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							- #include "StdInc.h"
 
- #include "CTownHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "JsonNode.h"
 
- #include "StringConstants.h"
 
- #include "CCreatureHandler.h"
 
- #include "CModHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "CArtHandler.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "filesystem/Filesystem.h"
 
- #include "mapObjects/CObjectClassesHandler.h"
 
- #include "mapObjects/CObjectHandler.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 int NAMES_PER_TOWN=16; // number of town names per faction in H3 files. Json can define any number
 
- const std::string & CBuilding::Name() const
 
- {
 
- 	return name;
 
- }
 
- const std::string & CBuilding::Description() const
 
- {
 
- 	return description;
 
- }
 
- BuildingID CBuilding::getBase() const
 
- {
 
- 	const CBuilding * build = this;
 
- 	while (build->upgrade >= 0)
 
- 	{
 
- 		build = build->town->buildings.at(build->upgrade);
 
- 	}
 
- 	return build->bid;
 
- }
 
- si32 CBuilding::getDistance(BuildingID buildID) const
 
- {
 
- 	const CBuilding * build = town->buildings.at(buildID);
 
- 	int distance = 0;
 
- 	while (build->upgrade >= 0 && build != this)
 
- 	{
 
- 		build = build->town->buildings.at(build->upgrade);
 
- 		distance++;
 
- 	}
 
- 	if (build == this)
 
- 		return distance;
 
- 	return -1;
 
- }
 
- CFaction::CFaction()
 
- {
 
- 	town = nullptr;
 
- }
 
- CFaction::~CFaction()
 
- {
 
- 	delete town;
 
- }
 
- CTown::CTown()
 
- {
 
- }
 
- CTown::~CTown()
 
- {
 
- 	for(auto & build : buildings)
 
- 		build.second.dellNull();
 
- 	for(auto & str : clientInfo.structures)
 
- 		str.dellNull();
 
- }
 
- std::vector<BattleHex> CTown::defaultMoatHexes()
 
- {
 
- 	static const std::vector<BattleHex> moatHexes = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
 
- 	return moatHexes;
 
- }
 
- CTownHandler::CTownHandler()
 
- {
 
- 	VLC->townh = this;
 
- }
 
- CTownHandler::~CTownHandler()
 
- {
 
- 	for(auto faction : factions)
 
- 		faction.dellNull();
 
- }
 
- 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
 
- 	for(const std::string & resID : GameConstants::RESOURCE_NAMES)
 
- 		cost[resID].Float() = parser.readNumber();
 
- 	cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
 
- 	parser.endLine();
 
- 	return ret;
 
- }
 
- std::vector<JsonNode> CTownHandler::loadLegacyData(size_t dataSize)
 
- {
 
- 	std::vector<JsonNode> dest(dataSize);
 
- 	factions.resize(dataSize);
 
- 	auto getBuild = [&](size_t town, size_t building) -> JsonNode &
 
- 	{
 
- 		return dest[town]["town"]["buildings"][EBuildingType::names[building]];
 
- 	};
 
- 	CLegacyConfigParser parser("DATA/BUILDING.TXT");
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	//Unique buildings
 
- 	for (size_t town=0; town<dataSize; town++)
 
- 	{
 
- 		parser.endLine(); //header
 
- 		parser.endLine();
 
- 		int buildID = 17;
 
- 		do
 
- 		{
 
- 			getBuild(town, 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<dataSize; town++)
 
- 			getBuild(town, buildID) = building;
 
- 		buildID++;
 
- 	}
 
- 	while (!parser.isNextEntryEmpty());
 
- 	parser.endLine(); //header
 
- 	parser.endLine();
 
- 	//Dwellings
 
- 	for (size_t town=0; town<dataSize; town++)
 
- 	{
 
- 		parser.endLine(); //header
 
- 		parser.endLine();
 
- 		for (size_t i=0; i<14; i++)
 
- 		{
 
- 			getBuild(town, 30+i) = readBuilding(parser);
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
 
- 		for(int building=0; building<15; building++)
 
- 		{
 
- 			std::string name  = parser.readString();
 
- 			std::string descr = parser.readString();
 
- 			parser.endLine();
 
- 			for(int j=0; j<dataSize; j++)
 
- 			{
 
- 				getBuild(j, building)["name"].String() = name;
 
- 				getBuild(j, building)["description"].String() = descr;
 
