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- #pragma once
- #include "ConstTransitivePtr.h"
- #include "ResourceSet.h"
- #include "int3.h"
- #include "GameConstants.h"
- /*
- * CTownHandler.h, 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
- *
- */
- class CLegacyConfigParser;
- class JsonNode;
- /// a typical building encountered in every castle ;]
- /// this is structure available to both client and server
- /// contains all mechanics-related data about town structures
- class DLL_LINKAGE CBuilding
- {
- std::string name;
- std::string description;
- public:
- TFaction tid; //town ID
- BuildingID bid; //structure ID
- TResources resources;
- std::set<BuildingID> requirements; /// set of required buildings, includes upgradeOf;
- BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
- enum EBuildMode
- {
- BUILD_NORMAL, // 0 - normal, default
- BUILD_AUTO, // 1 - auto - building appears when all requirements are built
- BUILD_SPECIAL, // 2 - special - building can not be built normally
- BUILD_GRAIL // 3 - grail - building reqires grail to be built
- } mode;
- const std::string &Name() const;
- const std::string &Description() const;
- //return base of upgrade(s) or this
- BuildingID getBase() const;
- // returns how many times build has to be upgraded to become build
- si32 getDistance(BuildingID build) const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & bid & resources & name & description & requirements & upgrade & mode;
- }
- friend class CTownHandler;
- };
- /// This is structure used only by client
- /// Consists of all gui-related data about town structures
- /// Should be moved from lib to client
- struct DLL_LINKAGE CStructure
- {
- CBuilding * building; // base building. If null - this structure will be always present on screen
- CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
- bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
- int3 pos;
- std::string defName, borderName, areaName;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos & defName & borderName & areaName & building & buildable;
- }
- };
- class DLL_LINKAGE CTown
- {
- public:
- TFaction typeID;//same as CFaction::factionID
- std::vector<std::string> names; //names of the town instances
- /// level -> list of creatures on this tier
- // TODO: replace with pointers to CCreature
- std::vector<std::vector<CreatureID> > creatures;
- bmap<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
- std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
- std::vector<std::string> dwellingNames;
- // should be removed at least from configs in favour of auto-detection
- std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
- ui32 mageLevel; //max available mage guild level
- ui16 primaryRes;
- ArtifactID warMachine;
- si32 moatDamage;
- // Client-only data. Should be moved away from lib
- struct ClientInfo
- {
- struct Point
- {
- si32 x;
- si32 y;
- template <typename Handler> void serialize(Handler &h, const int version)
- { h & x & y; }
- };
- //icons [fort is present?][build limit reached?] -> index of icon in def files
- int icons[2][2];
- std::string musicTheme;
- std::string townBackground;
- std::string guildWindow;
- std::string buildingsIcons;
- std::string hallBackground;
- /// vector[row][column] = list of buildings in this slot
- std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
- /// list of town screen structures.
- /// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
- std::vector<ConstTransitivePtr<CStructure> > structures;
- std::string advMapVillage;
- std::string advMapCastle;
- std::string advMapCapitol;
- std::string siegePrefix;
- std::vector<Point> siegePositions;
- CreatureID siegeShooter; // shooter creature ID
- si32 siegeShooterCropHeight; //trim height for shooters in turrets
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & icons & musicTheme & townBackground & guildWindow & buildingsIcons & hallBackground & hallSlots & structures;
- h & advMapVillage & advMapCastle & advMapCapitol;
- h & siegePrefix & siegePositions & siegeShooter & siegeShooterCropHeight;
- }
- } clientInfo;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & names & typeID & creatures & dwellings & dwellingNames & buildings & hordeLvl & mageLevel
- & primaryRes & warMachine & clientInfo & moatDamage;
- }
- };
- struct DLL_LINKAGE SPuzzleInfo
- {
- ui16 number; //type of puzzle
- si16 x, y; //position
- ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
- std::string filename; //file with graphic of this puzzle
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & number & x & y & whenUncovered & filename;
- }
- };
- class CFaction
- {
- public:
- std::string name; //town name, by default - from TownName.txt
- TFaction factionID;
- ETerrainType nativeTerrain;
- EAlignment::EAlignment alignment;
- CreatureID commander;
- std::string creatureBg120;
- std::string creatureBg130;
- std::vector<SPuzzleInfo> puzzleMap;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & name & factionID & nativeTerrain & creatureBg120 & creatureBg130 & puzzleMap;
- }
- };
- class DLL_LINKAGE CTownHandler
- {
- /// loads CBuilding's into town
- void loadBuilding(CTown &town, const JsonNode & source);
- void loadBuildings(CTown &town, const JsonNode & source);
- /// loads CStructure's into town
- void loadStructure(CTown &town, const JsonNode & source);
- void loadStructures(CTown &town, const JsonNode & source);
- /// loads town hall vector (hallSlots)
- void loadTownHall(CTown &town, const JsonNode & source);
- void loadSiegeScreen(CTown &town, const JsonNode & source);
- void loadClientData(CTown &town, const JsonNode & source);
- void loadTown(CTown &town, const JsonNode & source);
- void loadPuzzle(CFaction & faction, const JsonNode & source);
- /// load all available data from h3 txt(s) into json structure using format similar to vcmi configs
- /// returns 2d array [townID] [buildID] of buildings
- void loadLegacyData(JsonNode & dest);
- public:
- std::map<TFaction, CTown> towns;
- std::map<TFaction, CFaction> factions;
- CTownHandler(); //c-tor, set pointer in VLC to this
- /// main loading function for mods, accepts merged JSON source and add all entries from it into game
- /// all entries in JSON should be checked for validness before using this function
- void load(std::string townID, const JsonNode & source);
- /// "entry point" for loading of OH3 town.
- /// reads legacy txt's from H3 + vcmi json, merges them
- /// and loads resulting structure to game using loadTowns method
- void load();
- /**
- * Gets a list of default allowed factions. OH3 factions are in the range of 0 to 8.
- *
- * TODO Proposal for town modding: Replace faction id with a unique machine readable town name
- * and create a JSON config file or merge it with other configs which describes which
- * towns can be used for random map generation / map editor(default map settings).
- *
- * @return a list of allowed factions, the index which is unique is the faction id
- */
- std::set<TFaction> getDefaultAllowedFactions() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & towns & factions;
- }
- };
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