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# include "StdInc.h"
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# include "CHeroHandler.h"
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# include "CGeneralTextHandler.h"
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# include "filesystem/Filesystem.h"
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# include "VCMI_Lib.h"
# include "JsonNode.h"
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# include "StringConstants.h"
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# include "BattleHex.h"
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# include "CCreatureHandler.h"
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# include "CModHandler.h"
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# include "CTownHandler.h"
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# include "CObjectHandler.h" //for hero specialty
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# include <math.h>
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/*
* CHeroHandler . 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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SecondarySkill CHeroClass : : chooseSecSkill ( const std : : set < SecondarySkill > & possibles , std : : minstd_rand & distr ) const //picks secondary skill out from given possibilities
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{
int totalProb = 0 ;
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for ( auto & possible : possibles )
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{
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totalProb + = secSkillProbability [ possible ] ;
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}
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if ( totalProb ! = 0 ) // may trigger if set contains only banned skills (0 probability)
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{
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int ran = distr ( ) % totalProb ;
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for ( auto & possible : possibles )
{
ran - = secSkillProbability [ possible ] ;
if ( ran < 0 )
return possible ;
}
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}
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// FIXME: select randomly? How H3 handles such rare situation?
return * possibles . begin ( ) ;
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}
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bool CHeroClass : : isMagicHero ( ) const
{
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return affinity = = MAGIC ;
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}
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EAlignment : : EAlignment CHeroClass : : getAlignment ( ) const
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{
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return EAlignment : : EAlignment ( VLC - > townh - > factions [ faction ] - > alignment ) ;
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}
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CHeroClass : : CHeroClass ( )
: commander ( nullptr )
{
}
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std : : vector < BattleHex > CObstacleInfo : : getBlocked ( BattleHex hex ) const
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{
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std : : vector < BattleHex > ret ;
if ( isAbsoluteObstacle )
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{
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assert ( ! hex . isValid ( ) ) ;
range : : copy ( blockedTiles , std : : back_inserter ( ret ) ) ;
return ret ;
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}
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for ( int offset : blockedTiles )
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{
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BattleHex toBlock = hex + offset ;
if ( ( hex . getY ( ) & 1 ) & & ! ( toBlock . getY ( ) & 1 ) )
toBlock + = BattleHex : : LEFT ;
if ( ! toBlock . isValid ( ) )
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logGlobal - > errorStream ( ) < < " Misplaced obstacle! " ;
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else
ret . push_back ( toBlock ) ;
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}
return ret ;
}
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bool CObstacleInfo : : isAppropriate ( ETerrainType terrainType , int specialBattlefield /*= -1*/ ) const
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{
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if ( specialBattlefield ! = - 1 )
return vstd : : contains ( allowedSpecialBfields , specialBattlefield ) ;
return vstd : : contains ( allowedTerrains , terrainType ) ;
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}
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CHeroClass * CHeroClassHandler : : loadFromJson ( const JsonNode & node )
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{
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std : : string affinityStr [ 2 ] = { " might " , " magic " } ;
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auto heroClass = new CHeroClass ( ) ;
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heroClass - > imageBattleFemale = node [ " animation " ] [ " battle " ] [ " female " ] . String ( ) ;
heroClass - > imageBattleMale = node [ " animation " ] [ " battle " ] [ " male " ] . String ( ) ;
heroClass - > imageMapFemale = node [ " animation " ] [ " map " ] [ " female " ] . String ( ) ;
heroClass - > imageMapMale = node [ " animation " ] [ " map " ] [ " male " ] . String ( ) ;
heroClass - > name = node [ " name " ] . String ( ) ;
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heroClass - > affinity = vstd : : find_pos ( affinityStr , node [ " affinity " ] . String ( ) ) ;
if ( heroClass - > affinity > = 2 ) //FIXME: MODS COMPATIBILITY
heroClass - > affinity = 0 ;
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for ( const std : : string & pSkill : PrimarySkill : : names )
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{
