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vcmi/hch/CCreatureHandler.cpp

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#define VCMI_DLL
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#include "../stdafx.h"
#include "CCreatureHandler.h"
#include "CLodHandler.h"
#include <sstream>
#include <boost/assign/std/set.hpp>
#include <boost/assign/std/vector.hpp>
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#include <boost/assign/list_of.hpp>
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/find.hpp>
#include <boost/algorithm/string/replace.hpp>
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#include "../lib/VCMI_Lib.h"
using namespace boost::assign;
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extern CLodHandler * bitmaph;
/*
* CCreatureHandler.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
*
*/
static std::vector<int> getMindSpells()
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{
std::vector<int> ret;
ret.push_back(50); //sorrow
ret.push_back(59); //berserk
ret.push_back(60); //hypnotize
ret.push_back(61); //forgetfulness
return ret;
}
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CCreatureHandler::CCreatureHandler()
{
VLC->creh = this;
}
int CCreature::getQuantityID(const int & quantity)
{
if (quantity<5)
return 0;
if (quantity<10)
return 1;
if (quantity<20)
return 2;
if (quantity<50)
return 3;
if (quantity<100)
return 4;
if (quantity<250)
return 5;
if (quantity<500)
return 5;
if (quantity<1000)
return 6;
if (quantity<4000)
return 7;
return 8;
}
bool CCreature::isDoubleWide() const
{
return vstd::contains(abilities, StackFeature::DOUBLE_WIDE);
}
bool CCreature::isFlying() const
{
return vstd::contains(abilities, StackFeature::FLYING);
}
bool CCreature::isShooting() const
{
return vstd::contains(abilities, StackFeature::SHOOTER);
}
bool CCreature::isUndead() const
{
return vstd::contains(abilities, StackFeature::UNDEAD);
}
si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
{
int ret = 2147483645;
int resAmnt = std::min(res.size(),cost.size());
for(int i=0;i<resAmnt;i++)
if(cost[i])
ret = std::min(ret,(int)(res[i]/cost[i]));
return ret;
}
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int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
{
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
std::string tmp = buf.substr(befi, i-befi);
int ret = atoi(buf.substr(befi, i-befi).c_str());
++i;
return ret;
}
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float readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
{
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
std::string tmp = buf.substr(befi, i-befi);
float ret = atof(buf.substr(befi, i-befi).c_str());
++i;
return ret;
}
void CCreatureHandler::loadCreatures()
{
notUsedMonsters += 122,124,126,128,145,146,147,148,149,160,161,162,163,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191;
tlog5 << "\t\tReading config/cr_abils.txt and ZCRTRAIT.TXT" << std::endl;
bool useCreAbilsFromZCRTRAIT = true;
////////////reading cr_abils.txt ///////////////////
std::ifstream abils("config" PATHSEPARATOR "cr_abils.txt", std::ios::in | std::ios::binary); //this file is not in lod
const int MAX_LINE_SIZE = 1000;
char abilLine[MAX_LINE_SIZE+1];
for(int i=0; i<5; ++i) //removing 5 comment lines
{
abils.getline(abilLine, MAX_LINE_SIZE);
}
//reading first line (determining if we should use creature abilities from ZCRTRAIT.TXT)
abils.getline(abilLine, MAX_LINE_SIZE);
useCreAbilsFromZCRTRAIT = atoi(abilLine);
////////////reading ZCRTRAIT.TXT ///////////////////
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std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
int andame = buf.size();
int i=0; //buf iterator
int hmcr=0;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==2)
break;
}
i+=2;
while(i<buf.size())
{
CCreature ncre;
ncre.cost.resize(RESOURCE_QUANTITY);
ncre.level=0;
ncre.sounds.attack = soundBase::invalid;
ncre.sounds.defend = soundBase::invalid;
ncre.sounds.killed = soundBase::invalid;
ncre.sounds.move = soundBase::invalid;
ncre.sounds.shoot = soundBase::invalid;
ncre.sounds.wince = soundBase::invalid;
ncre.sounds.ext1 = soundBase::invalid;
ncre.sounds.ext2 = soundBase::invalid;
ncre.sounds.startMoving = soundBase::invalid;
ncre.sounds.endMoving = soundBase::invalid;
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.nameSing = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.namePl = buf.substr(befi, i-befi);
++i;
for(int v=0; v<7; ++v)
{
ncre.cost[v] = readNumber(befi, i, andame, buf);
}
ncre.fightValue = readNumber(befi, i, andame, buf);
ncre.AIValue = readNumber(befi, i, andame, buf);
ncre.growth = readNumber(befi, i, andame, buf);
ncre.hordeGrowth = readNumber(befi, i, andame, buf);
