| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197 |
- #include "StdInc.h"
- #include "CTownHandler.h"
- #include "CLodHandler.h"
- #include "../lib/VCMI_Lib.h"
- #include "CGeneralTextHandler.h"
- #include "../lib/JsonNode.h"
- #include "GameConstants.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
- *
- */
- CTownHandler::CTownHandler()
- {
- VLC->townh = this;
- }
- CTownHandler::~CTownHandler()
- {
- for( std::vector<std::map<int, Structure*> >::iterator i= structures.begin(); i!=structures.end(); i++)
- for( std::map<int, Structure*>::iterator j = i->begin(); j!=i->end(); j++)
- delete j->second;
- }
- void CTownHandler::loadStructures()
- {
- int townID;
- for (townID=0; townID<GameConstants::F_NUMBER; townID++)
- {
- CTown town;
- town.typeID=townID;
- town.bonus=towns.size();
- if (town.bonus==8) town.bonus=3;
- towns.push_back(town);
- }
- for(int x=0;x<towns.size();x++) {
- /* There is actually 8 basic creatures, but we ignore the 8th
- * entry for now */
- towns[x].basicCreatures.resize(7);
- towns[x].upgradedCreatures.resize(7);
- }
- structures.resize(GameConstants::F_NUMBER);
- // read city properties
- const JsonNode config(GameConstants::DATA_DIR + "/config/buildings.json");
- // Iterate for each city type
- townID = 0;
- BOOST_FOREACH(const JsonNode &town_node, config["town_type"].Vector()) {
- int level;
- std::map<int, Structure*> &town = structures[townID];
- // Read buildings coordinates for that city
- BOOST_FOREACH(const JsonNode &node, town_node["defnames"].Vector()) {
- Structure *vinya = new Structure;
- const JsonNode *value;
- vinya->group = -1;
- vinya->townID = townID;
- vinya->ID = node["id"].Float();
- vinya->defName = node["defname"].String();
- vinya->name = vinya->defName; //TODO - use normal names
- vinya->pos.x = node["x"].Float();
- vinya->pos.y = node["y"].Float();
- vinya->pos.z = 0;
-
- value = &node["border"];
- if (!value->isNull())
- vinya->borderName = value->String();
- value = &node["area"];
- if (!value->isNull())
- vinya->areaName = value->String();
- town[vinya->ID] = vinya;
- }
- // Read buildings blit order for that city
- int itr = 1;
- BOOST_FOREACH(const JsonNode &node, town_node["blit_order"].Vector()) {
- int buildingID = node.Float();
- /* Find the building and set its order. */
- std::map<int, Structure*>::iterator i2 = town.find(buildingID);
- if (i2 != (town.end()))
- i2->second->pos.z = itr++;
- else
- tlog3 << "Warning1: No building " << buildingID << " in the castle " << townID << std::endl;
- }
- // Read basic creatures belonging to that city
- level = 0;
- BOOST_FOREACH(const JsonNode &node, town_node["creatures_basic"].Vector()) {
- // This if ignores the 8th field (WoG creature)
- if (level < towns[townID].basicCreatures.size())
- towns[townID].basicCreatures[level] = node.Float();
- level ++;
- }
- // Read upgraded creatures belonging to that city
- level = 0;
- BOOST_FOREACH(const JsonNode &node, town_node["creatures_upgraded"].Vector()) {
- towns[townID].upgradedCreatures[level] = node.Float();
- level ++;
- }
- // Horde building creature level
- level = 0;
- BOOST_FOREACH(const JsonNode &node, town_node["horde"].Vector()) {
- towns[townID].hordeLvl[level] = node.Float();
- level ++;
- }
- // Buildings dependencies. Which building depend on which other building.
- requirements.resize(GameConstants::F_NUMBER);
- BOOST_FOREACH(const JsonNode &node, town_node["building_requirements"].Vector()) {
- std::set<int> &requires = requirements[townID][node["id"].Float()];
- BOOST_FOREACH(const JsonNode &building, node["requires"].Vector()) {
- requires.insert(building.Float());
- }
- }
- // Misc.
- towns[townID].mageLevel = town_node["mage_guild"].Float();
- towns[townID].primaryRes = town_node["primary_resource"].Float();
- towns[townID].warMachine = town_node["war_machine"].Float();
- townID ++;
- }
- int group_num=0;
- // Iterate for each city
- BOOST_FOREACH(const JsonNode &town_node, config["town_groups"].Vector()) {
- townID = town_node["id"].Float();
- // Iterate for each group for that city
- BOOST_FOREACH(const JsonNode &group, town_node["groups"].Vector()) {
- group_num ++;
-
- // Iterate for each bulding value in the group
- BOOST_FOREACH(const JsonNode &value, group.Vector()) {
- int buildingID = value.Float();
- std::vector<std::map<int, Structure*> >::iterator i;
- std::map<int, Structure*>::iterator i2;
- if (townID >= 0) {
- if ((i = structures.begin() + townID) != structures.end()) {
- if ((i2=(i->find(buildingID)))!=(i->end()))
- i2->second->group = group_num;
- else
- tlog3 << "Warning3: No building "<<buildingID<<" in the castle "<<townID<<std::endl;
- }
- else
- tlog3 << "Warning3: Castle "<<townID<<" not defined."<<std::endl;
- } else {
- // Set group for selected building in ALL castles
- for (i=structures.begin();i!=structures.end();i++) {
- for(i2=i->begin(); i2!=i->end(); i2++) {
- if(i2->first == buildingID) {
- i2->second->group = group_num;
- break;
- }
- }
- }
- }
- }
- }
- }
- }
- const std::string & CTown::Name() const
- {
- if(name.length())
- return name;
- else
- return VLC->generaltexth->townTypes[typeID];
- }
- const std::vector<std::string> & CTown::Names() const
- {
- if(names.size())
- return names;
- else
- return VLC->generaltexth->townNames[typeID];
- }
|