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- /*
- * 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
- *
- */
- #pragma once
- #include "ConstTransitivePtr.h"
- #include "ResourceSet.h"
- #include "int3.h"
- #include "GameConstants.h"
- #include "IHandlerBase.h"
- #include "LogicalExpression.h"
- #include "battle/BattleHex.h"
- class CLegacyConfigParser;
- class JsonNode;
- class CTown;
- class CFaction;
- struct BattleHex;
- /// 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:
- typedef LogicalExpression<BuildingID> TRequired;
- CTown * town; // town this building belongs to
- TResources resources;
- TResources produce;
- TRequired requirements;
- std::string identifier;
- BuildingID bid; //structure ID
- 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;
- CBuilding();
- 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 & identifier;
- h & town;
- h & bid;
- h & resources;
- h & produce;
- h & name;
- h & description;
- h & requirements;
- h & upgrade;
- h & 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"
- int3 pos;
- std::string defName, borderName, areaName, identifier;
- bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & pos;
- h & defName;
- h & borderName;
- h & areaName;
- h & identifier;
- h & building;
- h & buildable;
- h & hiddenUpgrade;
- }
- };
- 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;
- h & x;
- h & y;
- h & whenUncovered;
- h & filename;
- }
- };
- class DLL_LINKAGE CFaction
- {
- public:
- CFaction();
- ~CFaction();
- std::string name; //town name, by default - from TownName.txt
- std::string identifier;
- TFaction index;
- ETerrainType nativeTerrain;
- EAlignment::EAlignment alignment;
- CTown * town; //NOTE: can be null
- std::string creatureBg120;
- std::string creatureBg130;
- std::vector<SPuzzleInfo> puzzleMap;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & name;
- h & identifier;
- h & index;
- h & nativeTerrain;
- h & alignment;
- h & town;
- h & creatureBg120;
- h & creatureBg130;
- h & puzzleMap;
- }
- };
- class DLL_LINKAGE CTown
- {
- public:
- CTown();
- ~CTown();
- // TODO: remove once save and mod compatability not needed
- static std::vector<BattleHex> defaultMoatHexes();
- std::string getFactionName() const;
- std::string getBuildingScope() const;
- std::set<si32> getAllBuildings() const;
- CFaction * faction;
- 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;
- std::map<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 favor 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;
- std::vector<BattleHex> moatHexes;
- // default chance for hero of specific class to appear in tavern, if field "tavern" was not set
- // resulting chance = sqrt(town.chance * heroClass.chance)
- ui32 defaultTavernChance;
- // 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;
- h & y;
- }
- };
- //icons [fort is present?][build limit reached?] -> index of icon in def files
- int icons[2][2];
- std::string iconSmall[2][2]; /// icon names used during loading
- std::string iconLarge[2][2];
- std::string tavernVideo;
- std::string musicTheme;
- std::string townBackground;
- std::string guildBackground;
- 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 siegePrefix;
- std::vector<Point> siegePositions;
- CreatureID siegeShooter; // shooter creature ID
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & icons;
- h & iconSmall;
- h & iconLarge;
- h & tavernVideo;
- h & musicTheme;
- h & townBackground;
- h & guildBackground;
- h & guildWindow;
- h & buildingsIcons;
- h & hallBackground;
- h & hallSlots;
- h & structures;
- h & siegePrefix;
- h & siegePositions;
- h & siegeShooter;
- }
- } clientInfo;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & names;
- h & faction;
- h & creatures;
- h & dwellings;
- h & dwellingNames;
- h & buildings;
- h & hordeLvl;
- h & mageLevel;
- h & primaryRes;
- h & warMachine;
- h & clientInfo;
- h & moatDamage;
- if(version >= 758)
- {
- h & moatHexes;
- }
- else if(!h.saving)
- {
- moatHexes = defaultMoatHexes();
- }
- h & defaultTavernChance;
- }
- };
- class DLL_LINKAGE CTownHandler : public IHandlerBase
- {
- struct BuildingRequirementsHelper
- {
- JsonNode json;
- CBuilding * building;
- CTown * town;
- };
- std::vector<BuildingRequirementsHelper> requirementsToLoad;
- void initializeRequirements();
- /// loads CBuilding's into town
- void loadBuildingRequirements(CBuilding * building, const JsonNode & source);
- void loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source);
- void loadBuildings(CTown * town, const JsonNode & source);
- /// loads CStructure's into town
- void loadStructure(CTown &town, const std::string & stringID, 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);
- CFaction * loadFromJson(const JsonNode & data, const std::string & identifier);
- void loadRandomFaction();
- public:
- std::vector<ConstTransitivePtr<CFaction> > factions;
- CTown * randomTown;
- CTownHandler(); //c-tor, set pointer in VLC to this
- ~CTownHandler();
- std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
- void loadCustom() override;
- void afterLoadFinalization() override;
- std::vector<bool> getDefaultAllowed() const override;
- std::set<TFaction> getAllowedFactions(bool withTown = true) const;
- //json serialization helper
- static si32 decodeFaction(const std::string & identifier);
- //json serialization helper
- static std::string encodeFaction(const si32 index);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & factions;
- if(version >= 770)
- {
- h & randomTown;
- }
- else if(!h.saving)
- {
- loadRandomFaction();
- }
- }
- };
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