 creatureID)
  495. {
  496. town->warMachineDeprecated = creatureID;
  497. });
  498. }
  499. town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());
  500. town->namesCount = 0;
  501. for(const auto & name : source["names"].Vector())
  502. {
  503. LIBRARY->generaltexth->registerString(town->faction->modScope, town->getRandomNameTextID(town->namesCount), name);
  504. town->namesCount += 1;
  505. }
  506. if (!source["moatAbility"].isNull()) // VCMI 1.2 compatibility code
  507. {
  508. LIBRARY->identifiers()->requestIdentifier( "spell", source["moatAbility"], [=](si32 ability)
  509. {
  510. town->fortifications.moatSpell = SpellID(ability);
  511. });
  512. }
  513. else
  514. {
  515. LIBRARY->identifiers()->requestIdentifier( source.getModScope(), "spell", "castleMoat", [=](si32 ability)
  516. {
  517. town->fortifications.moatSpell = SpellID(ability);
  518. });
  519. }
  520. // Horde building creature level
  521. for(const JsonNode &node : source["horde"].Vector())
  522. town->hordeLvl[static_cast<int>(town->hordeLvl.size())] = static_cast<int>(node.Float());
  523. // town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
  524. // but anything below 2 must be handled here
  525. for (size_t i=source["horde"].Vector().size(); i<2; i++)
  526. town->hordeLvl[static_cast<int>(i)] = -1;
  527. const JsonVector & creatures = source["creatures"].Vector();
  528. town->creatures.resize(creatures.size());
  529. for (size_t i=0; i< creatures.size(); i++)
  530. {
  531. const JsonVector & level = creatures[i].Vector();
  532. town->creatures[i].resize(level.size());
  533. for (size_t j=0; j<level.size(); j++)
  534. {
  535. LIBRARY->identifiers()->requestIdentifier("creature", level[j], [=](si32 creature)
  536. {
  537. town->creatures[i][j] = CreatureID(creature);
  538. });
  539. }
  540. }
  541. town->defaultTavernChance = static_cast<ui32>(source["defaultTavern"].Float());
  542. /// set chance of specific hero class to appear in this town
  543. for(const auto & node : source["tavern"].Struct())
  544. {
  545. int chance = static_cast<int>(node.second.Float());
  546. LIBRARY->identifiers()->requestIdentifier(node.second.getModScope(), "heroClass",node.first, [=](si32 classID)
  547. {
  548. LIBRARY->heroclassesh->objects[classID]->selectionProbability[town->faction->getId()] = chance;
  549. });
  550. }
  551. for(const auto & node : source["guildSpells"].Struct())
  552. {
  553. int chance = static_cast<int>(node.second.Float());
  554. LIBRARY->identifiers()->requestIdentifier(node.second.getModScope(), "spell", node.first, [=](si32 spellID)
  555. {
  556. LIBRARY->spellh->objects.at(spellID)->probabilities[town->faction->getId()] = chance;
  557. });
  558. }
  559. for(const JsonNode & d : source["adventureMap"]["dwellings"].Vector())
  560. {
  561. town->dwellings.push_back(d["graphics"].String());
  562. town->dwellingNames.push_back(d["name"].String());
  563. }
  564. loadBuildings(town, source["buildings"]);
  565. loadClientData(*town, source);
  566. }
  567. void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source) const
  568. {
  569. faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
  570. std::string prefix = source["prefix"].String();
  571. for(const JsonNode &piece : source["pieces"].Vector())
  572. {
  573. size_t index = faction.puzzleMap.size();
  574. SPuzzleInfo spi;
  575. spi.position.x = static_cast<si16>(piece["x"].Float());
  576. spi.position.y = static_cast<si16>(piece["y"].Float());
  577. spi.whenUncovered = static_cast<ui16>(piece["index"].Float());
  578. spi.number = static_cast<ui16>(index);
  579. // filename calculation
  580. std::ostringstream suffix;
  581. suffix << std::setfill('0') << std::setw(2) << index;
  582. spi.filename = ImagePath::builtinTODO(prefix + suffix.str());
  583. faction.puzzleMap.push_back(spi);
  584. }
  585. assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
  586. }
  587. std::shared_ptr<CFaction> CTownHandler::loadFromJson(const std::string & scope, const JsonNode & source, const std::string & identifier, size_t index)
  588. {
  589. assert(identifier.find(':') == std::string::npos);
  590. auto faction = std::make_shared<CFaction>();
  591. faction->index = static_cast<FactionID>(index);