ncre.hitPoints = readNumber(befi, i, andame, buf);
ncre.speed = readNumber(befi, i, andame, buf);
ncre.attack = readNumber(befi, i, andame, buf);
ncre.defence = readNumber(befi, i, andame, buf);
ncre.damageMin = readNumber(befi, i, andame, buf);
ncre.damageMax = readNumber(befi, i, andame, buf);
ncre.shots = readNumber(befi, i, andame, buf);
ncre.spells = readNumber(befi, i, andame, buf);
ncre.ammMin = readNumber(befi, i, andame, buf);
ncre.ammMax = readNumber(befi, i, andame, buf);
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.abilityText = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
ncre.abilityRefs = buf.substr(befi, i-befi);
i+=2;
if(useCreAbilsFromZCRTRAIT)
{ //adding abilities from ZCRTRAIT.TXT
if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::FLYING, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::SHOOTER, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::SIEGE_WEAPON, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::ADDITIONAL_ATTACK, 1));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::UNDEAD, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::NO_MELEE_PENALTY, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::JOUSTING, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::RAISING_MORALE, 1));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::ENEMY_MORALE_DECREASING, 1));
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::KING1, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::KING2, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::KING3, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::NO_WALL_PENALTY, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::CATAPULT, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::ATTACKS_ALL_ADAJCENT, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
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{
std::vector<int> mindSpells = getMindSpells();
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[40].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //giants are immune to mind spells
}
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}
if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::FIRE_IMMUNITY, 0));
if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
ncre.abilities.push_back(makeCreatureAbility(StackFeature::TWO_HEX_ATTACK_BREATH, 0));
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}
if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
{
ncre.idNumber = creatures.size();
creatures.push_back(ncre);
}
}
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// Map types names
#define VCMI_CREATURE_ABILITY_NAME(x) ( #x, StackFeature::x )
std::map<std::string, int> type_list = map_list_of VCMI_CREATURE_ABILITY_LIST;
#undef VCMI_CREATURE_ABILITY_NAME
////second part of reading cr_abils.txt////
bool contReading = true;
while(contReading) //main reading loop
{
abils.getline(abilLine, MAX_LINE_SIZE);
std::istringstream reader(abilLine);
char command;
reader >> command;
switch(command)
{
case '+': //add new ability
{
int creatureID;
StackFeature nsf;
si32 buf;
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std::string type;
reader >> creatureID;
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reader >> type;
std::map<std::string, int>::iterator it = type_list.find(type);
if (it == type_list.end()) {
tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
break;
}
nsf.type = it->second;
reader >> buf; nsf.value = buf;
reader >> buf; nsf.subtype = buf;
reader >> buf; nsf.additionalInfo = buf;
nsf.source = StackFeature::CREATURE_ABILITY;
nsf.duration = StackFeature::WHOLE_BATTLE;
nsf.turnsRemain = 0;
creatures[creatureID].abilities += nsf;
break;
}
case '-': //remove ability
{
int creatureID;
ui32 type;
reader >> creatureID;
reader >> type;
StackFeature::ECombatFeatures ecf = static_cast<StackFeature::ECombatFeatures>(type);
creatures[creatureID].abilities -= ecf;
break;
}
case '0': //end reading
{
contReading = false;
break;
}
default: //invalid command
{
tlog1 << "Parse error in file config/cr_abils.txt" << std::endl;
break;
}
}
}
abils.close();
tlog5 << "\t\tReading config/crerefnam.txt" << std::endl;
//loading reference names
std::ifstream ifs("config/crerefnam.txt");
int tempi;
std::string temps;
for (;;)
{
ifs >> tempi >> temps;
if (tempi>=creatures.size())
break;
boost::assign::insert(nameToID)(temps,tempi);
creatures[tempi].nameRef=temps;
}
ifs.close();
ifs.clear();
for(int i=1;i<=10;i++)
levelCreatures.insert(std::pair<int,std::vector<CCreature*> >(i,std::vector<CCreature*>()));
tlog5 << "\t\tReading config/monsters.txt" << std::endl;
ifs.open("config/monsters.txt");
{
while(!ifs.eof())
{
int id, lvl;
ifs >> id >> lvl;
if(lvl>0)
{
creatures[id].level = lvl;
levelCreatures[lvl].push_back(&(creatures[id]));
