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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Basic Configuration for bonus types

* introduced new handler BonusTypeHandler
* config\bonusnames.json converted to common format and splitted info main and localizable parts
* hanlders initialization refactored
This commit is contained in:
alexvins 2013-03-06 18:49:56 +00:00
parent 6b5ee0b674
commit 2eb8263e51
28 changed files with 1481 additions and 517 deletions

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@ -22,13 +22,13 @@
#include "../lib/CArtHandler.h"
#include "../lib/NetPacks.h" //ArtifactLocation
#include "../lib/CModHandler.h"
#include "../lib/IBonusTypeHandler.h"
#include "UIFramework/CGuiHandler.h"
#include "UIFramework/CIntObjectClasses.h"
using namespace CSDL_Ext;
class CBonusItem;
class CCreatureArtifactInstance;
class CSelectableSkill;
@ -269,24 +269,24 @@ void CCreatureWindow::init(const CStackInstance *Stack, const CBonusSystemNode *
}
}
int magicResistance = 0; //handle it separately :/
//handle Magic resistance separately :/
const IBonusBearer *temp = stack;
if (battleStack)
{
magicResistance = battleStack->magicResistance(); //include Aura of Resistance
}
else
{
magicResistance = stack->magicResistance(); //include Resiatance hero skill
temp = battleStack;
}
int magicResistance = temp->magicResistance();
if (magicResistance)
{
std::map<Bonus::BonusType, std::pair<std::string, std::string> >::const_iterator it = CGI->creh->stackBonuses.find(Bonus::MAGIC_RESISTANCE);
std::string description;
text = it->second.first;
description = it->second.second;
boost::algorithm::replace_first(description, "%d", boost::lexical_cast<std::string>(magicResistance));
Bonus b;
b.type = Bonus::MAGIC_RESISTANCE;
text = VLC->getBth()->bonusToString(&b,temp,false);
const std::string description = VLC->getBth()->bonusToString(&b,temp,true);
bonusItems.push_back (new CBonusItem(genRect(0, 0, 251, 57), text, description, stack->bonusToGraphics(&b)));
}

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@ -117,7 +117,6 @@ public:
CBonusItem(const Rect &Pos, const std::string &Name, const std::string &Description, const std::string &graphicsName);
~CBonusItem();
void setBonus (const Bonus &bonus);
void showAll (SDL_Surface * to);
};

526
config/bonuses.json Normal file
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@ -0,0 +1,526 @@
//TODO: selector-based config
// SECONDARY_SKILL_PREMY
// school immunities
// LEVEL_SPELL_IMMUNITY
{
"ADDITIONAL_ATTACK":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DOUBLE"
}
},
"ADDITIONAL_RETALIATION":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_RETAIL1"
}
},
"AIR_IMMUNITY":
{
"graphics":
{
"icon": ""
}
},
"ATTACKS_ALL_ADJACENT":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_ROUND"
}
},
"BLOCKS_RETALIATION":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_RETAIL"
}
},
"CATAPULT":
{
"graphics":
{
"icon": "zvs/Lib1.res/Catapult"
}
},
"CHANGES_SPELL_COST_FOR_ALLY":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_MANA"
}
},
"CHANGES_SPELL_COST_FOR_ENEMY":
{
"graphics":
{
"icon": "zvs/Lib1.res/MagicDamper"
}
},
"CHARGE_IMMUNITY":
{
"graphics":
{
"icon": "zvs/Lib1.res/ChargeImmune"
}
},
"DAEMON_SUMMONING":
{
"graphics":
{
"icon": "zvs/Lib1.res/RiseDemons"
}
},
"DARKNESS":
{
},
"DEATH_STARE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DEATH"
}
},
"DEFENSIVE_STANCE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DEFBON"
}
},
"DOUBLE_DAMAGE_CHANCE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DBLOW"
}
},
"DRAGON_NATURE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DRAGON"