- 			}
 
- 		}
 
- 		parser.endLine(); // silo
 
- 		parser.endLine(); // blacksmith  //unused entries
 
- 		parser.endLine(); // moat
 
- 		//shipyard with the ship
 
- 		std::string name  = parser.readString();
 
- 		std::string descr = parser.readString();
 
- 		parser.endLine();
 
- 		for(int town=0; town<dataSize; town++)
 
- 		{
 
- 			getBuild(town, 20)["name"].String() = name;
 
- 			getBuild(town, 20)["description"].String() = descr;
 
- 		}
 
- 		//blacksmith
 
- 		for(int town=0; town<dataSize; town++)
 
- 		{
 
- 			getBuild(town, 16)["name"].String() =  parser.readString();
 
- 			getBuild(town, 16)["description"].String() = parser.readString();
 
- 			parser.endLine();
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
 
- 		for(int town=0; town<dataSize; town++)
 
- 		{
 
- 			for(int build=0; build<9; build++)
 
- 			{
 
- 				getBuild(town, 17 + build)["name"].String() =  parser.readString();
 
- 				getBuild(town, 17 + build)["description"].String() = parser.readString();
 
- 				parser.endLine();
 
- 			}
 
- 			getBuild(town, 26)["name"].String() =  parser.readString(); // Grail
 
- 			getBuild(town, 26)["description"].String() = parser.readString();
 
- 			parser.endLine();
 
- 			getBuild(town, 15)["name"].String() =  parser.readString(); // Resource silo
 
- 			getBuild(town, 15)["description"].String() = parser.readString();
 
- 			parser.endLine();
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/DWELLING.TXT");
 
- 		for(int town=0; town<dataSize; town++)
 
- 		{
 
- 			for(int build=0; build<14; build++)
 
- 			{
 
- 				getBuild(town, 30 + build)["name"].String() =  parser.readString();
 
- 				getBuild(town, 30 + build)["description"].String() = parser.readString();
 
- 				parser.endLine();
 
- 			}
 
- 		}
 
- 	}
 
- 	{
 
- 		CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
 
- 		CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
 
- 		size_t townID=0;
 
- 		do
 
- 		{
 
- 			dest[townID]["name"].String() = typeParser.readString();
 
- 			for (int i=0; i<NAMES_PER_TOWN; i++)
 
- 			{
 
- 				JsonNode name;
 
- 				name.String() = nameParser.readString();
 
- 				dest[townID]["town"]["names"].Vector().push_back(name);
 
- 				nameParser.endLine();
 
- 			}
 
- 			townID++;
 
- 		}
 
- 		while (typeParser.endLine());
 
- 	}
 
- 	return dest;
 
- }
 
- void CTownHandler::loadBuildingRequirements(CTown &town, CBuilding & building, const JsonNode & source)
 
- {
 
- 	if (source.isNull())
 
- 		return;
 
- 	BuildingRequirementsHelper hlp;
 
- 	hlp.building = &building;
 
- 	hlp.faction  = town.faction;
 
- 	hlp.json = source;
 
- 	requirementsToLoad.push_back(hlp);
 
- }
 
- void CTownHandler::loadBuilding(CTown &town, const std::string & stringID, const JsonNode & source)
 
- {
 
- 	auto  ret = new CBuilding;
 
- 	static const std::string modes [] = {"normal", "auto", "special", "grail"};
 
- 	ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
 
- 	ret->identifier = stringID;
 
- 	ret->town = &town;
 
- 	ret->bid = BuildingID(source["id"].Float());
 
- 	ret->name = source["name"].String();
 
- 	ret->description = source["description"].String();
 
- 	ret->resources = TResources(source["cost"]);
 
- 	ret->produce =   TResources(source["produce"]);
 
- 	//MODS COMPATIBILITY FOR 0.96
 
- 	if(!ret->produce.nonZero())
 
- 	{
 
- 		switch (ret->bid) {
 
- 			break; case BuildingID::VILLAGE_HALL: ret->produce[Res::GOLD] = 500;
 
- 			break; case BuildingID::TOWN_HALL :   ret->produce[Res::GOLD] = 1000;
 
- 			break; case BuildingID::CITY_HALL :   ret->produce[Res::GOLD] = 2000;
 
- 			break; case BuildingID::CAPITOL :     ret->produce[Res::GOLD] = 4000;
 