}
}
}
ifs.close();
ifs.clear();
tlog5 << "\t\tReading config/cr_factions.txt" << std::endl;
ifs.open("config/cr_factions.txt");
while(!ifs.eof())
{
int id, fact;
ifs >> id >> fact;
creatures[id].faction = fact;
}
ifs.close();
ifs.clear();
tlog5 << "\t\tReading config/cr_upgrade_list.txt" << std::endl;
ifs.open("config/cr_upgrade_list.txt");
while(!ifs.eof())
{
int id, up;
ifs >> id >> up;
creatures[id].upgrades.insert(up);
}
ifs.close();
ifs.clear();
//loading unit animation def names
tlog5 << "\t\tReading config/CREDEFS.TXT" << std::endl;
std::ifstream inp("config/CREDEFS.TXT", std::ios::in | std::ios::binary); //this file is not in lod
inp.seekg(0,std::ios::end); // na koniec
int andame2 = inp.tellg(); // read length
inp.seekg(0,std::ios::beg); // wracamy na poczatek
char * bufor = new char[andame2+1]; // allocate memory
inp.read((char*)bufor, andame2); // read map file to buffer
inp.close();
bufor[andame2] = 0;
buf = std::string(bufor);
delete [] bufor;
i = 0; //buf iterator
hmcr = 0;
for(i; i<andame2; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
tlog5 << "We have "<<creatures.size() << " creatures\n";
for(int s=0; s<creatures.size(); ++s)
{
//tlog5 <<"\t\t\t" << s <<". Reading defname. \n";
int befi=i;
std::string rub;
for(i; i<andame2; ++i)
{
if(buf[i]==' ')
break;
}
rub = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame2; ++i)
{
if(buf[i]=='\r')
break;
}
std::string defName = buf.substr(befi, i-befi);
creatures[s].animDefName = defName;
}
tlog5 << "\t\tReading CRANIM.TXT.txt" << std::endl;
loadAnimationInfo();
//loading id to projectile mapping
tlog5 << "\t\tReading config/cr_shots.txt" << std::endl;
std::ifstream inp2("config" PATHSEPARATOR "cr_shots.txt", std::ios::in | std::ios::binary); //this file is not in lod
char dump [200];
inp2.getline(dump, 200);
while(true)
{
int id;
std::string name;
bool spin;
inp2>>id;
if(id == -1)
break;
inp2>>name;
idToProjectile[id] = name;
inp2>>spin;
idToProjectileSpin[id] = spin;
}
inp2.close();
//TODO: create a tidy configuration file to control fixing unit abilities
/* creatures[115].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//water elemental should be treated as double-wide
creatures[123].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//ice elemental should be treated as double-wide
creatures[140].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//boar should be treated as double-wide
creatures[142].abilities.push_back(makeCreatureAbility(StackFeature::DOUBLE_WIDE, 0));//nomads should be treated as double-wide
creatures[46].abilities -= StackFeature::FLYING; //hell hound
creatures[47].abilities -= StackFeature::FLYING; //cerberus
*/
creatures[52].abilities += makeCreatureAbility(StackFeature::FLYING, 0); //Efreeti
creatures[53].abilities += makeCreatureAbility(StackFeature::FLYING, 0); //Efreet Sultan
creatures[47].abilities += makeCreatureAbility(StackFeature::THREE_HEADED_ATTACK, 0); //cerberus
creatures[87].abilities += makeCreatureAbility(StackFeature::ADDITIONAL_ATTACK, 1); //wolf raider
creatures[147].abilities += makeCreatureAbility(StackFeature::NOT_ACTIVE, 0); //First Aid Tent //TODO: remove when support is added
creatures[148].abilities += makeCreatureAbility(StackFeature::NOT_ACTIVE, 0); //Ammo Cart
creatures[120].abilities -= StackFeature::DOUBLE_WIDE; //psychic elemental
creatures[121].abilities -= StackFeature::DOUBLE_WIDE; //magic elemental
creatures[0].abilities += makeCreatureAbility(StackFeature::CHARGE_IMMUNITY, 0); //pikeman immunity to Champion charge bonus
creatures[1].abilities += makeCreatureAbility(StackFeature::CHARGE_IMMUNITY, 0); //halberdier immunity to Champion charge bonus
creatures[4].abilities += makeCreatureAbility(StackFeature::ADDITIONAL_RETAILATION, 1); //griffins retailate twice
creatures[5].abilities += makeCreatureAbility(StackFeature::UNLIMITED_RETAILATIONS, 0); //royal griffins retailate always
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creatures[12].abilities += makeCreatureAbility(StackFeature::HATE, 0, 54); //angels hate devils
creatures[12].abilities += makeCreatureAbility(StackFeature::HATE, 0, 55); //angels hate archdevils
creatures[13].abilities += makeCreatureAbility(StackFeature::HATE, 0, 54); //archangels hate devils
creatures[13].abilities += makeCreatureAbility(StackFeature::HATE, 0, 55); //archangels hate arch
creatures[13].abilities += makeCreatureAbility(StackFeature::SPELLCASTER, 0, 38); //archangels cast resurrection
creatures[16].abilities += makeCreatureAbility(StackFeature::MAGIC_RESISTANCE, 20); //dwarf's magic resistance 20%
creatures[17].abilities += makeCreatureAbility(StackFeature::MAGIC_RESISTANCE, 40); //battle dwarf's magic resistance 40%