  592. faction->modScope = scope;
  593. faction->identifier = identifier;
  594. LIBRARY->generaltexth->registerString(scope, faction->getNameTextID(), source["name"]);
  595. LIBRARY->generaltexth->registerString(scope, faction->getDescriptionTextID(), source["description"]);
  596. faction->creatureBg120 = ImagePath::fromJson(source["creatureBackground"]["120px"]);
  597. faction->creatureBg130 = ImagePath::fromJson(source["creatureBackground"]["130px"]);
  598. faction->boatType = BoatId::CASTLE; //Do not crash
  599. if (!source["boat"].isNull())
  600. {
  601. LIBRARY->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
  602. {
  603. faction->boatType = BoatId(boatTypeID);
  604. });
  605. }
  606. int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, source["alignment"].String());
  607. if (alignment == -1)
  608. faction->alignment = EAlignment::NEUTRAL;
  609. else
  610. faction->alignment = static_cast<EAlignment>(alignment);
  611. auto preferUndergound = source["preferUndergroundPlacement"];
  612. faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();
  613. faction->special = source["special"].Bool();
  614. // NOTE: semi-workaround - normally, towns are supposed to have native terrains.
  615. // Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined
  616. // But allows it to be defined with explicit value of "none" if town should not have native terrain
  617. // This is better than allowing such terrain-less towns silently, leading to issues with RMG
  618. faction->nativeTerrain = ETerrainId::NONE;
  619. if ( !source["nativeTerrain"].isNull() && source["nativeTerrain"].String() != "none")
  620. {
  621. LIBRARY->identifiers()->requestIdentifier("terrain", source["nativeTerrain"], [=](int32_t index){
  622. faction->nativeTerrain = TerrainId(index);
  623. auto const & terrain = LIBRARY->terrainTypeHandler->getById(faction->nativeTerrain);
  624. if (!terrain->isSurface() && !terrain->isUnderground())
  625. logMod->warn("Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers!", faction->getJsonKey(), terrain->getJsonKey());
  626. });
  627. }
  628. if (!source["town"].isNull())
  629. {
  630. faction->town = std::make_unique<CTown>();
  631. faction->town->faction = faction.get();
  632. loadTown(faction->town.get(), source["town"]);
  633. }
  634. else
  635. faction->town = nullptr;
  636. if (!source["puzzleMap"].isNull())
  637. loadPuzzle(*faction, source["puzzleMap"]);
  638. return faction;
  639. }
  640. void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
  641. {
  642. auto object = loadFromJson(scope, data, name, objects.size());
  643. objects.emplace_back(object);
  644. if (object->town)
  645. {
  646. auto & info = object->town->clientInfo;
  647. info.icons[0][0] = 8 + object->index.getNum() * 4 + 0;
  648. info.icons[0][1] = 8 + object->index.getNum() * 4 + 1;
  649. info.icons[1][0] = 8 + object->index.getNum() * 4 + 2;
  650. info.icons[1][1] = 8 + object->index.getNum() * 4 + 3;
  651. LIBRARY->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
  652. {
  653. // register town once objects are loaded
  654. JsonNode config = data["town"]["mapObject"];
  655. config["faction"].String() = name;
  656. config["faction"].setModScope(scope, false);
  657. if (config.getModScope().empty())// MODS COMPATIBILITY FOR 0.96
  658. config.setModScope(scope, false);
  659. LIBRARY->objtypeh->loadSubObject(object->identifier, config, index, object->index);
  660. // MODS COMPATIBILITY FOR 0.96
  661. const auto & advMap = data["town"]["adventureMap"];
  662. if (!advMap.isNull())
  663. {
  664. logMod->warn("Outdated town mod. Will try to generate valid templates out of fort");
  665. JsonNode config;
  666. config["animation"] = advMap["castle"];
  667. LIBRARY->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
  668. }
  669. });
  670. }
  671. registerObject(scope, "faction", name, object->index.getNum());
  672. }
  673. void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
  674. {
  675. auto object = loadFromJson(scope, data, name, index);
  676. if (objects.size() > index)
  677. assert(objects[index] == nullptr); // ensure that this id was not loaded before
  678. else
  679. objects.resize(index + 1);