}
},
"DIRECT_DAMAGE_IMMUNITY":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_SPDIR"
}
},
"EARTH_IMMUNITY":
{
"graphics":
{
"icon": ""
}
},
"ENCHANTER":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_CAST1"
}
},
"ENCHANTED":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_BLESS"
}
},
"ENEMY_DEFENCE_REDUCTION":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_RDEF"
}
},
"FIRE_IMMUNITY":
{
"graphics":
{
"icon": ""
}
},
"FIRE_SHIELD":
{
"graphics":
{
"icon": "zvs/Lib1.res/FireShield"
}
},
"FEAR":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_FEAR"
}
},
"FEARLESS":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_FEARL"
}
},
"FLYING":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_FLY"
}
},
"FREE_SHOOTING":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_SHOOTA"
}
},
"FULL_HP_REGENERATION":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_TROLL"
}
},
"HATE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_HATE"
}
},
"HEALER":
{
"graphics":
{
"icon": "zvs/Lib1.res/Healer"
}
},
"HP_REGENERATION":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_TROLL"
}
},
"JOUSTING":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_CHAMP"
}
},
"KING1":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_KING1"
}
},
"KING2":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_KING2"
}
},
"KING3":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_KING3"
}
},
"LEVEL_SPELL_IMMUNITY":
{
"graphics":
{
"icon": ""
}
},
"LIFE_DRAIN":
{
"graphics":
{
"icon": "zvs/Lib1.res/DrainLife"
}
},
"MANA_CHANNELING":
{
"graphics":
{
"icon": "zvs/Lib1.res/ManaChannel"
}
},
"MANA_DRAIN":
{
"graphics":
{
"icon": "zvs/Lib1.res/ManaDrain"
}
},
"MAGIC_MIRROR":
{
"graphics":
{
"icon": "zvs/Lib1.res/MagicMirror"
}
},
"MAGIC_RESISTANCE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DWARF"
}
},
"MIND_IMMUNITY":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_MIND"
}
},
"NO_DISTANCE_PENALTY":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_DIST"
}
},
"NO_MELEE_PENALTY":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_MELEE"
}
},
"NO_MORALE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_MORAL"
}
},
"NO_WALL_PENALTY":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_OBST"
}
},
"NON_LIVING":
{
"graphics":
{
"icon": "zvs/Lib1.res/NonLiving"
}
},
"RANDOM_SPELLCASTER":
{
"graphics":
{
"icon": "zvs/Lib1.res/RandomBoost"
}
},
"RECEPTIVE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_NOFRIM"
}
},
"REBIRTH":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_REBIRTH"
}
},
"RETURN_AFTER_STRIKE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_HARPY"
}
},
"SECONDARY_SKILL_PREMY":
{
"hidden": true
//todo: selector based config
},
"SELF_LUCK":
{
"graphics":
{
"icon": ""
}
},
"SELF_MORALE":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_MINOT"
}
},
"SHOOTER":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_SHOOT"
}
},
"SPELLCASTER":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_CASTER"
}
},
"SPELL_AFTER_ATTACK":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_CAST"
}
},
"SPELL_BEFORE_ATTACK":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_CAST2"
}
},
"SPELL_DAMAGE_REDUCTION":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_GOLEM"
}
},
"SPELL_IMMUNITY":
{
"graphics":
{
"icon": "" //todo: configurable use from spell handler
}
},
"SPELL_LIKE_ATTACK":
{
"graphics":
{
"icon": "zvs/Lib1.res/SpellLikeAttack"
}
},
"SPELL_RESISTANCE_AURA":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_UNIC"
}
},
"TWO_HEX_ATTACK_BREATH":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_BREATH"
}