heroClass - > primarySkillInitial . push_back ( node [ " primarySkills " ] [ pSkill ] . Float ( ) ) ;
heroClass - > primarySkillLowLevel . push_back ( node [ " lowLevelChance " ] [ pSkill ] . Float ( ) ) ;
heroClass - > primarySkillHighLevel . push_back ( node [ " highLevelChance " ] [ pSkill ] . Float ( ) ) ;
}
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for ( const std : : string & secSkill : NSecondarySkill : : names )
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{
heroClass - > secSkillProbability . push_back ( node [ " secondarySkills " ] [ secSkill ] . Float ( ) ) ;
}
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//FIXME: MODS COMPATIBILITY
if ( ! node [ " commander " ] . isNull ( ) )
{
VLC - > modh - > identifiers . requestIdentifier ( " creature " , node [ " commander " ] ,
[ = ] ( si32 commanderID )
{
heroClass - > commander = VLC - > creh - > creatures [ commanderID ] ;
} ) ;
}
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heroClass - > defaultTavernChance = node [ " defaultTavern " ] . Float ( ) ;
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for ( auto & tavern : node [ " tavern " ] . Struct ( ) )
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{
int value = tavern . second . Float ( ) ;
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VLC - > modh - > identifiers . requestIdentifier ( tavern . second . meta , " faction " , tavern . first ,
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[ = ] ( si32 factionID )
{
heroClass - > selectionProbability [ factionID ] = value ;
} ) ;
}
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VLC - > modh - > identifiers . requestIdentifier ( " faction " , node [ " faction " ] ,
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[ = ] ( si32 factionID )
{
heroClass - > faction = factionID ;
} ) ;
return heroClass ;
}
std : : vector < JsonNode > CHeroClassHandler : : loadLegacyData ( size_t dataSize )
{
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heroClasses . resize ( dataSize ) ;
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std : : vector < JsonNode > h3Data ;
h3Data . reserve ( dataSize ) ;
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CLegacyConfigParser parser ( " DATA/HCTRAITS.TXT " ) ;
parser . endLine ( ) ; // header
parser . endLine ( ) ;
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for ( size_t i = 0 ; i < dataSize ; i + + )
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{
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JsonNode entry ;
entry [ " name " ] . String ( ) = parser . readString ( ) ;
parser . readNumber ( ) ; // unused aggression
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for ( auto & name : PrimarySkill : : names )
entry [ " primarySkills " ] [ name ] . Float ( ) = parser . readNumber ( ) ;
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for ( auto & name : PrimarySkill : : names )
entry [ " lowLevelChance " ] [ name ] . Float ( ) = parser . readNumber ( ) ;
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for ( auto & name : PrimarySkill : : names )
entry [ " highLevelChance " ] [ name ] . Float ( ) = parser . readNumber ( ) ;
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for ( auto & name : NSecondarySkill : : names )
entry [ " secondarySkills " ] [ name ] . Float ( ) = parser . readNumber ( ) ;
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for ( auto & name : ETownType : : names )
entry [ " tavern " ] [ name ] . Float ( ) = parser . readNumber ( ) ;
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parser . endLine ( ) ;
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h3Data . push_back ( entry ) ;
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}
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return h3Data ;
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}
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void CHeroClassHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data )
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{
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auto object = loadFromJson ( data ) ;
object - > id = heroClasses . size ( ) ;
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heroClasses . push_back ( object ) ;
VLC - > modh - > identifiers . registerObject ( scope , " heroClass " , name , object - > id ) ;
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}
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void CHeroClassHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data , size_t index )
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{
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auto object = loadFromJson ( data ) ;
object - > id = index ;
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assert ( heroClasses [ index ] = = nullptr ) ; // ensure that this id was not loaded before
heroClasses [ index ] = object ;
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VLC - > modh - > identifiers . registerObject ( scope , " heroClass " , name , object - > id ) ;
}
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void CHeroClassHandler : : afterLoadFinalization ( )
{
// for each pair <class, town> set selection probability if it was not set before in tavern entries
for ( CHeroClass * heroClass : heroClasses )
{
for ( CFaction * faction : VLC - > townh - > factions )
{
if ( ! faction - > town )
continue ;
if ( heroClass - > selectionProbability . count ( faction - > index ) )
continue ;
float chance = heroClass - > defaultTavernChance * faction - > town - > defaultTavernChance ;
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heroClass - > selectionProbability [ faction - > index ] = static_cast < int > ( sqrt ( chance ) + 0.5 ) ; //FIXME: replace with std::round once MVS supports it
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}
}
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ObjectTemplate base = VLC - > dobjinfo - > pickCandidates ( Obj : : HERO , 0 ) . front ( ) ;
for ( CHeroClass * hc : heroClasses )
{
base . animationFile = hc - > imageMapMale ;
base . subid = hc - > id ;
// replace existing (if any) and add new template.
