CTownHandler.cpp 29 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 "../../CCreatureHandler.h"
  16. #include "../../CHeroHandler.h"
  17. #include "../../GameSettings.h"
  18. #include "../../TerrainHandler.h"
  19. #include "../../VCMI_Lib.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. , randomTown(new CTown())
  36. , randomFaction(new CFaction())
  37. {
  38. randomFaction->town = randomTown;
  39. randomTown->faction = randomFaction;
  40. randomFaction->identifier = "random";
  41. randomFaction->modScope = "core";
  42. }
  43. CTownHandler::~CTownHandler()
  44. {
  45. delete randomFaction; // will also delete randomTown
  46. }
  47. JsonNode readBuilding(CLegacyConfigParser & parser)
  48. {
  49. JsonNode ret;
  50. JsonNode & cost = ret["cost"];
  51. //note: this code will try to parse mithril as well but wil always return 0 for it
  52. for(const std::string & resID : GameConstants::RESOURCE_NAMES)
  53. cost[resID].Float() = parser.readNumber();
  54. cost.Struct().erase("mithril"); // erase mithril to avoid confusing validator
  55. parser.endLine();
  56. return ret;
  57. }
  58. const TPropagatorPtr & CTownHandler::emptyPropagator()
  59. {
  60. static const TPropagatorPtr emptyProp(nullptr);
  61. return emptyProp;
  62. }
  63. std::vector<JsonNode> CTownHandler::loadLegacyData()
  64. {
  65. size_t dataSize = VLC->settings()->getInteger(EGameSettings::TEXTS_FACTION);
  66. std::vector<JsonNode> dest(dataSize);
  67. objects.resize(dataSize);
  68. auto getBuild = [&](size_t town, size_t building) -> JsonNode &
  69. {
  70. return dest[town]["town"]["buildings"][EBuildingType::names[building]];
  71. };
  72. CLegacyConfigParser parser(TextPath::builtin("DATA/BUILDING.TXT"));
  73. parser.endLine(); // header
  74. parser.endLine();
  75. //Unique buildings
  76. for (size_t town=0; town<dataSize; town++)
  77. {
  78. parser.endLine(); //header
  79. parser.endLine();
  80. int buildID = 17;
  81. do
  82. {
  83. getBuild(town, buildID) = readBuilding(parser);
  84. buildID++;
  85. }
  86. while (!parser.isNextEntryEmpty());
  87. }
  88. // Common buildings
  89. parser.endLine(); // header
  90. parser.endLine();
  91. parser.endLine();
  92. int buildID = 0;
  93. do
  94. {
  95. JsonNode building = readBuilding(parser);
  96. for (size_t town=0; town<dataSize; town++)
  97. getBuild(town, buildID) = building;
  98. buildID++;
  99. }
  100. while (!parser.isNextEntryEmpty());
  101. parser.endLine(); //header
  102. parser.endLine();
  103. //Dwellings
  104. for (size_t town=0; town<dataSize; town++)
  105. {
  106. parser.endLine(); //header
  107. parser.endLine();
  108. for (size_t i=0; i<14; i++)
  109. {
  110. getBuild(town, 30+i) = readBuilding(parser);
  111. }
  112. }
  113. {
  114. CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGNEUT.TXT"));
  115. for(int building=0; building<15; building++)
  116. {
  117. std::string name = parser.readString();
  118. std::string descr = parser.readString();
  119. parser.endLine();
  120. for(int j=0; j<dataSize; j++)
  121. {
  122. getBuild(j, building)["name"].String() = name;
  123. getBuild(j, building)["description"].String() = descr;
  124. }
  125. }
  126. parser.endLine(); // silo
  127. parser.endLine(); // blacksmith //unused entries
  128. parser.endLine(); // moat
  129. //shipyard with the ship
  130. std::string name = parser.readString();
  131. std::string descr = parser.readString();
  132. parser.endLine();
  133. for(int town=0; town<dataSize; town++)
  134. {
  135. getBuild(town, 20)["name"].String() = name;
  136. getBuild(town, 20)["description"].String() = descr;
  137. }
  138. //blacksmith
