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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
*
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*/
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# pragma once
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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# include <vcmi/Creature.h>
# include <vcmi/CreatureService.h>
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# include "HeroBonus.h"
# include "ConstTransitivePtr.h"
# include "ResourceSet.h"
# include "GameConstants.h"
# include "JsonNode.h"
# include "IHandlerBase.h"
# include "CRandomGenerator.h"
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class CLegacyConfigParser ;
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class CCreatureHandler ;
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class CCreature ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class JsonSerializeFormat ;
2009-04-16 14:14:13 +03:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class DLL_LINKAGE CCreature : public Creature , public CBonusSystemNode
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{
public :
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std : : string identifier ;
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std : : string nameRef ; // reference name, stringID
std : : string nameSing ; // singular name, e.g. Centaur
std : : string namePl ; // plural name, e.g. Centaurs
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std : : string abilityText ; //description of abilities
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CreatureID idNumber ;
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TFaction faction ;
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ui8 level ; // 0 - unknown; 1-7 for "usual" creatures
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//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)
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bool doubleWide ;
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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
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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
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/// names of files with appropriate icons. Used only during loading
std : : string smallIconName ;
std : : string largeIconName ;
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struct CreatureAnimation
{
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double timeBetweenFidgets , idleAnimationTime ,
walkAnimationTime , attackAnimationTime , flightAnimationDistance ;
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int upperRightMissleOffsetX , rightMissleOffsetX , lowerRightMissleOffsetX ,
upperRightMissleOffsetY , rightMissleOffsetY , lowerRightMissleOffsetY ;
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std : : vector < double > missleFrameAngles ;
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int troopCountLocationOffset , attackClimaxFrame ;
std : : string projectileImageName ;
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//bool projectileSpin; //if true, appropriate projectile is spinning during flight
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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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 ;
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h & projectileImageName ;
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}
} animation ;
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//sound info
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struct CreatureBattleSounds
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{
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
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std : : string startMoving ;
std : : string endMoving ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & attack ;
h & defend ;
h & killed ;
h & move ;
h & shoot ;
h & wince ;
h & startMoving ;
h & endMoving ;
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}
} sounds ;
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ArtifactID warMachine ;
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bool isItNativeTerrain ( ETerrainType : : EETerrainType terrain ) const ;
/**
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 .
*/
ETerrainType : : EETerrainType getNativeTerrain ( ) const ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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
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bool isGood ( ) const ;
bool isEvil ( ) const ;
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si32 maxAmount ( const std : : vector < si32 > & res ) const ; //how many creatures can be bought
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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
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static int estimateCreatureCount ( ui32 countID ) ; //reverse version of above function, returns middle of range
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bool isMyUpgrade ( const CCreature * anotherCre ) const ;
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bool valid ( ) const ;
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void addBonus ( int val , Bonus : : BonusType type , int subtype = - 1 ) ;
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std : : string nodeName ( ) const override ;
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template < typename RanGen >
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int getRandomAmount ( RanGen ranGen ) const
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{
if ( ammMax = = ammMin )
return ammMax ;
else
return ammMin + ( ranGen ( ) % ( ammMax - ammMin ) ) ;
}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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void updateFrom ( const JsonNode & data ) ;
void serializeJson ( JsonSerializeFormat & handler ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CBonusSystemNode & > ( * this ) ;
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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 ;
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if ( version > = 759 )
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{
h & identifier ;
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}
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if ( version > = 771 )
{
h & warMachine ;
}
else if ( ! h . saving )
{
fillWarMachine ( ) ;
}
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}
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CCreature ( ) ;
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private :
void fillWarMachine ( ) ;
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} ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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class DLL_LINKAGE CCreatureHandler : public CHandlerBase < CreatureID , Creature , CCreature , CreatureService >
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{
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private :
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CBonusSystemNode allCreatures ;
CBonusSystemNode creaturesOfLevel [ GameConstants : : CREATURES_PER_TOWN + 1 ] ; //index 0 is used for creatures of unknown tier or outside <1-7> range
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void loadJsonAnimation ( CCreature * creature , const JsonNode & graphics ) ;
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void loadStackExperience ( CCreature * creature , const JsonNode & input ) ;
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void loadCreatureJson ( CCreature * creature , const JsonNode & config ) ;
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/// adding abilities from ZCRTRAIT.TXT
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void loadBonuses ( JsonNode & creature , std : : string bonuses ) ;
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/// load all creatures from H3 files
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void load ( ) ;
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void loadCommanders ( ) ;
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/// load creature from json structure
void load ( std : : string creatureID , const JsonNode & node ) ;
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/// read cranim.txt file from H3
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void loadAnimationInfo ( std : : vector < JsonNode > & h3Data ) ;
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/// read one line from cranim.txt
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void loadUnitAnimInfo ( JsonNode & unit , CLegacyConfigParser & parser ) ;
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/// parse crexpbon.txt file from H3
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void loadStackExp ( Bonus & b , BonusList & bl , CLegacyConfigParser & parser ) ;
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/// help function for parsing CREXPBON.txt
int stringToNumber ( std : : string & s ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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 ;
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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
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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 ;
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void deserializationFix ( ) ;
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CreatureID pickRandomMonster ( CRandomGenerator & rand , int tier = - 1 ) const ; //tier <1 - CREATURES_PER_TOWN> or -1 for any
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void addBonusForTier ( int tier , std : : shared_ptr < Bonus > b ) ; //tier must be <1-7>
void addBonusForAllCreatures ( std : : shared_ptr < Bonus > b ) ;
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void removeBonusesFromAllCreatures ( ) ;
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void restoreAllCreaturesNodeType794 ( ) ; //restore ALL_CREATURES node type for old saves
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CCreatureHandler ( ) ;
~ CCreatureHandler ( ) ;
/// load all creatures from H3 files
void loadCrExpBon ( ) ;
/// generates tier-specific bonus tree entries
void buildBonusTreeForTiers ( ) ;
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void afterLoadFinalization ( ) override ;
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std : : vector < JsonNode > loadLegacyData ( size_t dataSize ) override ;
std : : vector < bool > getDefaultAllowed ( ) const override ;
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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)
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h & doubledCreatures ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
h & objects ;
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h & expRanks ;
h & maxExpPerBattle ;
h & expAfterUpgrade ;
h & skillLevels ;
h & skillRequirements ;
h & commanderLevelPremy ;
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h & allCreatures ;
h & creaturesOfLevel ;
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BONUS_TREE_DESERIALIZATION_FIX
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}
} ;