// Necessary for objects added via mods that don't have any templates in H3
VLC - > dobjinfo - > eraseAll ( Obj : : HERO , hc - > id ) ;
VLC - > dobjinfo - > registerTemplate ( base ) ;
}
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}
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std : : vector < bool > CHeroClassHandler : : getDefaultAllowed ( ) const
{
return std : : vector < bool > ( heroClasses . size ( ) , true ) ;
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}
CHeroClassHandler : : ~ CHeroClassHandler ( )
{
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for ( auto heroClass : heroClasses )
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{
delete heroClass . get ( ) ;
}
}
CHeroHandler : : ~ CHeroHandler ( )
{
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for ( auto hero : heroes )
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delete hero . get ( ) ;
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}
CHeroHandler : : CHeroHandler ( )
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{
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VLC - > heroh = this ;
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for ( int i = 0 ; i < GameConstants : : SKILL_QUANTITY ; + + i )
{
VLC - > modh - > identifiers . registerObject ( " core " , " skill " , NSecondarySkill : : names [ i ] , i ) ;
}
loadObstacles ( ) ;
loadTerrains ( ) ;
loadBallistics ( ) ;
loadExperience ( ) ;
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}
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CHero * CHeroHandler : : loadFromJson ( const JsonNode & node )
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{
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auto hero = new CHero ;
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hero - > sex = node [ " female " ] . Bool ( ) ;
hero - > special = node [ " special " ] . Bool ( ) ;
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hero - > name = node [ " texts " ] [ " name " ] . String ( ) ;
hero - > biography = node [ " texts " ] [ " biography " ] . String ( ) ;
hero - > specName = node [ " texts " ] [ " specialty " ] [ " name " ] . String ( ) ;
hero - > specTooltip = node [ " texts " ] [ " specialty " ] [ " tooltip " ] . String ( ) ;
hero - > specDescr = node [ " texts " ] [ " specialty " ] [ " description " ] . String ( ) ;
hero - > iconSpecSmall = node [ " images " ] [ " specialtySmall " ] . String ( ) ;
hero - > iconSpecLarge = node [ " images " ] [ " specialtyLarge " ] . String ( ) ;
hero - > portraitSmall = node [ " images " ] [ " small " ] . String ( ) ;
hero - > portraitLarge = node [ " images " ] [ " large " ] . String ( ) ;
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loadHeroArmy ( hero , node ) ;
loadHeroSkills ( hero , node ) ;
loadHeroSpecialty ( hero , node ) ;
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VLC - > modh - > identifiers . requestIdentifier ( " heroClass " , node [ " class " ] ,
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[ = ] ( si32 classID )
{
hero - > heroClass = classes . heroClasses [ classID ] ;
} ) ;
return hero ;
}
void CHeroHandler : : loadHeroArmy ( CHero * hero , const JsonNode & node )
{
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assert ( node [ " army " ] . Vector ( ) . size ( ) < = 3 ) ; // anything bigger is useless - army initialization uses up to 3 slots
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hero - > initialArmy . resize ( node [ " army " ] . Vector ( ) . size ( ) ) ;
for ( size_t i = 0 ; i < hero - > initialArmy . size ( ) ; i + + )
{
const JsonNode & source = node [ " army " ] . Vector ( ) [ i ] ;
hero - > initialArmy [ i ] . minAmount = source [ " min " ] . Float ( ) ;
hero - > initialArmy [ i ] . maxAmount = source [ " max " ] . Float ( ) ;
assert ( hero - > initialArmy [ i ] . minAmount < = hero - > initialArmy [ i ] . maxAmount ) ;