  139. for(int town=0; town<dataSize; town++)
  140. {
  141. getBuild(town, 16)["name"].String() = parser.readString();
  142. getBuild(town, 16)["description"].String() = parser.readString();
  143. parser.endLine();
  144. }
  145. }
  146. {
  147. CLegacyConfigParser parser(TextPath::builtin("DATA/BLDGSPEC.TXT"));
  148. for(int town=0; town<dataSize; town++)
  149. {
  150. for(int build=0; build<9; build++)
  151. {
  152. getBuild(town, 17 + build)["name"].String() = parser.readString();
  153. getBuild(town, 17 + build)["description"].String() = parser.readString();
  154. parser.endLine();
  155. }
  156. getBuild(town, 26)["name"].String() = parser.readString(); // Grail
  157. getBuild(town, 26)["description"].String() = parser.readString();
  158. parser.endLine();
  159. getBuild(town, 15)["name"].String() = parser.readString(); // Resource silo
  160. getBuild(town, 15)["description"].String() = parser.readString();
  161. parser.endLine();
  162. }
  163. }
  164. {
  165. CLegacyConfigParser parser(TextPath::builtin("DATA/DWELLING.TXT"));
  166. for(int town=0; town<dataSize; town++)
  167. {
  168. for(int build=0; build<14; build++)
  169. {
  170. getBuild(town, 30 + build)["name"].String() = parser.readString();
  171. getBuild(town, 30 + build)["description"].String() = parser.readString();
  172. parser.endLine();
  173. }
  174. }
  175. }
  176. {
  177. CLegacyConfigParser typeParser(TextPath::builtin("DATA/TOWNTYPE.TXT"));
  178. CLegacyConfigParser nameParser(TextPath::builtin("DATA/TOWNNAME.TXT"));
  179. size_t townID=0;
  180. do
  181. {
  182. dest[townID]["name"].String() = typeParser.readString();
  183. for (int i=0; i<NAMES_PER_TOWN; i++)
  184. {
  185. JsonNode name;
  186. name.String() = nameParser.readString();
  187. dest[townID]["town"]["names"].Vector().push_back(name);
  188. nameParser.endLine();
  189. }
  190. townID++;
  191. }
  192. while (typeParser.endLine());
  193. }
  194. return dest;
  195. }
  196. void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode & source, std::vector<BuildingRequirementsHelper> & bidsToLoad) const
  197. {
  198. if (source.isNull())
  199. return;
  200. BuildingRequirementsHelper hlp;
  201. hlp.building = building;
  202. hlp.town = building->town;
  203. hlp.json = source;
  204. bidsToLoad.push_back(hlp);
  205. }
  206. std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val) const
  207. {
  208. return createBonus(build, type, val, BonusSubtypeID(), emptyPropagator());
  209. }
  210. std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype) const
  211. {
  212. return createBonus(build, type, val, subtype, emptyPropagator());
  213. }
  214. std::shared_ptr<Bonus> CTownHandler::createBonus(CBuilding * build, BonusType type, int val, BonusSubtypeID subtype, const TPropagatorPtr & prop) const
  215. {
  216. auto b = std::make_shared<Bonus>(BonusDuration::PERMANENT, type, BonusSource::TOWN_STRUCTURE, val, build->getUniqueTypeID(), subtype);
  217. b->description.appendTextID(build->getNameTextID());
  218. if(prop)
  219. b->addPropagator(prop);
  220. return b;
  221. }
  222. void CTownHandler::loadSpecialBuildingBonuses(const JsonNode & source, BonusList & bonusList, CBuilding * building)
  223. {
  224. for(const auto & b : source.Vector())
  225. {
  226. auto bonus = std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::NONE, BonusSource::TOWN_STRUCTURE, 0, BonusSourceID(building->getUniqueTypeID()));
  227. if(!JsonUtils::parseBonus(b, bonus.get()))
  228. continue;
  229. bonus->description.appendTextID(building->getNameTextID());
  230. //JsonUtils::parseBuildingBonus produces UNKNOWN type propagator instead of empty.