  680. objects[index] = object;
  681. if (object->town)
  682. {
  683. auto & info = object->town->clientInfo;
  684. info.icons[0][0] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 0;
  685. info.icons[0][1] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 1;
  686. info.icons[1][0] = object->index.getNum() * 2 + 0;
  687. info.icons[1][1] = object->index.getNum() * 2 + 1;
  688. LIBRARY->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
  689. {
  690. // register town once objects are loaded
  691. JsonNode config = data["town"]["mapObject"];
  692. config["faction"].String() = name;
  693. config["faction"].setModScope(scope, false);
  694. LIBRARY->objtypeh->loadSubObject(object->identifier, config, index, object->index);
  695. });
  696. }
  697. registerObject(scope, "faction", name, object->index.getNum());
  698. }
  699. void CTownHandler::loadRandomFaction()
  700. {
  701. JsonNode randomFactionJson(JsonPath::builtin("config/factions/random.json"));
  702. randomFactionJson.setModScope(ModScope::scopeBuiltin(), true);
  703. loadBuildings(randomFaction->town.get(), randomFactionJson["random"]["town"]["buildings"]);
  704. }
  705. void CTownHandler::loadCustom()
  706. {
  707. loadRandomFaction();
  708. }
  709. void CTownHandler::beforeValidate(JsonNode & object)
  710. {
  711. if (object.Struct().count("town") == 0)
  712. return;
  713. const auto & inheritBuilding = [this](const std::string & name, JsonNode & target)
  714. {
  715. if (buildingsLibrary.Struct().count(name) == 0)
  716. return;
  717. JsonNode baseCopy(buildingsLibrary[name]);
  718. baseCopy.setModScope(target.getModScope());
  719. JsonUtils::inherit(target, baseCopy);
  720. };
  721. for (auto & building : object["town"]["buildings"].Struct())
  722. {
  723. if (building.second.isNull())
  724. continue;
  725. inheritBuilding(building.first, building.second);
  726. if (building.second.Struct().count("type"))
  727. inheritBuilding(building.second["type"].String(), building.second);
  728. // MODS COMPATIBILITY FOR pre-1.6
  729. // convert old buildigns with onVisitBonuses into configurable building
  730. if (building.second.Struct().count("onVisitBonuses"))
  731. {
  732. building.second["configuration"]["visitMode"] = JsonNode("bonus");
  733. building.second["configuration"]["rewards"][0]["message"] = building.second["description"];
  734. building.second["configuration"]["rewards"][0]["bonuses"] = building.second["onVisitBonuses"];
  735. }
  736. }
  737. }
  738. void CTownHandler::afterLoadFinalization()
  739. {
  740. initializeRequirements();
  741. }
  742. void CTownHandler::initializeRequirements()
  743. {
  744. // must be done separately after all ID's are known
  745. for (auto & requirement : requirementsToLoad)
  746. {
  747. requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
  748. {
  749. if (node.Vector().size() > 1)
  750. {
  751. logMod->error("Unexpected length of town buildings requirements: %d", node.Vector().size());
  752. logMod->error("Entry contains: ");
  753. logMod->error(node.toString());
  754. }
  755. auto index = LIBRARY->identifiers()->getIdentifier(requirement.town->getBuildingScope(), node[0]);
  756. if (!index.has_value())
  757. {
  758. logMod->error("Unknown building in town buildings: %s", node[0].String());
  759. return BuildingID::NONE;
  760. }
  761. return BuildingID(index.value());
  762. });
  763. }
  764. requirementsToLoad.clear();
  765. }
  766. std::set<FactionID> CTownHandler::getDefaultAllowed() const
  767. {
  768. std::set<FactionID> allowedFactions;
  769. for(const auto & town : objects)
  770. if (town->town != nullptr && !town->special)
  771. allowedFactions.insert(town->getId());
  772. return allowedFactions;
  773. }
  774. std::set<FactionID> CTownHandler::getAllowedFactions(bool withTown) const
  775. {
  776. if (withTown)
  777. return getDefaultAllowed();
  778. std::set<FactionID> result;
  779. for(const auto & town : objects)
  780. result.insert(town->getId());
  781. return result;
  782. }
  783. const std::vector<std::string> & CTownHandler::getTypeNames() const
  784. {
  785. static const std::vector<std::string> typeNames = { "faction", "town" };
  786. return typeNames;
  787. }
  788. VCMI_LIB_NAMESPACE_END