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VLC - > modh - > identifiers . requestIdentifier ( " creature " , source [ " creature " ] , [ = ] ( si32 creature )
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{
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hero - > initialArmy [ i ] . creature = CreatureID ( creature ) ;
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} ) ;
}
}
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void CHeroHandler : : loadHeroSkills ( CHero * hero , const JsonNode & node )
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{
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for ( const JsonNode & set : node [ " skills " ] . Vector ( ) )
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{
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int skillLevel = boost : : range : : find ( NSecondarySkill : : levels , set [ " level " ] . String ( ) ) - std : : begin ( NSecondarySkill : : levels ) ;
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if ( skillLevel < SecSkillLevel : : LEVELS_SIZE )
{
size_t currentIndex = hero - > secSkillsInit . size ( ) ;
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hero - > secSkillsInit . push_back ( std : : make_pair ( SecondarySkill ( - 1 ) , skillLevel ) ) ;
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VLC - > modh - > identifiers . requestIdentifier ( " skill " , set [ " skill " ] , [ = ] ( si32 id )
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{
hero - > secSkillsInit [ currentIndex ] . first = SecondarySkill ( id ) ;
} ) ;
}
else
{
logGlobal - > errorStream ( ) < < " Unknown skill level: " < < set [ " level " ] . String ( ) ;
}
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}
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// spellbook is considered present if hero have "spellbook" entry even when this is an empty set (0 spells)
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hero - > haveSpellBook = ! node [ " spellbook " ] . isNull ( ) ;
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for ( const JsonNode & spell : node [ " spellbook " ] . Vector ( ) )
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{
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VLC - > modh - > identifiers . requestIdentifier ( " spell " , spell ,
[ = ] ( si32 spellID )
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{
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hero - > spells . insert ( SpellID ( spellID ) ) ;
} ) ;
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}
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}
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void CHeroHandler : : loadHeroSpecialty ( CHero * hero , const JsonNode & node )
{
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//deprecated, used only for original spciealties
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for ( const JsonNode & specialty : node [ " specialties " ] . Vector ( ) )
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{
SSpecialtyInfo spec ;
spec . type = specialty [ " type " ] . Float ( ) ;
spec . val = specialty [ " val " ] . Float ( ) ;
spec . subtype = specialty [ " subtype " ] . Float ( ) ;
spec . additionalinfo = specialty [ " info " ] . Float ( ) ;
hero - > spec . push_back ( spec ) ; //put a copy of dummy
}
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//new format, using bonus system
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for ( const JsonNode & specialty : node [ " specialty " ] . Vector ( ) )
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{
SSpecialtyBonus hs ;
hs . growsWithLevel = specialty [ " growsWithLevel " ] . Bool ( ) ;
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for ( const JsonNode & bonus : specialty [ " bonuses " ] . Vector ( ) )
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{
auto b = JsonUtils : : parseBonus ( bonus ) ;
hs . bonuses . push_back ( b ) ;
}
hero - > specialty . push_back ( hs ) ; //now, how to get CGHeroInstance from it?