  231. if(bonus->propagator != nullptr
  232. && bonus->propagator->getPropagatorType() == CBonusSystemNode::ENodeTypes::UNKNOWN)
  233. bonus->addPropagator(emptyPropagator());
  234. building->addNewBonus(bonus, bonusList);
  235. }
  236. }
  237. void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
  238. {
  239. assert(stringID.find(':') == std::string::npos);
  240. assert(!source.getModScope().empty());
  241. auto * ret = new CBuilding();
  242. ret->bid = vstd::find_or(MappedKeys::BUILDING_NAMES_TO_TYPES, stringID, BuildingID::NONE);
  243. ret->subId = BuildingSubID::NONE;
  244. if(ret->bid == BuildingID::NONE && !source["id"].isNull())
  245. {
  246. // FIXME: A lot of false-positives with no clear way to handle them in mods
  247. //logMod->warn("Building %s: id field is deprecated", stringID);
  248. ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
  249. }
  250. if (ret->bid == BuildingID::NONE)
  251. logMod->error("Building '%s' isn't recognized and won't work properly. Correct the typo or update VCMI.", stringID);
  252. ret->mode = ret->bid == BuildingID::GRAIL
  253. ? CBuilding::BUILD_GRAIL
  254. : vstd::find_or(CBuilding::MODES, source["mode"].String(), CBuilding::BUILD_NORMAL);
  255. ret->height = vstd::find_or(CBuilding::TOWER_TYPES, source["height"].String(), CBuilding::HEIGHT_NO_TOWER);
  256. ret->identifier = stringID;
  257. ret->modScope = source.getModScope();
  258. ret->town = town;
  259. VLC->generaltexth->registerString(source.getModScope(), ret->getNameTextID(), source["name"].String());
  260. VLC->generaltexth->registerString(source.getModScope(), ret->getDescriptionTextID(), source["description"].String());
  261. ret->resources = TResources(source["cost"]);
  262. ret->produce = TResources(source["produce"]);
  263. if(ret->bid.IsSpecialOrGrail())
  264. {
  265. loadSpecialBuildingBonuses(source["bonuses"], ret->buildingBonuses, ret);
  266. if(ret->buildingBonuses.empty())
  267. ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
  268. loadSpecialBuildingBonuses(source["onVisitBonuses"], ret->onVisitBonuses, ret);
  269. if(!ret->onVisitBonuses.empty())
  270. {
  271. if(ret->subId == BuildingSubID::NONE)
  272. ret->subId = BuildingSubID::CUSTOM_VISITING_BONUS;
  273. for(auto & bonus : ret->onVisitBonuses)
  274. bonus->sid = BonusSourceID(ret->getUniqueTypeID());
  275. }
  276. if(!source["configuration"].isNull())
  277. ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
  278. }
  279. //MODS COMPATIBILITY FOR 0.96
  280. if(!ret->produce.nonZero() && ret->bid == BuildingID::RESOURCE_SILO)
  281. {
  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(ret->bid.IsSpecialOrGrail())
  298. loadBuildingRequirements(ret, source["overrides"], overriddenBidsToLoad);
  299. if (!source["upgrades"].isNull())
  300. {
  301. // building id and upgrades can't be the same
  302. if(stringID == source["upgrades"].String())
  303. {
  304. throw std::runtime_error(boost::str(boost::format("Building with ID '%s' of town '%s' can't be an upgrade of the same building.") %
  305. stringID % ret->town->faction->getNameTranslated()));
  306. }
  307. VLC->identifiers()->requestIdentifier(ret->town->getBuildingScope(), source["upgrades"], [=](si32 identifier)
  308. {
  309. ret->upgrade = BuildingID(identifier);
  310. });
  311. }
  312. else
  313. ret->upgrade = BuildingID::NONE;
  314. ret->town->buildings[ret->bid] = ret;
  315. registerObject(source.getModScope(), ret->town->getBuildingScope(), ret->identifier, ret->bid.getNum());
  316. }
  317. void CTownHandler::loadBuildings(CTown * town, const JsonNode & source)
  318. {