- 			break; case BuildingID::GRAIL :       ret->produce[Res::GOLD] = 5000;
 
- 			break; case BuildingID::RESOURCE_SILO :
 
- 			{
 
- 				switch (ret->town->primaryRes)
 
- 				{
 
- 					case Res::GOLD:
 
- 						ret->produce[ret->town->primaryRes] = 500;
 
- 						break;
 
- 					case Res::WOOD_AND_ORE:
 
- 						ret->produce[Res::WOOD] = 1;
 
- 						ret->produce[Res::ORE] = 1;
 
- 						break;
 
- 					default:
 
- 						ret->produce[ret->town->primaryRes] = 1;
 
- 						break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	loadBuildingRequirements(town, *ret, source["requires"]);
 
- 	if (!source["upgrades"].isNull())
 
- 	{
 
- 		// building id and upgrades can't be the same
 
- 		if(stringID == source["upgrades"].String())
 
- 		{
 
- 			throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
 
- 												stringID % town.faction->name));
 
- 		}
 
- 		VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, source["upgrades"], [=](si32 identifier)
 
- 		{
 
- 			ret->upgrade = BuildingID(identifier);
 
- 		});
 
- 	}
 
- 	else
 
- 		ret->upgrade = BuildingID::NONE;
 
- 	town.buildings[ret->bid] = ret;
 
- 	VLC->modh->identifiers.registerObject(source.meta, "building." + town.faction->identifier, ret->identifier, ret->bid);
 
- }
 
- void CTownHandler::loadBuildings(CTown &town, const JsonNode & source)
 
- {
 
- 	for(auto &node : source.Struct())
 
- 	{
 
- 		if (!node.second.isNull())
 
- 		{
 
- 			loadBuilding(town, node.first, node.second);
 
- 		}
 
- 	}
 
- }
 
- void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source)
 
- {
 
- 	auto ret = new CStructure;
 
- 	ret->building = nullptr;
 
- 	ret->buildable = nullptr;
 
- 	VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->identifier, stringID, [=, &town](si32 identifier) mutable
 
- 	{
 
- 		ret->building = town.buildings[BuildingID(identifier)];
 
- 	});
 
- 	if (source["builds"].isNull())
 
- 	{
 
- 		VLC->modh->identifiers.tryRequestIdentifier( source.meta, "building." + town.faction->identifier, stringID, [=, &town](si32 identifier) mutable
 
- 		{
 
- 			ret->building = town.buildings[BuildingID(identifier)];
 
- 		});
 
- 	}
 
- 	else
 
- 	{
 
- 		VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, source["builds"], [=, &town](si32 identifier) mutable
 
- 		{
 
- 			ret->buildable = town.buildings[BuildingID(identifier)];
 
- 		});
 
- 	}
 
- 	ret->identifier = stringID;
 
- 	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)
 
- {
 
- 	for(auto &node : source.Struct())
 
- 	{
 
- 		if (!node.second.isNull())
 
- 			loadStructure(town, node.first, node.second);
 
- 	}
 
- }
 
- void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
 
- {
 
- 	auto & dstSlots = town.clientInfo.hallSlots;
 
- 	auto & srcSlots = source.Vector();
 
- 	dstSlots.resize(srcSlots.size());
 
- 	for(size_t i=0; i<dstSlots.size(); i++)
 
- 	{
 
- 		auto & dstRow = dstSlots[i];
 
- 		auto & srcRow = srcSlots[i].Vector();
 
- 		dstRow.resize(srcRow.size());
 
- 		for(size_t j=0; j < dstRow.size(); j++)
 
- 		{
 
- 			auto & dstBox = dstRow[j];
 
- 			auto & srcBox = srcRow[j].Vector();
 
- 			dstBox.resize(srcBox.size());
 
- 			for(size_t k=0; k<dstBox.size(); k++)
 
- 			{
 
- 				auto & dst = dstBox[k];
 
- 				auto & src = srcBox[k];
 
- 				VLC->modh->identifiers.requestIdentifier("building." + town.faction->identifier, src, [&](si32 identifier)
 
- 				{
 
- 					dst = BuildingID(identifier);
 
- 				});
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- CTown::ClientInfo::Point JsonToPoint(const JsonNode & node)
 
- {
 
- 	CTown::ClientInfo::Point ret;
 
- 	ret.x = node["x"].Float();
 
- 	ret.y = node["y"].Float();
 