creatures[20].abilities += makeCreatureAbility(StackFeature::CHANGES_SPELL_COST_FOR_ENEMY, 2); //pegasus makes spell cost higher for enemy mage
creatures[21].abilities += makeCreatureAbility(StackFeature::CHANGES_SPELL_COST_FOR_ENEMY, 2); //silver pegasus makes spell cost higher for enemy mage
creatures[22].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 72, 100); //dendroids cast bind
creatures[23].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 72, 100); //dendroid guards cast bind
creatures[24].abilities += makeCreatureAbility(StackFeature::SPELL_RESISTANCE_AURA, 0, 55); //unicorn
creatures[25].abilities += makeCreatureAbility(StackFeature::SPELL_RESISTANCE_AURA, 0, 55); //war unicorn
creatures[24].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 62, 100); //unicorns cast blind with 20% probability
creatures[25].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 62, 100); //war unicorns cast blind with 20% probability
creatures[26].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 3); //green dragon's spell immunity
creatures[27].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 4); //gold dragon's spell immunity
creatures[26].abilities += makeCreatureAbility(StackFeature::TWO_HEX_ATTACK_BREATH, 0); //green dragon's breath
creatures[27].abilities += makeCreatureAbility(StackFeature::TWO_HEX_ATTACK_BREATH, 0); //gold dragon's breath
creatures[30].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //stone gargoyles are non-living
creatures[31].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //obsidian gargoyles are non-living
creatures[32].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //stone golems are non-living
creatures[33].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //iron golems are non-living
creatures[32].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 50, -1); //stone golems reduce dmg from spells
creatures[33].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 75, -1); //iron golems reduce dmg from spells
creatures[34].abilities += makeCreatureAbility(StackFeature::CHANGES_SPELL_COST_FOR_ALLY, -2); //mages reduce spell cost
creatures[35].abilities += makeCreatureAbility(StackFeature::CHANGES_SPELL_COST_FOR_ALLY, -2); //archmages reduce spell cost
creatures[36].abilities += makeCreatureAbility(StackFeature::HATE, 0, 52); //genies hate efreets
creatures[36].abilities += makeCreatureAbility(StackFeature::HATE, 0, 53); //genies hate efreet sultans
creatures[37].abilities += makeCreatureAbility(StackFeature::HATE, 0, 52); //master genies hate efreets
creatures[37].abilities += makeCreatureAbility(StackFeature::HATE, 0, 53); //master genies hate efreet sultans
creatures[37].abilities += makeCreatureAbility(StackFeature::RANDOM_GENIE_SPELLCASTER, 0); //master genies cast spells
creatures[38].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //nagas block retailation
creatures[39].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //naga queens block retailation
std::vector<int> mindSpells = getMindSpells();
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[40].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //giants are immune to mind spells
}
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[41].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //titans are immune to mind spells
}
creatures[41].abilities += makeCreatureAbility(StackFeature::HATE, 0, 83); //titans hate black dragons
creatures[43].abilities += makeCreatureAbility(StackFeature::MANA_CHANNELING, 20); //familiars
creatures[45].abilities += makeCreatureAbility(StackFeature::SPELL_LIKE_ATTACK, 21); //magogs fire with fireballs
creatures[47].abilities += makeCreatureAbility(StackFeature::THREE_HEADED_ATTACK, 0); //creberus
creatures[47].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //cerberus
creatures[51].abilities += makeCreatureAbility(StackFeature::DEAMON_SUMMONING, 0, 52); //pit lord
creatures[52].abilities += makeCreatureAbility(StackFeature::FIRE_IMMUNITY, 0); //efreeti
creatures[52].abilities += makeCreatureAbility(StackFeature::HATE, 0, 36); //efreeti hate genies
creatures[52].abilities += makeCreatureAbility(StackFeature::HATE, 0, 37); //efreeti hate master genies
creatures[53].abilities += makeCreatureAbility(StackFeature::FIRE_IMMUNITY, 0); //efreet sultan
creatures[53].abilities += makeCreatureAbility(StackFeature::HATE, 0, 36); //efreet sultans hate genies
creatures[53].abilities += makeCreatureAbility(StackFeature::HATE, 0, 37); //efreet sultans hate master genies
creatures[53].abilities += makeCreatureAbility(StackFeature::FIRE_SHIELD, 0, 36); //efreet sultans
creatures[54].abilities += makeCreatureAbility(StackFeature::ENEMY_LUCK_DECREASING, -1); //devils
creatures[54].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //devils
