CTownHandler.cpp 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554
  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 "CArtHandler.h"
  9. #include "Filesystem/CResourceLoader.h"
  10. /*
  11. * CTownHandler.cpp, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. const std::string & CBuilding::Name() const
  20. {
  21. return name;
  22. }
  23. const std::string & CBuilding::Description() const
  24. {
  25. return description;
  26. }
  27. CBuilding::BuildingType CBuilding::getBase() const
  28. {
  29. const CBuilding * build = this;
  30. while (build->upgrade >= 0)
  31. build = VLC->townh->towns[build->tid].buildings[build->upgrade];
  32. return build->bid;
  33. }
  34. si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
  35. {
  36. const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
  37. int distance = 0;
  38. while (build->upgrade >= 0 && build != this)
  39. {
  40. build = VLC->townh->towns[build->tid].buildings[build->upgrade];
  41. distance++;
  42. }
  43. if (build == this)
  44. return distance;
  45. return -1;
  46. }
  47. CTownHandler::CTownHandler()
  48. {
  49. VLC->townh = this;
  50. }
  51. JsonNode readBuilding(CLegacyConfigParser & parser)
  52. {
  53. JsonNode ret;
  54. JsonNode & cost = ret["cost"];
  55. //note: this code will try to parse mithril as well but wil always return 0 for it
  56. BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
  57. cost[resID].Float() = parser.readNumber();
  58. parser.endLine();
  59. return ret;
  60. }
  61. void CTownHandler::loadLegacyData(JsonNode & dest)
  62. {
  63. CLegacyConfigParser parser("DATA/BUILDING.TXT");
  64. dest.Vector().resize(GameConstants::F_NUMBER);
  65. parser.endLine(); // header
  66. parser.endLine();
  67. //Unique buildings
  68. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  69. {
  70. JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
  71. buildList.resize( 30 ); //prepare vector for first set of buildings
  72. parser.endLine(); //header
  73. parser.endLine();
  74. int buildID = 17;
  75. do
  76. {
  77. buildList[buildID] = readBuilding(parser);
  78. buildID++;
  79. }
  80. while (!parser.isNextEntryEmpty());
  81. }
  82. // Common buildings
  83. parser.endLine(); // header
  84. parser.endLine();
  85. parser.endLine();
  86. int buildID = 0;
  87. do
  88. {
  89. JsonNode building = readBuilding(parser);
  90. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  91. dest.Vector()[town]["buildings"].Vector()[buildID] = building;
  92. buildID++;
  93. }
  94. while (!parser.isNextEntryEmpty());
  95. parser.endLine(); //header
  96. parser.endLine();
  97. //Dwellings
  98. for (size_t town=0; town<GameConstants::F_NUMBER; town++)
  99. {
  100. parser.endLine(); //header
  101. parser.endLine();
  102. do
  103. {
  104. dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
  105. }
  106. while (!parser.isNextEntryEmpty());
  107. }
  108. {
  109. CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
  110. for(int building=0; building<15; building++)
  111. {
  112. std::string name = parser.readString();
  113. std::string descr = parser.readString();
  114. parser.endLine();
  115. for(int j=0; j<GameConstants::F_NUMBER; j++)
  116. {
  117. JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
  118. buildings[building]["name"].String() = name;
  119. buildings[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<GameConstants::F_NUMBER; town++)
  130. {
  131. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  132. buildings[20]["name"].String() = name;
  133. buildings[20]["description"].String() = descr;
  134. }
  135. //blacksmith
  136. for(int town=0; town<GameConstants::F_NUMBER; town++)
  137. {
  138. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  139. buildings[16]["name"].String() = parser.readString();
  140. buildings[16]["description"].String() = parser.readString();
  141. parser.endLine();
  142. }
  143. }
  144. {
  145. CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
  146. for(int town=0; town<GameConstants::F_NUMBER; town++)
  147. {