  319. if(source.isStruct())
  320. {
  321. for(const auto & node : source.Struct())
  322. {
  323. if (!node.second.isNull())
  324. loadBuilding(town, node.first, node.second);
  325. }
  326. }
  327. }
  328. void CTownHandler::loadStructure(CTown &town, const std::string & stringID, const JsonNode & source) const
  329. {
  330. auto * ret = new CStructure();
  331. ret->building = nullptr;
  332. ret->buildable = nullptr;
  333. VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
  334. {
  335. ret->building = town.buildings[BuildingID(identifier)];
  336. });
  337. if (source["builds"].isNull())
  338. {
  339. VLC->identifiers()->tryRequestIdentifier( source.getModScope(), "building." + town.faction->getJsonKey(), stringID, [=, &town](si32 identifier) mutable
  340. {
  341. ret->building = town.buildings[BuildingID(identifier)];
  342. });
  343. }
  344. else
  345. {
  346. VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), source["builds"], [=, &town](si32 identifier) mutable
  347. {
  348. ret->buildable = town.buildings[BuildingID(identifier)];
  349. });
  350. }
  351. ret->identifier = stringID;
  352. ret->pos.x = static_cast<si32>(source["x"].Float());
  353. ret->pos.y = static_cast<si32>(source["y"].Float());
  354. ret->pos.z = static_cast<si32>(source["z"].Float());
  355. ret->hiddenUpgrade = source["hidden"].Bool();
  356. ret->defName = AnimationPath::fromJson(source["animation"]);
  357. ret->borderName = ImagePath::fromJson(source["border"]);
  358. ret->areaName = ImagePath::fromJson(source["area"]);
  359. town.clientInfo.structures.emplace_back(ret);
  360. }
  361. void CTownHandler::loadStructures(CTown &town, const JsonNode & source) const
  362. {
  363. for(const auto & node : source.Struct())
  364. {
  365. if (!node.second.isNull())
  366. loadStructure(town, node.first, node.second);
  367. }
  368. }
  369. void CTownHandler::loadTownHall(CTown &town, const JsonNode & source) const
  370. {
  371. auto & dstSlots = town.clientInfo.hallSlots;
  372. const auto & srcSlots = source.Vector();
  373. dstSlots.resize(srcSlots.size());
  374. for(size_t i=0; i<dstSlots.size(); i++)
  375. {
  376. auto & dstRow = dstSlots[i];
  377. const auto & srcRow = srcSlots[i].Vector();
  378. dstRow.resize(srcRow.size());
  379. for(size_t j=0; j < dstRow.size(); j++)
  380. {
  381. auto & dstBox = dstRow[j];
  382. const auto & srcBox = srcRow[j].Vector();
  383. dstBox.resize(srcBox.size());
  384. for(size_t k=0; k<dstBox.size(); k++)
  385. {
  386. auto & dst = dstBox[k];
  387. const auto & src = srcBox[k];
  388. VLC->identifiers()->requestIdentifier("building." + town.faction->getJsonKey(), src, [&](si32 identifier)
  389. {
  390. dst = BuildingID(identifier);
  391. });
  392. }
  393. }
  394. }
  395. }
  396. Point JsonToPoint(const JsonNode & node)
  397. {
  398. if(!node.isStruct())
  399. return Point::makeInvalid();
  400. Point ret;
  401. ret.x = static_cast<si32>(node["x"].Float());
  402. ret.y = static_cast<si32>(node["y"].Float());
  403. return ret;
  404. }
  405. void CTownHandler::loadSiegeScreen(CTown &town, const JsonNode & source) const
  406. {
  407. town.clientInfo.siegePrefix = source["imagePrefix"].String();
  408. town.clientInfo.towerIconSmall = source["towerIconSmall"].String();
  409. town.clientInfo.towerIconLarge = source["towerIconLarge"].String();
  410. VLC->identifiers()->requestIdentifier("creature", source["shooter"], [&town](si32 creature)
  411. {
  412. auto crId = CreatureID(creature);
  413. if((*VLC->creh)[crId]->animation.missileFrameAngles.empty())
  414. 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!"
