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vcmi/lib/CCreatureHandler.cpp

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#include "StdInc.h"
#include "CCreatureHandler.h"
#include "CLodHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/CGameState.h"
#include "../lib/JsonNode.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
*
*/
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CCreatureHandler::CCreatureHandler()
{
VLC->creh = this;
// Set the faction alignments to the defaults:
// Good: Castle, Rampart, Tower // Evil: Inferno, Necropolis, Dungeon
// Neutral: Stronghold, Fortess, Conflux
factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
allCreatures.setDescription("All creatures");
creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
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}
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 6;
if (quantity<1000)
return 7;
return 8;
}
int CCreature::estimateCreatureCount(ui32 countID)
{
static const int creature_count[] = { 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
if (countID > 8)
assert("Wrong countID!");
return creature_count[countID];
}
bool CCreature::isDoubleWide() const
{
return doubleWide;
}
bool CCreature::isFlying() const
{
return hasBonusOfType(Bonus::FLYING);
}
bool CCreature::isShooting() const
{
return hasBonusOfType(Bonus::SHOOTER);
}
bool CCreature::isUndead() const
{
return hasBonusOfType(Bonus::UNDEAD);
}
/**
* Determines if the creature is of a good alignment.
* @return true if the creture is good, false otherwise.
*/
bool CCreature::isGood () const
{
return VLC->creh->isGood(faction);
}
/**
* Determines if the creature is of an evil alignment.
* @return true if the creature is evil, false otherwise.
*/
bool CCreature::isEvil () const
{
return VLC->creh->isEvil(faction);
}
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;
}
CCreature::CCreature()
{
doubleWide = false;
setNodeType(CBonusSystemNode::CREATURE);
}
void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
{
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Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
addNewBonus(added);
}
// void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// out.insert (VLC->creh->globalEffects);
// }
bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
{
//TODO upgrade of upgrade?
return vstd::contains(upgrades, anotherCre->idNumber);
}
bool CCreature::valid() const
{
return this == VLC->creh->creatures[idNumber];
}
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std::string CCreature::nodeName() const
{
return "\"" + namePl + "\"";
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}
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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<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;
}
double readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
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{
befi=i;
for(; i<andame; ++i)
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{
if(buf[i]=='\t')
break;
}
std::string tmp = buf.substr(befi, i-befi);
double ret = atof(buf.substr(befi, i-befi).c_str());
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++i;
return ret;
}
/**
* Determines if a faction is good.
* @param ID of the faction.
* @return true if the faction is good, false otherwise.
*/
bool CCreatureHandler::isGood (si8 faction) const
{
return faction != -1 && factionAlignments[faction] == 1;
}
/**
* Determines if a faction is evil.
* @param ID of the faction.
* @return true if the faction is evil, false otherwise.
*/
bool CCreatureHandler::isEvil (si8 faction) const
{
return faction != -1 && factionAlignments[faction] == -1;
}
static Bonus ParseBonus (const JsonVector &ability_vec) //TODO: merge with AddAbility, create universal parser for all bonus properties
{
Bonus b;
std::string type = ability_vec[0].String();
auto it = bonusNameMap.find(type);
if (it == bonusNameMap.end())
{
tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
return b;
}
b.type = it->second;
b.val = ability_vec[1].Float();
b.subtype = ability_vec[2].Float();
b.additionalInfo = ability_vec[3].Float();
b.duration = Bonus::PERMANENT;
b.turnsRemain = 0;
return b;
}
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
Bonus *nsf = new Bonus();
std::string type = ability_vec[0].String();
std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
if (it == bonusNameMap.end()) {
if (type == "DOUBLE_WIDE")
cre->doubleWide = true;
else if (type == "ENEMY_MORALE_DECREASING") {
cre->addBonus(-1, Bonus::MORALE);
cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else if (type == "ENEMY_LUCK_DECREASING") {
cre->addBonus(-1, Bonus::LUCK);
cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
} else
tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
return;
}
nsf->type = it->second;
nsf->val = ability_vec[1].Float();
nsf->subtype = ability_vec[2].Float();
nsf->additionalInfo = ability_vec[3].Float();
nsf->source = Bonus::CREATURE_ABILITY;
nsf->sid = cre->idNumber;
//nsf->duration = Bonus::ONE_BATTLE; //what the?