- 	return ret;
 
- }
 
- void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source)
 
- {
 
- 	town.clientInfo.siegePrefix = source["imagePrefix"].String();
 
- 	VLC->modh->identifiers.requestIdentifier("creature", source["shooter"], [&town](si32 creature)
 
- 	{
 
- 		town.clientInfo.siegeShooter = CreatureID(creature);
 
- 	});
 
- 	auto & pos = town.clientInfo.siegePositions;
 
- 	pos.resize(21);
 
- 	pos[8]  = JsonToPoint(source["towers"]["top"]["tower"]);
 
- 	pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
 
- 	pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
 
- 	pos[2]  = JsonToPoint(source["towers"]["keep"]["tower"]);
 
- 	pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
 
- 	pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
 
- 	pos[3]  = JsonToPoint(source["towers"]["bottom"]["tower"]);
 
- 	pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
 
- 	pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
 
- 	pos[9]  = JsonToPoint(source["gate"]["gate"]);
 
- 	pos[10]  = JsonToPoint(source["gate"]["arch"]);
 
- 	pos[7]  = JsonToPoint(source["walls"]["upper"]);
 
- 	pos[6]  = JsonToPoint(source["walls"]["upperMid"]);
 
- 	pos[5]  = JsonToPoint(source["walls"]["bottomMid"]);
 
- 	pos[4]  = JsonToPoint(source["walls"]["bottom"]);
 
- 	pos[13] = JsonToPoint(source["moat"]["moat"]);
 
- 	pos[14] = JsonToPoint(source["moat"]["bank"]);
 
- 	pos[11] = JsonToPoint(source["static"]["bottom"]);
 
- 	pos[12] = JsonToPoint(source["static"]["top"]);
 
- 	pos[1]  = JsonToPoint(source["static"]["background"]);
 
- }
 
- static void readIcon(JsonNode source, std::string & small, std::string & large)
 
- {
 
- 	if (source.getType() == JsonNode::DATA_STRUCT) // don't crash on old format
 
- 	{
 
- 		small = source["small"].String();
 
- 		large = source["large"].String();
 
- 	}
 
- }
 
- void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
 
- {
 
- 	CTown::ClientInfo & info = town.clientInfo;
 
- 	readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
 
- 	readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
 
- 	readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
 
- 	readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
 
- 	info.hallBackground = source["hallBackground"].String();
 
- 	info.musicTheme = source["musicTheme"].String();
 
- 	info.townBackground = source["townBackground"].String();
 
- 	info.guildWindow = source["guildWindow"].String();
 
- 	info.buildingsIcons = source["buildingsIcons"].String();
 
- 	//left for back compatibility - will be removed later
 
- 	if (source["guildBackground"].String() != "")
 
- 		info.guildBackground = source["guildBackground"].String();
 
- 	else
 
- 		info.guildBackground = "TPMAGE.bmp";
 
- 	if (source["tavernVideo"].String() != "")
 
- 	    info.tavernVideo = source["tavernVideo"].String();
 
- 	else
 
- 		info.tavernVideo = "TAVERN.BIK";
 
- 	//end of legacy assignment
 
- 	loadTownHall(town,   source["hallSlots"]);
 
- 	loadStructures(town, source["structures"]);
 
- 	loadSiegeScreen(town, source["siege"]);
 
- }
 
- void CTownHandler::loadTown(CTown &town, const JsonNode & source)
 
- {
 
- 	auto resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
 
- 	if (resIter == std::end(GameConstants::RESOURCE_NAMES))
 
- 		town.primaryRes = Res::WOOD_AND_ORE; //Wood + Ore
 
- 	else
 
- 		town.primaryRes = resIter - std::begin(GameConstants::RESOURCE_NAMES);
 
- 	VLC->modh->identifiers.requestIdentifier("creature", source["warMachine"],
 
- 	[&town](si32 creature)
 
- 	{
 
- 		town.warMachine = CArtHandler::creatureToMachineID(CreatureID(creature));
 
- 	});
 
- 	town.moatDamage = source["moatDamage"].Float();
 
- 	// Compatability for <= 0.98f mods
 
- 	if(source["moatHexes"].isNull())
 
- 	{
 
- 		town.moatHexes = CTown::defaultMoatHexes();
 
- 	}
 
- 	else
 
- 		town.moatHexes = source["moatHexes"].convertTo<std::vector<BattleHex> >();
 