creatures[54].abilities += makeCreatureAbility(StackFeature::HATE, 0, 12); //devils hate angels
creatures[54].abilities += makeCreatureAbility(StackFeature::HATE, 0, 13); //devils hate archangles
creatures[55].abilities += makeCreatureAbility(StackFeature::ENEMY_LUCK_DECREASING, -1); //archdevils
creatures[55].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //archdevils
creatures[55].abilities += makeCreatureAbility(StackFeature::HATE, 0, 12); //archdevils hate angels
creatures[55].abilities += makeCreatureAbility(StackFeature::HATE, 0, 13); //archdevils hate archangles
creatures[60].abilities += makeCreatureAbility(StackFeature::REGENERATION, 0); //wight
creatures[61].abilities += makeCreatureAbility(StackFeature::REGENERATION, 0); //wraith
creatures[61].abilities += makeCreatureAbility(StackFeature::MANA_DRAIN, 2); //wraith
creatures[62].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //vampires
creatures[63].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //vampire lords
creatures[63].abilities += makeCreatureAbility(StackFeature::LIFE_DRAIN, 0); //vampire lords
creatures[64].abilities += makeCreatureAbility(StackFeature::SPELL_LIKE_ATTACK, 76); //liches
creatures[65].abilities += makeCreatureAbility(StackFeature::SPELL_LIKE_ATTACK, 76); //power liches
creatures[66].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 42, 20); //black knights
creatures[67].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 42, 20); //dread knights
creatures[67].abilities += makeCreatureAbility(StackFeature::DOUBLE_DAMAGE_CHANCE, 20); //vampire lords
creatures[68].abilities += makeCreatureAbility(StackFeature::ENEMY_MORALE_DECREASING, -1); //bone dragon
creatures[69].abilities += makeCreatureAbility(StackFeature::ENEMY_MORALE_DECREASING, -1); //ghost dragon
creatures[69].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 75, 20); //ghost dragon
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creatures[70].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 62); //troglodytes are immune to blind
creatures[71].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 62); //infernal troglodytes are immune to blind
creatures[72].abilities += makeCreatureAbility(StackFeature::RETURN_AFTER_STRIKE, 0); //Harpies return after attack
creatures[73].abilities += makeCreatureAbility(StackFeature::RETURN_AFTER_STRIKE, 0); //Harpy Hags return after attack
creatures[73].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //Harpy Hags
creatures[76].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 70, 20 + 200); //medusas
creatures[77].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 70, 20 + 200); //medusa queens
creatures[78].abilities += makeCreatureAbility(StackFeature::SELF_MORALE, 0); //minotaurs
creatures[79].abilities += makeCreatureAbility(StackFeature::SELF_MORALE, 0); //minotaur kings
creatures[81].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 74, 20); //scorpicore
creatures[82].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 3); //red dragon's spell immunity
creatures[83].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 5); //black dragon's spell immunity
creatures[91].abilities += makeCreatureAbility(StackFeature::SPELLCASTER, 2, 43, 6); //ogre magi cast bloodlust
creatures[93].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 77, 20); //thunderbirds
creatures[96].abilities += makeCreatureAbility(StackFeature::ENEMY_DEFENCE_REDUCTION, 40); //behemots
creatures[97].abilities += makeCreatureAbility(StackFeature::ENEMY_DEFENCE_REDUCTION, 80); //ancient behemots
creatures[103].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 79, 10); //mighty gorgons
creatures[104].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 78, 100); //serpent fly
creatures[105].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 78, 100); //dragon fly
creatures[105].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 45, 100); //mighty gorgons
creatures[106].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 70, 20); //basilisks
creatures[107].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 70, 20); //greater basilisks
creatures[109].abilities += makeCreatureAbility(StackFeature::SPELL_AFTER_ATTACK, 0, 71, 20); //Wyvern Monarch
creatures[110].abilities += makeCreatureAbility(StackFeature::ATTACKS_ALL_ADAJCENT, 0); //hydras
creatures[110].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //hydras
creatures[111].abilities += makeCreatureAbility(StackFeature::ATTACKS_ALL_ADAJCENT, 0); //chaos hydras
creatures[111].abilities += makeCreatureAbility(StackFeature::BLOCKS_RETAILATION, 0); //chaos hydras
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[112].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //air elementals are immune to mind spells