nsf->duration = Bonus::PERMANENT;
nsf->turnsRemain = 0;
cre->addNewBonus(nsf);
}
static void RemoveAbility(CCreature *cre, const JsonNode &ability)
{
std::string type = ability.String();
std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
if (it == bonusNameMap.end()) {
if (type == "DOUBLE_WIDE")
cre->doubleWide = false;
else
tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
return;
}
int typeNo = it->second;
Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
Bonus *b = cre->getBonus(Selector::type(ecf));
cre->removeBonus(b);
}
void CCreatureHandler::loadCreatures()
{
tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
////////////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<andame; ++i)
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==2)
break;
}
i+=2;
while(i<buf.size())
{
CCreature &ncre = *new CCreature;
ncre.idNumber = creatures.size();
ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
ncre.level=0;
int befi=i;
for(; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.nameSing = buf.substr(befi, i-befi);
++i;
befi=i;
for(; 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.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
ncre.speed = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
ncre.attack = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
ncre.defence = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
ncre.damageMax = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
ncre.shots = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.shots, Bonus::SHOTS);
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<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.abilityText = buf.substr(befi, i-befi);
++i;
befi=i;
for(; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
ncre.abilityRefs = buf.substr(befi, i-befi);
i+=2;
if(true)
{ //adding abilities from ZCRTRAIT.TXT
if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
ncre.doubleWide = true;
if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
ncre.addBonus(0, Bonus::FLYING);
if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
ncre.addBonus(0, Bonus::SHOOTER);
if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
ncre.addBonus(0, Bonus::SIEGE_WEAPON);
if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
ncre.addBonus(0, Bonus::UNDEAD);
if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
ncre.addBonus(0, Bonus::JOUSTING);
if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
{
ncre.addBonus(+1, Bonus::MORALE);;
ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
}
if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
{
ncre.addBonus(-1, Bonus::MORALE);;
ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
ncre.addBonus(0, Bonus::KING1);
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
ncre.addBonus(0, Bonus::KING2);
if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
ncre.addBonus(0, Bonus::KING3);
if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
ncre.addBonus(0, Bonus::CATAPULT);
if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
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}
if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
{
ncre.idNumber = creatures.size();
creatures.push_back(&ncre);
}
}
// loading creatures properties
tlog5 << "\t\tReading config/creatures.json" << std::endl;
const JsonNode config(GameConstants::DATA_DIR + "/config/creatures.json");
BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
{
int creatureID = creature["id"].Float();
const JsonNode *value;
/* A creature can have several names. */
BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
{
boost::assign::insert(nameToID)(name.String(), creatureID);
}
// Set various creature properties
CCreature *c = creatures[creatureID];
c->level = creature["level"].Float();
c->faction = creature["faction"].Float();
c->animDefName = creature["defname"].String();
value = &creature["upgrade"];
if (!value->isNull())
c->upgrades.insert(value->Float());
value = &creature["projectile_defname"];
if (!value->isNull())
{
idToProjectile[creatureID] = value->String();
value = &creature["projectile_spin"];
idToProjectileSpin[creatureID] = value->Bool();
}
value = &creature["turret_shooter"];
if (!value->isNull() && value->Bool())
factionToTurretCreature[c->faction] = creatureID;
value = &creature["ability_add"];
if (!value->isNull()) {
BOOST_FOREACH(const JsonNode &ability, value->Vector())
{
AddAbility(c, ability.Vector());
}
}
value = &creature["ability_remove"];
if (!value->isNull())
{
BOOST_FOREACH(const JsonNode &ability, value->Vector())
{
RemoveAbility(c, ability);
}
}
}
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BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector()) {
notUsedMonsters += creature.Float();
}
buildBonusTreeForTiers();
loadAnimationInfo();
//reading creature ability names
const JsonNode config2(GameConstants::DATA_DIR + "/config/bonusnames.json");
BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
{
std::map<std::string,int>::const_iterator it_map;
std::string bonusID = bonus["id"].String();
it_map = bonusNameMap.find(bonusID);
if (it_map != bonusNameMap.end())
stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
else
tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
}
//handle magic resistance secondary skill premy, potentialy may be buggy