  148. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  149. for(int build=0; build<9; build++)
  150. {
  151. buildings[17+build]["name"].String() = parser.readString();
  152. buildings[17+build]["description"].String() = parser.readString();
  153. parser.endLine();
  154. }
  155. buildings[26]["name"].String() = parser.readString(); // Grail
  156. buildings[26]["description"].String() = parser.readString();
  157. parser.endLine();
  158. buildings[15]["name"].String() = parser.readString(); // Resource silo
  159. buildings[15]["description"].String() = parser.readString();
  160. parser.endLine();
  161. }
  162. }
  163. {
  164. CLegacyConfigParser parser("DATA/DWELLING.TXT");
  165. for(int town=0; town<GameConstants::F_NUMBER; town++)
  166. {
  167. JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
  168. for(int build=0; build<14; build++)
  169. {
  170. buildings[30+build]["name"].String() = parser.readString();
  171. buildings[30+build]["description"].String() = parser.readString();
  172. parser.endLine();
  173. }
  174. }
  175. }
  176. {
  177. CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
  178. CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
  179. size_t townID=0;
  180. do
  181. {
  182. JsonNode & town = dest.Vector()[townID];
  183. town["name"].String() = typeParser.readString();
  184. for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
  185. {
  186. JsonNode name;
  187. name.String() = nameParser.readString();
  188. town["names"].Vector().push_back(name);
  189. nameParser.endLine();
  190. }
  191. townID++;
  192. }
  193. while (typeParser.endLine());
  194. }
  195. }
  196. void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
  197. {
  198. CBuilding * ret = new CBuilding;
  199. static const std::string modes [] = {"normal", "auto", "special", "grail"};
  200. ret->mode = boost::find(modes, source["mode"].String()) - modes;
  201. ret->tid = town.typeID;
  202. ret->bid = source["id"].Float();
  203. ret->name = source["name"].String();
  204. ret->description = source["description"].String();
  205. ret->resources = TResources(source["cost"]);
  206. BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
  207. ret->requirements.insert(building.Float());
  208. if (!source["upgrades"].isNull())
  209. {
  210. ret->requirements.insert(source["upgrades"].Float());
  211. ret->upgrade = source["upgrades"].Float();
  212. }
  213. else
  214. ret->upgrade = -1;
  215. town.buildings[ret->bid] = ret;
  216. }
  217. void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
  218. {
  219. BOOST_FOREACH(const JsonNode &node, source.Vector())
  220. {
  221. loadBuilding(town, node);
  222. }
  223. }
  224. void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
  225. {
  226. CStructure * ret = new CStructure;
  227. if (source["id"].isNull())
  228. {
  229. ret->building = nullptr;
  230. ret->buildable = nullptr;
  231. }
  232. else
  233. {
  234. ret->building = town.buildings[source["id"].Float()];
  235. if (source["builds"].isNull())
  236. ret->buildable = ret->building;
  237. else
  238. ret->buildable = town.buildings[source["builds"].Float()];
  239. }
  240. ret->pos.x = source["x"].Float();
  241. ret->pos.y = source["y"].Float();
  242. ret->pos.z = source["z"].Float();
  243. ret->hiddenUpgrade = source["hidden"].Bool();
  244. ret->defName = source["animation"].String();
  245. ret->borderName = source["border"].String();
  246. ret->areaName = source["area"].String();
  247. town.clientInfo.structures.push_back(ret);
  248. }
  249. void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
  250. {
  251. BOOST_FOREACH(const JsonNode &node, source.Vector())
  252. {
  253. loadStructure(town, node);
  254. }
  255. }
  256. void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
  257. {
  258. BOOST_FOREACH(const JsonNode &row, source.Vector())
  259. {
  260. std::vector< std::vector<int> > hallRow;
  261. BOOST_FOREACH(const JsonNode &box, row.Vector())
  262. {
  263. std::vector<int> hallBox;
  264. BOOST_FOREACH(const JsonNode &value, box.Vector())
  265. {
  266. hallBox.push_back(value.Float());
  267. }