}
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}
void CHeroHandler : : loadExperience ( )
{
expPerLevel . push_back ( 0 ) ;
expPerLevel . push_back ( 1000 ) ;
expPerLevel . push_back ( 2000 ) ;
expPerLevel . push_back ( 3200 ) ;
expPerLevel . push_back ( 4600 ) ;
expPerLevel . push_back ( 6200 ) ;
expPerLevel . push_back ( 8000 ) ;
expPerLevel . push_back ( 10000 ) ;
expPerLevel . push_back ( 12200 ) ;
expPerLevel . push_back ( 14700 ) ;
expPerLevel . push_back ( 17500 ) ;
expPerLevel . push_back ( 20600 ) ;
expPerLevel . push_back ( 24320 ) ;
expPerLevel . push_back ( 28784 ) ;
expPerLevel . push_back ( 34140 ) ;
while ( expPerLevel [ expPerLevel . size ( ) - 1 ] > expPerLevel [ expPerLevel . size ( ) - 2 ] )
{
int i = expPerLevel . size ( ) - 1 ;
expPerLevel . push_back ( expPerLevel [ i ] + ( expPerLevel [ i ] - expPerLevel [ i - 1 ] ) * 1.2 ) ;
}
expPerLevel . pop_back ( ) ; //last value is broken
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}
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void CHeroHandler : : loadObstacles ( )
{
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auto loadObstacles = [ ] ( const JsonNode & node , bool absolute , std : : map < int , CObstacleInfo > & out )
{
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for ( const JsonNode & obs : node . Vector ( ) )
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{
int ID = obs [ " id " ] . Float ( ) ;
CObstacleInfo & obi = out [ ID ] ;
obi . ID = ID ;
obi . defName = obs [ " defname " ] . String ( ) ;
obi . width = obs [ " width " ] . Float ( ) ;
obi . height = obs [ " height " ] . Float ( ) ;
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obi . allowedTerrains = obs [ " allowedTerrain " ] . convertTo < std : : vector < ETerrainType > > ( ) ;
obi . allowedSpecialBfields = obs [ " specialBattlefields " ] . convertTo < std : : vector < BFieldType > > ( ) ;
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obi . blockedTiles = obs [ " blockedTiles " ] . convertTo < std : : vector < si16 > > ( ) ;
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obi . isAbsoluteObstacle = absolute ;
}
} ;
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const JsonNode config ( ResourceID ( " config/obstacles.json " ) ) ;
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loadObstacles ( config [ " obstacles " ] , false , obstacles ) ;
loadObstacles ( config [ " absoluteObstacles " ] , true , absoluteObstacles ) ;
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//loadObstacles(config["moats"], true, moats);
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}
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/// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider)
static std : : string genRefName ( std : : string input )
{
boost : : algorithm : : replace_all ( input , " " , " " ) ; //remove spaces
input [ 0 ] = std : : tolower ( input [ 0 ] ) ; // to camelCase
return input ;
}
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void CHeroHandler : : loadBallistics ( )
{
CLegacyConfigParser ballParser ( " DATA/BALLIST.TXT " ) ;
ballParser . endLine ( ) ; //header
ballParser . endLine ( ) ;
do
{
ballParser . readString ( ) ;
ballParser . readString ( ) ;
CHeroHandler : : SBallisticsLevelInfo bli ;
bli . keep = ballParser . readNumber ( ) ;
bli . tower = ballParser . readNumber ( ) ;
bli . gate = ballParser . readNumber ( ) ;
bli . wall = ballParser . readNumber ( ) ;
bli . shots = ballParser . readNumber ( ) ;
bli . noDmg = ballParser . readNumber ( ) ;
bli . oneDmg = ballParser . readNumber ( ) ;
bli . twoDmg = ballParser . readNumber ( ) ;
bli . sum = ballParser . readNumber ( ) ;
ballistics . push_back ( bli ) ;
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assert ( bli . noDmg + bli . oneDmg + bli . twoDmg = = 100 & & bli . sum = = 100 ) ;
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}
while ( ballParser . endLine ( ) ) ;
}
std : : vector < JsonNode > CHeroHandler : : loadLegacyData ( size_t dataSize )
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{
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heroes . resize ( dataSize ) ;
std : : vector < JsonNode > h3Data ;
h3Data . reserve ( dataSize ) ;
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CLegacyConfigParser specParser ( " DATA/HEROSPEC.TXT " ) ;
CLegacyConfigParser bioParser ( " DATA/HEROBIOS.TXT " ) ;
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CLegacyConfigParser parser ( " DATA/HOTRAITS.TXT " ) ;
parser . endLine ( ) ; //ignore header
parser . endLine ( ) ;
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specParser . endLine ( ) ; //ignore header
specParser . endLine ( ) ;
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for ( int i = 0 ; i < GameConstants : : HEROES_QUANTITY ; i + + )
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{
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JsonNode heroData ;
heroData [ " texts " ] [ " name " ] . String ( ) = parser . readString ( ) ;
heroData [ " texts " ] [ " biography " ] . String ( ) = bioParser . readString ( ) ;
heroData [ " texts " ] [ " specialty " ] [ " name " ] . String ( ) = specParser . readString ( ) ;
heroData [ " texts " ] [ " specialty " ] [ " tooltip " ] . String ( ) = specParser . readString ( ) ;
heroData [ " texts " ] [ " specialty " ] [ " description " ] . String ( ) = specParser . readString ( ) ;
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for ( int x = 0 ; x < 3 ; x + + )
{
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JsonNode armySlot ;
armySlot [ " min " ] . Float ( ) = parser . readNumber ( ) ;
