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vcmi/lib/CCreatureHandler.h

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/*
* CCreatureHandler.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 <vcmi/Creature.h>
#include <vcmi/CreatureService.h>
#include "HeroBonus.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "GameConstants.h"
#include "JsonNode.h"
#include "IHandlerBase.h"
#include "CRandomGenerator.h"
class CLegacyConfigParser;
class CCreatureHandler;
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class CCreature;
class JsonSerializeFormat;
class Terrain;
class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
{
public:
std::string identifier;
std::string nameRef; // reference name, stringID
std::string nameSing;// singular name, e.g. Centaur
std::string namePl; // plural name, e.g. Centaurs
std::string abilityText; //description of abilities
CreatureID idNumber;
TFaction faction;
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ui8 level; // 0 - unknown; 1-7 for "usual" creatures
//stats that are not handled by bonus system
ui32 fightValue, AIValue, growth, hordeGrowth;
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
bool doubleWide;
bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
std::string animDefName; // creature animation used during battles
std::string advMapDef; //for new creatures only, image for adventure map
si32 iconIndex; // index of icon in files like twcrport
/// names of files with appropriate icons. Used only during loading
std::string smallIconName;
std::string largeIconName;
struct CreatureAnimation
{
double timeBetweenFidgets, idleAnimationTime,
walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
std::vector<double> missleFrameAngles;
int troopCountLocationOffset, attackClimaxFrame;
std::string projectileImageName;
//bool projectileSpin; //if true, appropriate projectile is spinning during flight
template <typename Handler> void serialize(Handler &h, const int version)
{
h & timeBetweenFidgets;
h & idleAnimationTime;
h & walkAnimationTime;
h & attackAnimationTime;
h & flightAnimationDistance;
h & upperRightMissleOffsetX;
h & rightMissleOffsetX;
h & lowerRightMissleOffsetX;
h & upperRightMissleOffsetY;
h & rightMissleOffsetY;
h & lowerRightMissleOffsetY;
h & missleFrameAngles;
h & troopCountLocationOffset;
h & attackClimaxFrame;
h & projectileImageName;
}
} animation;
//sound info
struct CreatureBattleSounds
{
std::string attack;
std::string defend;
std::string killed; // was killed or died
std::string move;
std::string shoot; // range attack
std::string wince; // attacked but did not die
std::string startMoving;
std::string endMoving;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & attack;
h & defend;
h & killed;
h & move;
h & shoot;
h & wince;
h & startMoving;
h & endMoving;
}
} sounds;
ArtifactID warMachine;
bool isItNativeTerrain(const Terrain & terrain) const;
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/**
Returns creature native terrain considering some terrain bonuses.
@param considerBonus is used to avoid Dead Lock when this method is called inside getAllBonuses
considerBonus = true is called from Pathfinder and fills actual nativeTerrain considering bonus(es).
considerBonus = false is called on Battle init and returns already prepared nativeTerrain without Bonus system calling.
*/
Terrain getNativeTerrain() const;
int32_t getIndex() const override;
int32_t getIconIndex() const override;
const std::string & getName() const override;
const std::string & getJsonKey() const override;
void registerIcons(const IconRegistar & cb) const override;
CreatureID getId() const override;
virtual const IBonusBearer * accessBonuses() const override;
const std::string & getPluralName() const override;
const std::string & getSingularName() const override;
uint32_t getMaxHealth() const override;
int32_t getAdvMapAmountMin() const override;
int32_t getAdvMapAmountMax() const override;
int32_t getAIValue() const override;
int32_t getFightValue() const override;
int32_t getLevel() const override;
int32_t getGrowth() const override;
int32_t getHorde() const override;
int32_t getFactionIndex() const override;
int32_t getBaseAttack() const override;
int32_t getBaseDefense() const override;
int32_t getBaseDamageMin() const override;
int32_t getBaseDamageMax() const override;
int32_t getBaseHitPoints() const override;
int32_t getBaseSpellPoints() const override;
int32_t getBaseSpeed() const override;
int32_t getBaseShots() const override;
int32_t getCost(int32_t resIndex) const override;
bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
bool isGood () const;
bool isEvil () const;
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
static int getQuantityID(const int & quantity); //1 - a few, 2 - several, 3 - pack, 4 - lots, 5 - horde, 6 - throng, 7 - swarm, 8 - zounds, 9 - legion
static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
bool isMyUpgrade(const CCreature *anotherCre) const;
bool valid() const;
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void addBonus(int val, Bonus::BonusType type, int subtype = -1);
std::string nodeName() const override;
template<typename RanGen>
int getRandomAmount(RanGen ranGen) const
{
if(ammMax == ammMin)
return ammMax;
else
return ammMin + (ranGen() % (ammMax - ammMin));
}
void updateFrom(const JsonNode & data);
void serializeJson(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & namePl;
h & nameSing;
h & nameRef;
h & cost;
h & upgrades;
h & fightValue;
h & AIValue;
h & growth;
h & hordeGrowth;
h & ammMin;
h & ammMax;
h & level;
h & abilityText;
h & animDefName;
h & advMapDef;
h & iconIndex;
h & smallIconName;
h & largeIconName;
h & idNumber;
h & faction;
h & sounds;
h & animation;
h & doubleWide;
h & special;
h & identifier;
h & warMachine;
}
CCreature();
private:
void fillWarMachine();
};
class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
{
private:
CBonusSystemNode allCreatures;
CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
void loadStackExperience(CCreature * creature, const JsonNode &input);
void loadCreatureJson(CCreature * creature, const JsonNode & config);
/// adding abilities from ZCRTRAIT.TXT
void loadBonuses(JsonNode & creature, std::string bonuses);
/// load all creatures from H3 files
void load();
void loadCommanders();
/// load creature from json structure
void load(std::string creatureID, const JsonNode & node);
/// read cranim.txt file from H3
void loadAnimationInfo(std::vector<JsonNode> & h3Data);
/// read one line from cranim.txt
void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
/// parse crexpbon.txt file from H3
void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
/// help function for parsing CREXPBON.txt
int stringToNumber(std::string & s);
protected:
const std::vector<std::string> & getTypeNames() const override;
CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
public:
std::set<CreatureID> doubledCreatures; //they get double week
//stack exp
std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
si8 expAfterUpgrade;//multiplier in %
//Commanders
BonusList commanderLevelPremy; //bonus values added with each level-up
std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
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const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
void deserializationFix();
CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
void addBonusForTier(int tier, const std::shared_ptr<Bonus> & b); //tier must be <1-7>
void addBonusForAllCreatures(const std::shared_ptr<Bonus> & b); //due to CBonusSystem::addNewBonus(const std::shared_ptr<Bonus>& b);
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void removeBonusesFromAllCreatures();
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CCreatureHandler();
~CCreatureHandler();
/// load all creatures from H3 files
void loadCrExpBon();
/// generates tier-specific bonus tree entries
void buildBonusTreeForTiers();
void afterLoadFinalization() override;
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
std::vector<bool> getDefaultAllowed() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
h & doubledCreatures;
h & objects;
h & expRanks;
h & maxExpPerBattle;
h & expAfterUpgrade;
h & skillLevels;
h & skillRequirements;
h & commanderLevelPremy;
h & allCreatures;
h & creaturesOfLevel;
BONUS_TREE_DESERIALIZATION_FIX
}
};