- 	town.mageLevel = source["mageGuild"].Float();
 
- 	town.names = source["names"].convertTo<std::vector<std::string> >();
 
- 	//  Horde building creature level
 
- 	for(const JsonNode &node : source["horde"].Vector())
 
- 		town.hordeLvl[town.hordeLvl.size()] = node.Float();
 
- 	// town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
 
- 	// but anything below 2 must be handled here
 
- 	for (size_t i=source["horde"].Vector().size(); i<2; i++)
 
- 		town.hordeLvl[i] = -1;
 
- 	const JsonVector & creatures = source["creatures"].Vector();
 
- 	town.creatures.resize(creatures.size());
 
- 	for (size_t i=0; i< creatures.size(); i++)
 
- 	{
 
- 		const JsonVector & level = creatures[i].Vector();
 
- 		town.creatures[i].resize(level.size());
 
- 		for (size_t j=0; j<level.size(); j++)
 
- 		{
 
- 			VLC->modh->identifiers.requestIdentifier("creature", level[j], [=, &town](si32 creature)
 
- 			{
 
- 				town.creatures[i][j] = CreatureID(creature);
 
- 			});
 
- 		}
 
- 	}
 
- 	town.defaultTavernChance = source["defaultTavern"].Float();
 
- 	/// set chance of specific hero class to appear in this town
 
- 	for(auto &node : source["tavern"].Struct())
 
- 	{
 
- 		int chance = node.second.Float();
 
- 		VLC->modh->identifiers.requestIdentifier(node.second.meta, "heroClass",node.first, [=, &town](si32 classID)
 
- 		{
 
- 			VLC->heroh->classes.heroClasses[classID]->selectionProbability[town.faction->index] = chance;
 
- 		});
 
- 	}
 
- 	for(auto &node : source["guildSpells"].Struct())
 
- 	{
 
- 		int chance = node.second.Float();
 
- 		VLC->modh->identifiers.requestIdentifier(node.second.meta, "spell", node.first, [=, &town](si32 spellID)
 
- 		{
 
- 			SpellID(spellID).toSpell()->probabilities[town.faction->index] = chance;
 
- 		});
 
- 	}
 
- 	for (const JsonNode &d : source["adventureMap"]["dwellings"].Vector())
 
- 	{
 
- 		town.dwellings.push_back (d["graphics"].String());
 
- 		town.dwellingNames.push_back (d["name"].String());
 
- 	}
 
- 	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();
 
- 	for(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);
 
- }
 
- CFaction * CTownHandler::loadFromJson(const JsonNode &source, const std::string & identifier)
 
- {
 
- 	auto  faction = new CFaction();
 
- 	faction->name = source["name"].String();
 
- 	faction->identifier = identifier;
 
- 	faction->creatureBg120 = source["creatureBackground"]["120px"].String();
 
- 	faction->creatureBg130 = source["creatureBackground"]["130px"].String();
 
- 	faction->nativeTerrain = ETerrainType(vstd::find_pos(GameConstants::TERRAIN_NAMES,
 
- 		source["nativeTerrain"].String()));
 
- 	int alignment = vstd::find_pos(EAlignment::names, source["alignment"].String());
 
- 	if (alignment == -1)
 
- 		faction->alignment = EAlignment::NEUTRAL;
 
- 	else
 
- 		faction->alignment = static_cast<EAlignment::EAlignment>(alignment);
 
- 	if (!source["town"].isNull())
 
- 	{
 
- 		faction->town = new CTown;
 
- 		faction->town->faction = faction;
 
- 		loadTown(*faction->town, source["town"]);
 
- 	}
 
- 	else
 
- 		faction->town = nullptr;
 
- 	if (!source["puzzleMap"].isNull())
 
- 		loadPuzzle(*faction, source["puzzleMap"]);
 
- 	return faction;
 
- }
 
- void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
 
- {
 
- 	auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
 
- 	object->index = factions.size();
 
- 	factions.push_back(object);
 
- 	if (object->town)
 
- 	{
 
- 		auto & info = object->town->clientInfo;
 
- 		info.icons[0][0] = 8 + object->index * 4 + 0;
 
- 		info.icons[0][1] = 8 + object->index * 4 + 1;
 
- 		info.icons[1][0] = 8 + object->index * 4 + 2;
 
- 		info.icons[1][1] = 8 + object->index * 4 + 3;
 