armySlot [ " max " ] . Float ( ) = parser . readNumber ( ) ;
armySlot [ " creature " ] . String ( ) = genRefName ( parser . readString ( ) ) ;
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heroData [ " army " ] . Vector ( ) . push_back ( armySlot ) ;
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}
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parser . endLine ( ) ;
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specParser . endLine ( ) ;
bioParser . endLine ( ) ;
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h3Data . push_back ( heroData ) ;
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}
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return h3Data ;
}
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void CHeroHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data )
{
auto object = loadFromJson ( data ) ;
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object - > ID = HeroTypeID ( heroes . size ( ) ) ;
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object - > imageIndex = heroes . size ( ) + 30 ; // 2 special frames + some extra portraits
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heroes . push_back ( object ) ;
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VLC - > modh - > identifiers . registerObject ( scope , " hero " , name , object - > ID . getNum ( ) ) ;
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}
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void CHeroHandler : : loadObject ( std : : string scope , std : : string name , const JsonNode & data , size_t index )
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{
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auto object = loadFromJson ( data ) ;
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object - > ID = HeroTypeID ( index ) ;
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object - > imageIndex = index ;
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assert ( heroes [ index ] = = nullptr ) ; // ensure that this id was not loaded before
heroes [ index ] = object ;
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VLC - > modh - > identifiers . registerObject ( scope , " hero " , name , object - > ID . getNum ( ) ) ;
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}
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ui32 CHeroHandler : : level ( ui64 experience ) const
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{
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return boost : : range : : upper_bound ( expPerLevel , experience ) - std : : begin ( expPerLevel ) ;
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}
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ui64 CHeroHandler : : reqExp ( ui32 level ) const
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{
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if ( ! level )
return 0 ;
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if ( level < = expPerLevel . size ( ) )
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{
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return expPerLevel [ level - 1 ] ;
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}
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else
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{
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logGlobal - > warnStream ( ) < < " A hero has reached unsupported amount of experience " ;
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return expPerLevel [ expPerLevel . size ( ) - 1 ] ;
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}
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}
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void CHeroHandler : : loadTerrains ( )
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{
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const JsonNode config ( ResourceID ( " config/terrains.json " ) ) ;
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terrCosts . reserve ( GameConstants : : TERRAIN_TYPES ) ;
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for ( const std : : string & name : GameConstants : : TERRAIN_NAMES )
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terrCosts . push_back ( config [ name ] [ " moveCost " ] . Float ( ) ) ;
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}
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std : : vector < bool > CHeroHandler : : getDefaultAllowed ( ) const
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{
// Look Data/HOTRAITS.txt for reference
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std : : vector < bool > allowedHeroes ;
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allowedHeroes . reserve ( heroes . size ( ) ) ;
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for ( const CHero * hero : heroes )
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{
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allowedHeroes . push_back ( ! hero - > special ) ;
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}
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return allowedHeroes ;
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}
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std : : vector < bool > CHeroHandler : : getDefaultAllowedAbilities ( ) const
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{
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std : : vector < bool > allowedAbilities ;
allowedAbilities . resize ( GameConstants : : SKILL_QUANTITY , true ) ;
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return allowedAbilities ;
}