},
"THREE_HEADED_ATTACK":
{
"graphics":
{
"icon": "zvs/Lib1.res/ThreeHeaded"
}
},
"UNDEAD":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_UNDEAD"
}
},
"UNLIMITED_RETALIATIONS":
{
"graphics":
{
"icon": "zvs/Lib1.res/E_RETAIL1"
}
},
"WATER_IMMUNITY":
{
"graphics":
{
"icon": ""
}
}
}

387
config/bonuses_texts.json Normal file
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@ -0,0 +1,387 @@
// macros:
// ${val} - value of bonuses; Selector: type,subtype
// ${subtype.creature} - creature name
// ${subtype.spell} - spell name
// ${MR} - magic resistance of bearer
{
"ADDITIONAL_ATTACK":
{
"name": "Double Strike",
"description": "Attacks twice"
},
"ADDITIONAL_RETALIATION":
{
"name": "Additional retaliations",
"description": "May Retaliate ${val} extra times"
},
"AIR_IMMUNITY":
{
"name": "Immune to Air",
"description": ""
},
"ATTACKS_ALL_ADJACENT":
{
"name": "Attack all around",
"description": "Attacks all adjacent enemies"
},
"BLOCKS_RETALIATION":
{
"name": "No retaliation",
"description": "Enemy cannot Retaliate"
},
"CATAPULT":
{
"name": "Catapult",
"description": "Attacks siege walls"
},
"CHANGES_SPELL_COST_FOR_ALLY":
{
"name": "Reduce Casting Cost (${val})",
"description": "Reduce Casting Cost for hero"
},
"CHANGES_SPELL_COST_FOR_ENEMY":
{
"name": "Magic Damper (${val})",
"description": "Increase Cost of enemy spells"
},
"CHARGE_IMMUNITY":
{
"name": "Immune to Charge",
"description": "Immune to Champion charge"
},
"DAEMON_SUMMONING":
{
"name": "Summoner (${subtype.creature})",
"description": "Can rise creatures from corpses"
},
"DARKNESS":
{
"name": "Darness cover",
"description": "Adds ${val} darkness radius"
},
"DEATH_STARE":
{
"name": "Death Stare (${val}%)",
"description": "Chance to kill single creature"
},
"DEFENSIVE_STANCE":
{
"name": "Defense Bonus",
"description": "+${val} Defense when defending"
},
"DOUBLE_DAMAGE_CHANCE":
{
"name": "Death Blow",
"description": "${val}% chance for double damage"
},
"DRAGON_NATURE":
{
"name": "Dragon",
"description": "Creature has a Dragon Nature"
},
"DIRECT_DAMAGE_IMMUNITY":
{
"name": "Direct Damage Immunity",
"description": "Immune to direct damage spells"
},
"EARTH_IMMUNITY":
{
"name": "Immune to Earth",
"description": ""
},
"ENCHANTER":
{
"name": "Enchanter (${subtype.spell})",
"description": "Casts mass spell every turn"
},
"ENCHANTED":
{
"name": "Enchanted (${subtype.spell})",
"description": "Affected by permanent spell"
},
"ENEMY_DEFENCE_REDUCTION":
{
"name": "Reduce Enemy Defense (${val}%)",
"description": "Reduces Defense for one attack"
},
"FIRE_IMMUNITY":
{
"name": "Immune to Fire",
"description": ""
},
"FIRE_SHIELD":
{
"name": "Fire Shield (${val}%)",
"description": "Reflects melee damage"
},
"FEAR":
{
"name": "Fear",
"description": "Causes Fear on an enemy stack"
},
"FEARLESS":
{
"name": "Fearless",
"description": "Immune to Fear ability"
},
"FLYING":
{
"name": "Fly",
"description": "Can Fly (ignores obstacles)"
},
"FREE_SHOOTING":
{
"name": "Shoot Close",
"description": "Can shoot in Close Combat"
},
"FULL_HP_REGENERATION":
{
"name": "Regeneration",
"description": "May Regenerate full Health"
},
"HATE":
{
"name": "Hates ${subtype.creature}",
"description": "Does ${val}% more damage"
},
"HEALER":
{
"name": "Healer",
"description": "Heals allied units"
},
"HP_REGENERATION":
{
"name": "Regeneration",
"description": "Heals ${val} hit points every round"
},
"JOUSTING":
{
"name": "Champion Charge",
"description": "+5% damage per hex travelled"
},
"KING1":
{
},
"KING2":
{
},
"KING3":
{
},
"LEVEL_SPELL_IMMUNITY":
{
"name": "Spell immunity 1-${val}",
"description": "Immune to spells levels 1-${val}"
},