  415. , town.faction->getNameTranslated()
  416. , (*VLC->creh)[crId]->getNameSingularTranslated());
  417. town.clientInfo.siegeShooter = crId;
  418. });
  419. auto & pos = town.clientInfo.siegePositions;
  420. pos.resize(21);
  421. pos[8] = JsonToPoint(source["towers"]["top"]["tower"]);
  422. pos[17] = JsonToPoint(source["towers"]["top"]["battlement"]);
  423. pos[20] = JsonToPoint(source["towers"]["top"]["creature"]);
  424. pos[2] = JsonToPoint(source["towers"]["keep"]["tower"]);
  425. pos[15] = JsonToPoint(source["towers"]["keep"]["battlement"]);
  426. pos[18] = JsonToPoint(source["towers"]["keep"]["creature"]);
  427. pos[3] = JsonToPoint(source["towers"]["bottom"]["tower"]);
  428. pos[16] = JsonToPoint(source["towers"]["bottom"]["battlement"]);
  429. pos[19] = JsonToPoint(source["towers"]["bottom"]["creature"]);
  430. pos[9] = JsonToPoint(source["gate"]["gate"]);
  431. pos[10] = JsonToPoint(source["gate"]["arch"]);
  432. pos[7] = JsonToPoint(source["walls"]["upper"]);
  433. pos[6] = JsonToPoint(source["walls"]["upperMid"]);
  434. pos[5] = JsonToPoint(source["walls"]["bottomMid"]);
  435. pos[4] = JsonToPoint(source["walls"]["bottom"]);
  436. pos[13] = JsonToPoint(source["moat"]["moat"]);
  437. pos[14] = JsonToPoint(source["moat"]["bank"]);
  438. pos[11] = JsonToPoint(source["static"]["bottom"]);
  439. pos[12] = JsonToPoint(source["static"]["top"]);
  440. pos[1] = JsonToPoint(source["static"]["background"]);
  441. }
  442. static void readIcon(JsonNode source, std::string & small, std::string & large)
  443. {
  444. if (source.getType() == JsonNode::JsonType::DATA_STRUCT) // don't crash on old format
  445. {
  446. small = source["small"].String();
  447. large = source["large"].String();
  448. }
  449. }
  450. void CTownHandler::loadClientData(CTown &town, const JsonNode & source) const
  451. {
  452. CTown::ClientInfo & info = town.clientInfo;
  453. readIcon(source["icons"]["village"]["normal"], info.iconSmall[0][0], info.iconLarge[0][0]);
  454. readIcon(source["icons"]["village"]["built"], info.iconSmall[0][1], info.iconLarge[0][1]);
  455. readIcon(source["icons"]["fort"]["normal"], info.iconSmall[1][0], info.iconLarge[1][0]);
  456. readIcon(source["icons"]["fort"]["built"], info.iconSmall[1][1], info.iconLarge[1][1]);
  457. if (source["musicTheme"].isVector())
  458. {
  459. for (auto const & entry : source["musicTheme"].Vector())
  460. info.musicTheme.push_back(AudioPath::fromJson(entry));
  461. }
  462. else
  463. {
  464. info.musicTheme.push_back(AudioPath::fromJson(source["musicTheme"]));
  465. }
  466. info.hallBackground = ImagePath::fromJson(source["hallBackground"]);
  467. info.townBackground = ImagePath::fromJson(source["townBackground"]);
  468. info.guildWindow = ImagePath::fromJson(source["guildWindow"]);
  469. info.buildingsIcons = AnimationPath::fromJson(source["buildingsIcons"]);
  470. info.guildBackground = ImagePath::fromJson(source["guildBackground"]);
  471. info.tavernVideo = VideoPath::fromJson(source["tavernVideo"]);
  472. loadTownHall(town, source["hallSlots"]);
  473. loadStructures(town, source["structures"]);
  474. loadSiegeScreen(town, source["siege"]);
  475. }
  476. void CTownHandler::loadTown(CTown * town, const JsonNode & source)
  477. {
  478. const auto * resIter = boost::find(GameConstants::RESOURCE_NAMES, source["primaryResource"].String());
  479. if(resIter == std::end(GameConstants::RESOURCE_NAMES))
  480. town->primaryRes = GameResID(EGameResID::WOOD_AND_ORE); //Wood + Ore
  481. else
  482. town->primaryRes = GameResID(resIter - std::begin(GameConstants::RESOURCE_NAMES));
  483. warMachinesToLoad[town] = source["warMachine"];
  484. town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());
  485. town->namesCount = 0;
  486. for(const auto & name : source["names"].Vector())
  487. {
  488. VLC->generaltexth->registerString(town->faction->modScope, town->getRandomNameTextID(town->namesCount), name.String());
  489. town->namesCount += 1;
  490. }
  491. if (!source["moatAbility"].isNull()) // VCMI 1.2 compatibility code
  492. {
  493. VLC->identifiers()->requestIdentifier( "spell", source["moatAbility"], [=](si32 ability)
  494. {
  495. town->moatAbility = SpellID(ability);
  496. });
  497. }
  498. else
  499. {
  500. VLC->identifiers()->requestIdentifier( source.getModScope(), "spell", "castleMoat", [=](si32 ability)
  501. {
  502. town->moatAbility = SpellID(ability);
  503. });
  504. }
  505. // Horde building creature level
  506. for(const JsonNode &node : source["horde"].Vector())