  268. hallRow.push_back(hallBox);
  269. }
  270. town.clientInfo.hallSlots.push_back(hallRow);
  271. }
  272. }
  273. CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
  274. {
  275. CTown::ClientInfo::Point ret;
  276. ret.x = node["x"].Float();
  277. ret.y = node["y"].Float();
  278. return ret;
  279. }
  280. void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
  281. {
  282. town.clientInfo.siegePrefix = source["imagePrefix"].String();
  283. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + source["shooter"].String(), [&town](si32 creature)
  284. {
  285. town.clientInfo.siegeShooter = creature;
  286. });
  287. town.clientInfo.siegeShooterCropHeight = source["shooterHeight"].Float();
  288. auto & pos = town.clientInfo.siegePositions;
  289. pos.resize(21);
  290. pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
  291. pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
  292. pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
  293. pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
  294. pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
  295. pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
  296. pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
  297. pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
  298. pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
  299. pos[9] = JsonToPoint(source["gate"]["gate"]);
  300. pos[10] = JsonToPoint(source["gate"]["arch"]);
  301. pos[7] = JsonToPoint(source["walls"]["upper"]);
  302. pos[6] = JsonToPoint(source["walls"]["upperMid"]);
  303. pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
  304. pos[4] = JsonToPoint(source["walls"]["bottom"]);
  305. pos[13] = JsonToPoint(source["moat"]["moat"]);
  306. pos[14] = JsonToPoint(source["moat"]["bank"]);
  307. pos[11] = JsonToPoint(source["static"]["bottom"]);
  308. pos[12] = JsonToPoint(source["static"]["top"]);
  309. pos[1] = JsonToPoint(source["static"]["background"]);
  310. }
  311. void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
  312. {
  313. town.clientInfo.icons[0][0] = source["icons"]["village"]["normal"].Float();
  314. town.clientInfo.icons[0][1] = source["icons"]["village"]["built"].Float();
  315. town.clientInfo.icons[1][0] = source["icons"]["fort"]["normal"].Float();
  316. town.clientInfo.icons[1][1] = source["icons"]["fort"]["built"].Float();
  317. town.clientInfo.hallBackground = source["hallBackground"].String();
  318. town.clientInfo.musicTheme = source["musicTheme"].String();
  319. town.clientInfo.townBackground = source["townBackground"].String();
  320. town.clientInfo.guildWindow = source["guildWindow"].String();
  321. town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
  322. town.clientInfo.advMapVillage = source["adventureMap"]["village"].String();
  323. town.clientInfo.advMapCastle = source["adventureMap"]["castle"].String();
  324. town.clientInfo.advMapCapitol = source["adventureMap"]["capitol"].String();
  325. loadTownHall(town, source["hallSlots"]);
  326. loadStructures(town, source["structures"]);
  327. loadSiegeScreen(town, source["siege"]);
  328. }
  329. void CTownHandler::loadTown(CTown &town, const JsonNode & source)
  330. {
  331. auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
  332. if (resIter == boost::end(GameConstants::RESOURCE_NAMES))
  333. town.primaryRes = 127; //Wood + Ore
  334. else
  335. town.primaryRes = resIter - boost::begin(GameConstants::RESOURCE_NAMES);
  336. VLC->modh->identifiers.requestIdentifier(std::string("creature." + source["warMachine"].String()),
  337. [&town](si32 creature)
  338. {
  339. town.warMachine = CArtHandler::convertMachineID(creature, true);
  340. });
  341. town.mageLevel = source["mageGuild"].Float();
  342. town.names = source["names"].convertTo<std::vector<std::string> >();
  343. // Horde building creature level
  344. BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
  345. {
  346. town.hordeLvl[town.hordeLvl.size()] = node.Float();
  347. }
  348. const JsonVector & creatures = source["creatures"].Vector();
  349. town.creatures.resize(creatures.size());