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//std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
//stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
if (GameConstants::STACK_EXP) //reading default stack experience bonuses
{
buf = bitmaph->getTextFile("CREXPBON.TXT");
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int it = 0;
si32 creid = -1;
Bonus b; //prototype with some default properties
b.source = Bonus::STACK_EXPERIENCE;
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b.duration = Bonus::PERMANENT;
b.valType = Bonus::ADDITIVE_VALUE;
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b.effectRange = Bonus::NO_LIMIT;
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b.additionalInfo = 0;
b.turnsRemain = 0;
BonusList bl;
std::string dump2;
loadToIt (dump2, buf, it, 3); //ignore first line
loadToIt (dump2, buf, it, 4); //ignore index
loadStackExp(b, bl, buf, it);
BOOST_FOREACH(Bonus * b, bl)
addBonusForAllCreatures(b); //health bonus is common for all
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loadToIt (dump2, buf, it, 3); //crop comment
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for (i = 1; i < 7; ++i)
{
for (int j = 0; j < 4; ++j) //four modifiers common for tiers
{
loadToIt (dump2, buf, it, 4); //ignore index
bl.clear();
loadStackExp(b, bl, buf, it);
BOOST_FOREACH(Bonus * b, bl)
addBonusForTier(i, b);
loadToIt (dump2, buf, it, 3); //crop comment
}
}
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for (int j = 0; j < 4; ++j) //tier 7
{
loadToIt (dump2, buf, it, 4); //ignore index
bl.clear();
loadStackExp(b, bl, buf, it);
BOOST_FOREACH(Bonus * b, bl)
{
addBonusForTier(7, b);
creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
}
loadToIt (dump2, buf, it, 3); //crop comment
}
do //parse everything that's left
{
loadToIt(creid, buf, it, 4); //get index
b.sid = creid; //id = this particular creature ID
loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
loadToIt (dump2, buf, it, 3); //crop comment
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} while (it < buf.size());
//Calculate rank exp values, formula appears complicated bu no parsing needed
expRanks.resize(8);
int dif = 0;
it = 8000; //ignore name of this variable
expRanks[0].push_back(it);
for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
{
expRanks[0].push_back(expRanks[0][j-1] + it + dif);
dif += it/5;
}
for (i = 1; i < 8; ++i)
{
dif = 0;
it = 1000 * i;
expRanks[i].push_back(it);
for (int j = 1; j < 10; ++j)
{
expRanks[i].push_back(expRanks[i][j-1] + it + dif);
dif += it/5;
}
}
buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
it = 0;
loadToIt (dump2, buf, it, 3); //ignore first line
maxExpPerBattle.resize(8);
si32 val;
for (i = 1; i < 8; ++i)
{
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loadToIt (dump2, buf, it, 4); //index
loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
loadToIt (dump2, buf, it, 4); //already calculated
loadToIt (val, buf, it, 4);
maxExpPerBattle[i] = (ui32)val;
loadToIt (val, buf, it, 4); //11th level
val += (si32)expRanks[i].back();
expRanks[i].push_back((ui32)val);
loadToIt (dump2, buf, it, 3); //crop comment
}
//skeleton gets exp penalty
creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
//exp for tier >7, rank 11
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expRanks[0].push_back(147000);
expAfterUpgrade = 75; //percent
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maxExpPerBattle[0] = maxExpPerBattle[7];
}//end of Stack Experience
//experiment - add 100 to attack for creatures of tier 1
// Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
// addBonusForTier(1, b);
tlog5 << "\t\tReading config/commanders.json" << std::endl;
const JsonNode config3(GameConstants::DATA_DIR + "/config/commanders.json");
BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
{
factionCommanders[creature["faction"].Float()] = creature["id"].Float();
}
BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
{
commanderLevelPremy.push_back(&ParseBonus (bonus.Vector()));
}
i = 0;
BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
{
BOOST_FOREACH (auto skillLevel, skill.Vector())
{
skillLevels[i].push_back (skillLevel.Float());
}
++i;
}
BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
{
std::pair <Bonus, std::pair <ui8, ui8> > a;
a.first = ParseBonus (ability["ability"].Vector());
a.second.first = ability["skills"].Vector()[0].Float();
a.second.second = ability["skills"].Vector()[1].Float();
skillRequirements.push_back (a);
}
}
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<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<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<src.size(); ++i)
{
if(src[i]=='\r')
break;
}
i+=2;
}
void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
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{
std::string buf, mod;
bool enable = false; //some bonuses are activated with values 2 or 1
loadToIt(buf, src, it, 4);
loadToIt(mod, src, it, 4);
switch (buf[0])
{
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case 'H':
b.type = Bonus::STACK_HEALTH;
b.valType = Bonus::PERCENT_TO_BASE;
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break;
case 'A':
b.type = Bonus::PRIMARY_SKILL;
b.subtype = PrimarySkill::ATTACK;