  507. town->hordeLvl[static_cast<int>(town->hordeLvl.size())] = static_cast<int>(node.Float());
  508. // town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
  509. // but anything below 2 must be handled here
  510. for (size_t i=source["horde"].Vector().size(); i<2; i++)
  511. town->hordeLvl[static_cast<int>(i)] = -1;
  512. const JsonVector & creatures = source["creatures"].Vector();
  513. town->creatures.resize(creatures.size());
  514. for (size_t i=0; i< creatures.size(); i++)
  515. {
  516. const JsonVector & level = creatures[i].Vector();
  517. town->creatures[i].resize(level.size());
  518. for (size_t j=0; j<level.size(); j++)
  519. {
  520. VLC->identifiers()->requestIdentifier("creature", level[j], [=](si32 creature)
  521. {
  522. town->creatures[i][j] = CreatureID(creature);
  523. });
  524. }
  525. }
  526. town->defaultTavernChance = static_cast<ui32>(source["defaultTavern"].Float());
  527. /// set chance of specific hero class to appear in this town
  528. for(const auto & node : source["tavern"].Struct())
  529. {
  530. int chance = static_cast<int>(node.second.Float());
  531. VLC->identifiers()->requestIdentifier(node.second.getModScope(), "heroClass",node.first, [=](si32 classID)
  532. {
  533. VLC->heroclassesh->objects[classID]->selectionProbability[town->faction->getId()] = chance;
  534. });
  535. }
  536. for(const auto & node : source["guildSpells"].Struct())
  537. {
  538. int chance = static_cast<int>(node.second.Float());
  539. VLC->identifiers()->requestIdentifier(node.second.getModScope(), "spell", node.first, [=](si32 spellID)
  540. {
  541. VLC->spellh->objects.at(spellID)->probabilities[town->faction->getId()] = chance;
  542. });
  543. }
  544. for(const JsonNode & d : source["adventureMap"]["dwellings"].Vector())
  545. {
  546. town->dwellings.push_back(d["graphics"].String());
  547. town->dwellingNames.push_back(d["name"].String());
  548. }
  549. loadBuildings(town, source["buildings"]);
  550. loadClientData(*town, source);
  551. }
  552. void CTownHandler::loadPuzzle(CFaction &faction, const JsonNode &source) const
  553. {
  554. faction.puzzleMap.reserve(GameConstants::PUZZLE_MAP_PIECES);
  555. std::string prefix = source["prefix"].String();
  556. for(const JsonNode &piece : source["pieces"].Vector())
  557. {
  558. size_t index = faction.puzzleMap.size();
  559. SPuzzleInfo spi;
  560. spi.position.x = static_cast<si16>(piece["x"].Float());
  561. spi.position.y = static_cast<si16>(piece["y"].Float());
  562. spi.whenUncovered = static_cast<ui16>(piece["index"].Float());
  563. spi.number = static_cast<ui16>(index);
  564. // filename calculation
  565. std::ostringstream suffix;
  566. suffix << std::setfill('0') << std::setw(2) << index;
  567. spi.filename = ImagePath::builtinTODO(prefix + suffix.str());
  568. faction.puzzleMap.push_back(spi);
  569. }
  570. assert(faction.puzzleMap.size() == GameConstants::PUZZLE_MAP_PIECES);
  571. }
  572. std::shared_ptr<CFaction> CTownHandler::loadFromJson(const std::string & scope, const JsonNode & source, const std::string & identifier, size_t index)
  573. {
  574. assert(identifier.find(':') == std::string::npos);
  575. auto faction = std::make_shared<CFaction>();
  576. faction->index = static_cast<FactionID>(index);
  577. faction->modScope = scope;
  578. faction->identifier = identifier;
  579. VLC->generaltexth->registerString(scope, faction->getNameTextID(), source["name"].String());
  580. VLC->generaltexth->registerString(scope, faction->getDescriptionTranslated(), source["description"].String());
  581. faction->creatureBg120 = ImagePath::fromJson(source["creatureBackground"]["120px"]);
  582. faction->creatureBg130 = ImagePath::fromJson(source["creatureBackground"]["130px"]);
  583. faction->boatType = BoatId::CASTLE; //Do not crash
  584. if (!source["boat"].isNull())
  585. {
  586. VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
  587. {
  588. faction->boatType = BoatId(boatTypeID);
  589. });
  590. }
  591. int alignment = vstd::find_pos(GameConstants::ALIGNMENT_NAMES, source["alignment"].String());
  592. if (alignment == -1)
  593. faction->alignment = EAlignment::NEUTRAL;
  594. else
  595. faction->alignment = static_cast<EAlignment>(alignment);
  596. auto preferUndergound = source["preferUndergroundPlacement"];
  597. faction->preferUndergroundPlacement = preferUndergound.isNull() ? false : preferUndergound.Bool();
  598. faction->special = source["special"].Bool();
  599. // NOTE: semi-workaround - normally, towns are supposed to have native terrains.