}
creatures[112].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 23); //air elementals are immune to meteor shower
creatures[112].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 17); //air elementals are vulnerable to lightning bolt
creatures[112].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 19); //air elementals are vulnerable to chain lightning
creatures[112].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //air elementals are non-living
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //earth elementals are immune to mind spells
}
creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 17); //earth elementals are immune to lightning bolt
creatures[113].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 19); //earth elementals are immune to chain lightning
creatures[113].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 23); //earth elementals are vulnerable to meteor shower
creatures[113].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //earth elementals are non-living
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[114].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //fire elementals are immune to mind spells
}
creatures[114].abilities += makeCreatureAbility(StackFeature::FIRE_IMMUNITY, 0); //fire elementals are immune to fire spells
creatures[114].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 16); //fire elementals are vulnerable to ice bolt
creatures[114].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 20); //fire elementals are vulnerable to frost ring
creatures[114].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //fire elementals are non-living
for(int g=0; g<mindSpells.size(); ++g)
{
creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, mindSpells[g]); //water elementals are immune to mind spells
}
creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 16); //water elementals are immune to ice bolt
creatures[115].abilities += makeCreatureAbility(StackFeature::SPELL_IMMUNITY, 0, 20); //water elementals are immune to frost ring
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 13); //water elementals are vulnerable to fire wall
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 22); //water elementals are vulnerable to inferno
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 21); //water elementals are vulnerable to fireball
creatures[115].abilities += makeCreatureAbility(StackFeature::MORE_DAMEGE_FROM_SPELL, 100, 29); //water elementals are vulnerable to fire shield
creatures[115].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //water elementals are non-living
creatures[116].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 85, -1); //gold golems reduce dmg from spells
creatures[116].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //gold golems are non-living
creatures[117].abilities += makeCreatureAbility(StackFeature::SPELL_DAMAGE_REDUCTION, 95, -1); //diamond golems reduce dmg from spells
creatures[117].abilities += makeCreatureAbility(StackFeature::NON_LIVING, 0); //diamond golems are non-living
creatures[121].abilities += makeCreatureAbility(StackFeature::LEVEL_SPELL_IMMUNITY, 5); //magic elementals are immune to all spells
//TODO: the rest of creatures
}
void CCreatureHandler::loadAnimationInfo()
{
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std::string buf = bitmaph->getTextFile("CRANIM.TXT");
int andame = buf.size();
int i=0; //buf iterator
int hmcr=0;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==2)
break;
}
i+=2;
for(int dd=0; dd<creatures.size(); ++dd)
{
//tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
loadUnitAnimInfo(creatures[dd], buf, i);
}
return;
}
void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
{
int befi=i;
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unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
while(unit.timeBetweenFidgets == 0.0)
{
for(i; i<src.size(); ++i)
{
if(src[i]=='\r')
break;
}
i+=2;
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unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
}
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unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
///////////////////////
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unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
///////////////////////
for(int jjj=0; jjj<12; ++jjj)
{
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unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
}
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unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
for(i; i<src.size(); ++i)
{
if(src[i]=='\r')
break;
}
i+=2;
}
CCreatureHandler::~CCreatureHandler()
{
}