  350. for (size_t i=0; i< creatures.size(); i++)
  351. {
  352. const JsonVector & level = creatures[i].Vector();
  353. town.creatures[i].resize(level.size());
  354. for (size_t j=0; j<level.size(); j++)
  355. {
  356. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + level[j].String(), [=, &town](si32 creature)
  357. {
  358. town.creatures[i][j] = creature;
  359. });
  360. }
  361. }
  362. loadBuildings(town, source["buildings"]);
  363. loadClientData(town,source);
  364. }
  365. void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source)
  366. {
  367. faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
  368. std::string prefix = source["prefix"].String();
  369. BOOST_FOREACH(const JsonNode &piece, source["pieces"].Vector())
  370. {
  371. size_t index = faction.puzzleMap.size();
  372. SPuzzleInfo spi;
  373. spi.x = piece["x"].Float();
  374. spi.y = piece["y"].Float();
  375. spi.whenUncovered = piece["index"].Float();
  376. spi.number = index;
  377. // filename calculation
  378. std::ostringstream suffix;
  379. suffix << std::setfill('0') << std::setw(2) << index;
  380. spi.filename = prefix + suffix.str();
  381. faction.puzzleMap.push_back(spi);
  382. }
  383. assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
  384. }
  385. void CTownHandler::load(const JsonNode &source)
  386. {
  387. BOOST_FOREACH(auto & node, source.Struct())
  388. {
  389. int id = node.second["index"].Float();
  390. CFaction & faction = factions[id];
  391. faction.factionID = id;
  392. faction.name = node.second["name"].String();
  393. faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
  394. faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
  395. faction.nativeTerrain = vstd::find_pos(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String());
  396. int alignment = vstd::find_pos(EAlignment::names, node.second["alignment"].String());
  397. if (alignment == -1)
  398. faction.alignment = EAlignment::NEUTRAL;
  399. else
  400. faction.alignment = alignment;
  401. if (!node.second["town"].isNull())
  402. {
  403. towns[id].typeID = id;
  404. loadTown(towns[id], node.second["town"]);
  405. }
  406. if (!node.second["puzzleMap"].isNull())
  407. loadPuzzle(faction, node.second["puzzleMap"]);
  408. tlog3 << "Added faction: " << node.first << "\n";
  409. VLC->modh->identifiers.registerObject(std::string("faction.") + node.first, faction.factionID);
  410. }
  411. }
  412. void CTownHandler::load()
  413. {
  414. JsonNode gameConf(ResourceID("config/gameConfig.json"));
  415. JsonNode buildingsConf = JsonUtils::assembleFromFiles(gameConf["factions"].convertTo<std::vector<std::string> >());
  416. JsonNode legacyConfig;
  417. loadLegacyData(legacyConfig);
  418. // semi-manually merge legacy config with towns json
  419. for (size_t i=0; i< legacyConfig.Vector().size(); i++)
  420. {
  421. JsonNode & legacyFaction = legacyConfig.Vector()[i];
  422. JsonNode & outputFaction = buildingsConf[ETownType::names[i]];
  423. if (outputFaction["name"].isNull())
  424. outputFaction["name"] = legacyFaction["name"];
  425. if (!outputFaction["town"].isNull())
  426. {
  427. if (outputFaction["town"]["names"].isNull())
  428. outputFaction["town"]["names"] = legacyFaction["names"];
  429. JsonNode & outputBuildings = outputFaction["town"]["buildings"];
  430. JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
  431. BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
  432. {
  433. if (vstd::contains(building.Struct(), "id") &&
  434. legacyBuildings.size() > building["id"].Float() )
  435. {
  436. //find same buildings in legacy and json configs
  437. JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
  438. if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
  439. JsonUtils::merge(building, legacyBuilding);
  440. }
  441. }
  442. }
  443. }
  444. load(buildingsConf);
  445. }
  446. std::set<TFaction> CTownHandler::getDefaultAllowedFactions() const
  447. {
  448. std::set<TFaction> allowedFactions;
  449. BOOST_FOREACH(auto town, towns)
  450. {
  451. allowedFactions.insert(town.first);
  452. }
  453. return allowedFactions;
  454. }