  600. // Towns without one are exceptions. So, vcmi requires nativeTerrain to be defined
  601. // But allows it to be defined with explicit value of "none" if town should not have native terrain
  602. // This is better than allowing such terrain-less towns silently, leading to issues with RMG
  603. faction->nativeTerrain = ETerrainId::NONE;
  604. if ( !source["nativeTerrain"].isNull() && source["nativeTerrain"].String() != "none")
  605. {
  606. VLC->identifiers()->requestIdentifier("terrain", source["nativeTerrain"], [=](int32_t index){
  607. faction->nativeTerrain = TerrainId(index);
  608. auto const & terrain = VLC->terrainTypeHandler->getById(faction->nativeTerrain);
  609. if (!terrain->isSurface() && !terrain->isUnderground())
  610. logMod->warn("Faction %s has terrain %s as native, but terrain is not suitable for either surface or subterranean layers!", faction->getJsonKey(), terrain->getJsonKey());
  611. });
  612. }
  613. if (!source["town"].isNull())
  614. {
  615. faction->town = new CTown();
  616. faction->town->faction = faction.get();
  617. loadTown(faction->town, source["town"]);
  618. }
  619. else
  620. faction->town = nullptr;
  621. if (!source["puzzleMap"].isNull())
  622. loadPuzzle(*faction, source["puzzleMap"]);
  623. return faction;
  624. }
  625. void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
  626. {
  627. auto object = loadFromJson(scope, data, name, objects.size());
  628. objects.emplace_back(object);
  629. if (object->town)
  630. {
  631. auto & info = object->town->clientInfo;
  632. info.icons[0][0] = 8 + object->index.getNum() * 4 + 0;
  633. info.icons[0][1] = 8 + object->index.getNum() * 4 + 1;
  634. info.icons[1][0] = 8 + object->index.getNum() * 4 + 2;
  635. info.icons[1][1] = 8 + object->index.getNum() * 4 + 3;
  636. VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
  637. {
  638. // register town once objects are loaded
  639. JsonNode config = data["town"]["mapObject"];
  640. config["faction"].String() = name;
  641. config["faction"].setModScope(scope, false);
  642. if (config.getModScope().empty())// MODS COMPATIBILITY FOR 0.96
  643. config.setModScope(scope, false);
  644. VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
  645. // MODS COMPATIBILITY FOR 0.96
  646. const auto & advMap = data["town"]["adventureMap"];
  647. if (!advMap.isNull())
  648. {
  649. logMod->warn("Outdated town mod. Will try to generate valid templates out of fort");
  650. JsonNode config;
  651. config["animation"] = advMap["castle"];
  652. VLC->objtypeh->getHandlerFor(index, object->index)->addTemplate(config);
  653. }
  654. });
  655. }
  656. registerObject(scope, "faction", name, object->index.getNum());
  657. }
  658. void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
  659. {
  660. auto object = loadFromJson(scope, data, name, index);
  661. if (objects.size() > index)
  662. assert(objects[index] == nullptr); // ensure that this id was not loaded before
  663. else
  664. objects.resize(index + 1);
  665. objects[index] = object;
  666. if (object->town)
  667. {
  668. auto & info = object->town->clientInfo;
  669. info.icons[0][0] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 0;
  670. info.icons[0][1] = (GameConstants::F_NUMBER + object->index.getNum()) * 2 + 1;
  671. info.icons[1][0] = object->index.getNum() * 2 + 0;
  672. info.icons[1][1] = object->index.getNum() * 2 + 1;
  673. VLC->identifiers()->requestIdentifier(scope, "object", "town", [=](si32 index)
  674. {
  675. // register town once objects are loaded
  676. JsonNode config = data["town"]["mapObject"];
  677. config["faction"].String() = name;
  678. config["faction"].setModScope(scope, false);
  679. VLC->objtypeh->loadSubObject(object->identifier, config, index, object->index);
  680. });
  681. }
  682. registerObject(scope, "faction", name, object->index.getNum());
  683. }
  684. void CTownHandler::loadRandomFaction()