- 		VLC->modh->identifiers.requestIdentifier(scope, "object", "town", [=](si32 index)
 
- 		{
 
- 			// register town once objects are loaded
 
- 			JsonNode config = data["town"]["mapObject"];
 
- 			config["faction"].String() = name;
 
- 			config["faction"].meta = scope;
 
- 			if (config.meta.empty())// MODS COMPATIBILITY FOR 0.96
 
- 				config.meta = scope;
 
- 			VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
 
- 			// MODS COMPATIBILITY FOR 0.96
 
- 			auto & advMap = data["town"]["adventureMap"];
 
- 			if (!advMap.isNull())
 
- 			{
 
- 				logGlobal->warnStream() << "Outdated town mod. Will try to generate valid templates out of fort";
 
- 				JsonNode config;
 
- 				config["animation"] = advMap["castle"];
 
- 				VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
 
- 			}
 
- 		});
 
- 	}
 
- 	VLC->modh->identifiers.registerObject(scope, "faction", name, object->index);
 
- }
 
- void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
 
- {
 
- 	auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
 
- 	object->index = index;
 
- 	assert(factions[index] == nullptr); // ensure that this id was not loaded before
 
- 	factions[index] = object;
 
- 	if (object->town)
 
- 	{
 
- 		auto & info = object->town->clientInfo;
 
- 		info.icons[0][0] = (GameConstants::F_NUMBER + object->index) * 2 + 0;
 
- 		info.icons[0][1] = (GameConstants::F_NUMBER + object->index) * 2 + 1;
 
- 		info.icons[1][0] = object->index * 2 + 0;
 
- 		info.icons[1][1] = object->index * 2 + 1;
 
- 		VLC->modh->identifiers.requestIdentifier(scope, "object", "town", [=](si32 index)
 
- 		{
 
- 			// register town once objects are loaded
 
- 			JsonNode config = data["town"]["mapObject"];
 
- 			config["faction"].String() = name;
 
- 			config["faction"].meta = scope;
 
- 			VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
 
- 		});
 
- 	}
 
- 	VLC->modh->identifiers.registerObject(scope, "faction", name, object->index);
 
- }
 
- void CTownHandler::afterLoadFinalization()
 
- {
 
- 	initializeRequirements();
 
- }
 
- void CTownHandler::initializeRequirements()
 
- {
 
- 	// must be done separately after all ID's are known
 
- 	for (auto & requirement : requirementsToLoad)
 
- 	{
 
- 		requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
 
- 		{
 
- 			if (node.Vector().size() > 1)
 
- 			{
 
- 				logGlobal->warnStream() << "Unexpected length of town buildings requirements: " << node.Vector().size();
 
- 				logGlobal->warnStream() << "Entry contains " << node;
 
- 			}
 
- 			return BuildingID(VLC->modh->identifiers.getIdentifier("building." + requirement.faction->identifier, node.Vector()[0]).get());
 
- 		});
 
- 	}
 
- 	requirementsToLoad.clear();
 
- }
 
- std::vector<bool> CTownHandler::getDefaultAllowed() const
 
- {
 
- 	std::vector<bool> allowedFactions;
 
- 	for(auto town : factions)
 
- 	{
 
- 		allowedFactions.push_back(town->town != nullptr);
 
- 	}
 
- 	return allowedFactions;
 
- }
 
- std::set<TFaction> CTownHandler::getAllowedFactions(bool withTown /*=true*/) const
 
- {
 
- 	std::set<TFaction> allowedFactions;
 
- 	std::vector<bool> allowed;
 
- 	if (withTown)
 
- 		allowed = getDefaultAllowed();
 
- 	else
 
- 		allowed.resize( factions.size(), true);
 
- 	for (size_t i=0; i<allowed.size(); i++)
 
- 		if (allowed[i])
 
- 			allowedFactions.insert(i);
 
- 	return allowedFactions;
 
- }
 
- si32 CTownHandler::decodeFaction(const std::string & identifier)
 
- {
 
- 	auto rawId = VLC->modh->identifiers.getIdentifier("core", "faction", identifier);
 
- 	if(rawId)
 
- 		return rawId.get();
 
- 	else
 
- 		return -1;
 
- }
 
- std::string CTownHandler::encodeFaction(const si32 index)
 
- {
 
- 	return VLC->townh->factions[index]->identifier;
 
- }
 
 
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