break;
case 'D':
b.type = Bonus::PRIMARY_SKILL;
b.subtype = PrimarySkill::DEFENSE;
break;
case 'M': //Max damage
b.type = Bonus::CREATURE_DAMAGE;
b.subtype = 2;
break;
case 'm': //Min damage
b.type = Bonus::CREATURE_DAMAGE;
b.subtype = 1;
break;
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case 'S':
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b.type = Bonus::STACKS_SPEED; break;
case 'O':
b.type = Bonus::SHOTS; break;
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case 'b':
b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
case 'C':
b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
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case 'd':
b.type = Bonus::DEFENSIVE_STANCE; break;
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case 'e':
b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
case 'E':
b.type = Bonus::DEATH_STARE;
b.subtype = 0; //Gorgon
break;
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case 'g':
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b.type = Bonus::SPELL_DAMAGE_REDUCTION;
b.subtype = -1; //all magic schools
break;
case 'P':
b.type = Bonus::CASTS; break;
case 'R':
b.type = Bonus::ADDITIONAL_RETALIATION; break;
case 'W':
b.type = Bonus::MAGIC_RESISTANCE;
b.subtype = 0; //otherwise creature window goes crazy
break;
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case 'f': //on-off skill
enable = true; //sometimes format is: 2 -> 0, 1 -> 1
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switch (mod[0])
{
case 'A':
b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
case 'b':
b.type = Bonus::RETURN_AFTER_STRIKE; break;
case 'B':
b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
case 'c':
b.type = Bonus::JOUSTING; break;
case 'D':
b.type = Bonus::ADDITIONAL_ATTACK; break;
case 'f':
b.type = Bonus::FEARLESS; break;
case 'F':
b.type = Bonus::FLYING; break;
case 'm':
b.type = Bonus::SELF_MORALE; break;
case 'M':
b.type = Bonus::NO_MORALE; break;
case 'p': //Mind spells
case 'P':
b.type = Bonus::MIND_IMMUNITY; break;
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case 'r':
b.type = Bonus::REBIRTH; //on/off? makes sense?
b.subtype = 0;
b.val = 20; //arbitrary value
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break;
case 'R':
b.type = Bonus::BLOCKS_RETALIATION; break;
case 's':
b.type = Bonus::FREE_SHOOTING; break;
case 'u':
b.type = Bonus::SPELL_RESISTANCE_AURA; break;
case 'U':
b.type = Bonus::UNDEAD; break;
default:
tlog5 << "Not parsed bonus " << buf << mod << "\n";
return;
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break;
}
break;
case 'w': //specific spell immunities, enabled/disabled
enable = true;
switch (mod[0])
{
case 'B': //Blind
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 74;
break;
case 'H': //Hypnotize
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 60;
break;
case 'I': //Implosion
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 18;
break;
case 'K': //Berserk
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 59;
break;
case 'M': //Meteor Shower
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 23;
break;
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case 'N': //dispell beneficial spells
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 78;
break;
case 'R': //Armageddon
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 26;
break;
case 'S': //Slow
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = 54;
break;
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case '6':
case '7':
case '8':
case '9':
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
b.val = std::atoi(mod.c_str()) - 5;
break;
case ':':
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
break;
case 'F':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 1; //not positive
break;
case 'O':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'f':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 0; //all
break;
case 'C':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 1; //not positive
break;
case 'W':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'w':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 0; //all
break;
case 'E':
b.type = Bonus::EARTH_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'e':
b.type = Bonus::EARTH_IMMUNITY;
b.subtype = 0; //all
break;
case 'A':
b.type = Bonus::AIR_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'a':
b.type = Bonus::AIR_IMMUNITY;
b.subtype = 0; //all
break;
case 'D':
b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
break;
case '0':
b.type = Bonus::RECEPTIVE;
break;
default:
tlog5 << "Not parsed bonus " << buf << mod << "\n";
return;
}
break;
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case 'i':
enable = true;
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b.type = Bonus::NO_DISTANCE_PENALTY;
break;
case 'o':
enable = true;
b.type = Bonus::NO_WALL_PENALTY;
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break;
case 'a':
case 'c': //some special abilities are threated as spells, work in progress
b.type = Bonus::SPELL_AFTER_ATTACK;
b.subtype = stringToNumber(mod);
break;
case 'h':
b.type= Bonus::HATE;
b.subtype = stringToNumber(mod);
break;
case 'p':
b.type = Bonus::SPELL_BEFORE_ATTACK;
b.subtype = stringToNumber(mod);
b.additionalInfo = 3; //always expert?