  685. {
  686. JsonNode randomFactionJson(JsonPath::builtin("config/factions/random.json"));
  687. randomFactionJson.setModScope(ModScope::scopeBuiltin(), true);
  688. loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]);
  689. }
  690. void CTownHandler::loadCustom()
  691. {
  692. loadRandomFaction();
  693. }
  694. void CTownHandler::beforeValidate(JsonNode & object)
  695. {
  696. if (object.Struct().count("town") == 0)
  697. return;
  698. const auto & inheritBuilding = [this](const std::string & name, JsonNode & target)
  699. {
  700. if (buildingsLibrary.Struct().count(name) == 0)
  701. return;
  702. JsonNode baseCopy(buildingsLibrary[name]);
  703. baseCopy.setModScope(target.getModScope());
  704. JsonUtils::inherit(target, baseCopy);
  705. };
  706. for (auto & building : object["town"]["buildings"].Struct())
  707. {
  708. inheritBuilding(building.first, building.second);
  709. if (building.second.Struct().count("type"))
  710. inheritBuilding(building.second["type"].String(), building.second);
  711. }
  712. }
  713. void CTownHandler::afterLoadFinalization()
  714. {
  715. initializeRequirements();
  716. initializeOverridden();
  717. initializeWarMachines();
  718. }
  719. void CTownHandler::initializeRequirements()
  720. {
  721. // must be done separately after all ID's are known
  722. for (auto & requirement : requirementsToLoad)
  723. {
  724. requirement.building->requirements = CBuilding::TRequired(requirement.json, [&](const JsonNode & node) -> BuildingID
  725. {
  726. if (node.Vector().size() > 1)
  727. {
  728. logMod->error("Unexpected length of town buildings requirements: %d", node.Vector().size());
  729. logMod->error("Entry contains: ");
  730. logMod->error(node.toString());
  731. }
  732. auto index = VLC->identifiers()->getIdentifier(requirement.town->getBuildingScope(), node[0]);
  733. if (!index.has_value())
  734. {
  735. logMod->error("Unknown building in town buildings: %s", node[0].String());
  736. return BuildingID::NONE;
  737. }
  738. return BuildingID(index.value());
  739. });
  740. }
  741. requirementsToLoad.clear();
  742. }
  743. void CTownHandler::initializeOverridden()
  744. {
  745. for(auto & bidHelper : overriddenBidsToLoad)
  746. {
  747. auto jsonNode = bidHelper.json;
  748. auto scope = bidHelper.town->getBuildingScope();
  749. for(const auto & b : jsonNode.Vector())
  750. {
  751. auto bid = BuildingID(VLC->identifiers()->getIdentifier(scope, b).value());
  752. bidHelper.building->overrideBids.insert(bid);
  753. }
  754. }
  755. overriddenBidsToLoad.clear();
  756. }
  757. void CTownHandler::initializeWarMachines()
  758. {
  759. // must be done separately after all objects are loaded
  760. for(auto & p : warMachinesToLoad)
  761. {
  762. CTown * t = p.first;
  763. JsonNode creatureKey = p.second;
  764. auto ret = VLC->identifiers()->getIdentifier("creature", creatureKey, false);
  765. if(ret)
  766. {
  767. const CCreature * creature = CreatureID(*ret).toCreature();
  768. t->warMachine = creature->warMachine;
  769. }
  770. }
  771. warMachinesToLoad.clear();
  772. }
  773. std::set<FactionID> CTownHandler::getDefaultAllowed() const
  774. {
  775. std::set<FactionID> allowedFactions;
  776. for(const auto & town : objects)
  777. if (town->town != nullptr && !town->special)
  778. allowedFactions.insert(town->getId());
  779. return allowedFactions;
  780. }
  781. std::set<FactionID> CTownHandler::getAllowedFactions(bool withTown) const
  782. {
  783. if (withTown)
  784. return getDefaultAllowed();
  785. std::set<FactionID> result;
  786. for(const auto & town : objects)
  787. result.insert(town->getId());
  788. return result;
  789. }
  790. const std::vector<std::string> & CTownHandler::getTypeNames() const
  791. {
  792. static const std::vector<std::string> typeNames = { "faction", "town" };
  793. return typeNames;
  794. }
  795. VCMI_LIB_NAMESPACE_END