break;
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default:
tlog5 << "Not parsed bonus " << buf << mod << "\n";
return;
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break;
}
switch (mod[0])
{
case '+':
case '=': //should we allow percent values to stack or pick highest?
b.valType = Bonus::ADDITIVE_VALUE;
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break;
}
//limiters, range
si32 lastVal, curVal, lastLev = 0;
if (enable) //0 and 2 means non-active, 1 - active
{
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if (b.type != Bonus::REBIRTH)
b.val = 0; //on-off ability, no value specified
loadToIt (curVal, src, it, 4); // 0 level is never active
for (int i = 1; i < 11; ++i)
{
loadToIt (curVal, src, it, 4);
if (curVal == 1)
{
b.limiter.reset (new RankRangeLimiter(i));
bl.push_back(new Bonus(b));
break; //never turned off it seems
}
}
}
else
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{
loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
for (int i = 1; i < 11; ++i)
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{
loadToIt (curVal, src, it, 4);
if (b.type == Bonus::HATE)
curVal *= 10; //odd fix
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if (curVal > lastVal) //threshold, add new bonus
{
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b.val = curVal - lastVal;
lastVal = curVal;
b.limiter.reset (new RankRangeLimiter(i));
bl.push_back(new Bonus(b));
lastLev = i; //start new range from here, i = previous rank
}
else if (curVal < lastVal)
{
b.val = lastVal;
b.limiter.reset (new RankRangeLimiter(lastLev, i));
}
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}
}
}
int CCreatureHandler::stringToNumber(std::string & s)
{
boost::algorithm::replace_first(s,"#",""); //drop hash character
return std::atoi(s.c_str());
}
CCreatureHandler::~CCreatureHandler()
{
}
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static int retreiveRandNum(const boost::function<int()> &randGen)
{
if(randGen)
return randGen();
else
return rand();
}
template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
{
return v[retreiveRandNum(randGen) % v.size()];
}
int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
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{
int r = 0;
if(tier == -1) //pick any allowed creature
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{
do
{
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r = pickRandomElementOf(creatures, randGen)->idNumber;
} while (vstd::contains(VLC->creh->notUsedMonsters,r));
}
else
{
assert(vstd::iswithin(tier, 1, 7));
std::vector<int> allowed;
BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
{
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
int creid = static_cast<const CCreature*>(b)->idNumber;
if(!vstd::contains(notUsedMonsters, creid))
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allowed.push_back(creid);
}
if(!allowed.size())
{
tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
return 0;
}
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return pickRandomElementOf(allowed, randGen);
}
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return r;
}
void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
{
assert(vstd::iswithin(tier, 1, 7));
creaturesOfLevel[tier].addNewBonus(b);
}
void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
{
allCreatures.addNewBonus(b);
}
void CCreatureHandler::buildBonusTreeForTiers()
{
BOOST_FOREACH(CCreature *c, creatures)
{
if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
c->attachTo(&creaturesOfLevel[c->level]);
else
c->attachTo(&creaturesOfLevel[0]);
}
BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
b.attachTo(&allCreatures);
}
void CCreatureHandler::deserializationFix()
{
buildBonusTreeForTiers();
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}