"LIFE_DRAIN":
{
"name": "Drain life (${val}%)",
"description": "Drains ${val}% of damage dealt"
},
"MANA_CHANNELING":
{
"name": "Magic Channel ${val}%",
"description": "Gives mana spent by enemy"
},
"MANA_DRAIN":
{
"name": "Mana Drain",
"description": "Drains ${val} mana every turn"
},
"MAGIC_MIRROR":
{
"name": "Magic Mirror (${val}%)",
"description": "${val}% chance to redirects offensive spell to enemy"
},
"MAGIC_RESISTANCE":
{
"name": "Magic Resistance(${MR}%)",
"description": "${MR}% chance to resist enemy spell"
},
"MIND_IMMUNITY":
{
"name": "Immune to mind spells",
"description": ""
},
"NO_DISTANCE_PENALTY":
{
"name": "No distance penalty",
"description": "Full damage from any distance"
},
"NO_MELEE_PENALTY":
{
"name": "No melee penalty",
"description": "Creature has no Melee Penalty"
},
"NO_MORALE":
{
},
"NO_WALL_PENALTY":
{
"name": "No wall penalty",
"description": "Full damage during siege"
},
"NON_LIVING":
{
"name": "Non living",
"description": "Immunity to many effects"
},
"RANDOM_SPELLCASTER":
{
"name": "Random spellcaster",
"description": "Can cast random spell"
},
"RECEPTIVE":
{
"name": "Receptive",
"description": "No Immunity to Friendly Spells"
},
"REBIRTH":
{
"name": "Rebirth (${val}%)",
"description": "${val}% of stack will rise after death"
},
"RETURN_AFTER_STRIKE":
{
"name": "Attack and Return",
"description": "Returns after melee attack"
},
"SELF_LUCK":
{
"name": "Positive luck",
"description": "Always has Positive Luck"
},
"SELF_MORALE":
{
"name": "Positive morale",
"description": "Always has Positive Morale"
},
"SHOOTER":
{
"name": "Ranged",
"description": "Creature can shoot"
},
"SPELLCASTER":
{
"name": "Spellcaster (${subtype.spell})",
"description": "Can cast spells"
},
"SPELL_AFTER_ATTACK":
{
"name": "Caster - ${subtype.spell}",
"description": "${val}% chance to cast after attack"
},
"SPELL_BEFORE_ATTACK":
{
"name": "Caster - ${subtype.spell}",
"description": "${val}% chance to cast before attack"
},
"SPELL_DAMAGE_REDUCTION":
{
"name": "Spell Resistance",
"description": "Damage from spells reduced ${val}%."
},
"SPELL_IMMUNITY":
{
"name": "Immune to ${subtype.spell}",
"description": ""
},
"SPELL_LIKE_ATTACK":
{
"name": "Spell-like attack",
"description": "Attacks with ${subtype.spell}"
},
"SPELL_RESISTANCE_AURA":
{
"name": "Aura of Resistance",
"description": "Nearby stacks get ${val}% resistance"
},
"TWO_HEX_ATTACK_BREATH":
{
"name": "Breath",
"description": "Breath Attack (2-hex range)"
},
"THREE_HEADED_ATTACK":
{
"name": "Three-headed attack",
"description": "Attacks three adjacent units"
},
"UNDEAD":
{
"name": "Undead",
"description": "Creature is Undead"
},
"UNLIMITED_RETALIATIONS":
{
"name": "Unlimited retaliations",
"description": "Retaliate any number of attacks"
},
"WATER_IMMUNITY":
{
"name": "Immune to Water",
"description": ""
}
}

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@ -1,66 +0,0 @@
{
"bonuses":
[
{ "id": "ADDITIONAL_RETALIATION", "name": "Additional retaliations", "description": "May Retaliate %d extra times" },
{ "id": "ATTACKS_ALL_ADJACENT", "name": "Attack all around", "description": "Attacks all adjacent enemies" },
{ "id": "RETURN_AFTER_STRIKE", "name": "Attack and Return", "description": "Returns after melee attack" },
{ "id": "SPELL_RESISTANCE_AURA", "name": "Aura of Resistance", "description": "Nearby stacks get %d% resistance" },
{ "id": "TWO_HEX_ATTACK_BREATH", "name": "Breath", "description": "Breath Attack (2-hex range)" },
{ "id": "SPELL_AFTER_ATTACK", "name": "Caster - %s", "description": "%d% chance to cast after attack" },
{ "id": "SPELL_BEFORE_ATTACK", "name": "Caster - %s", "description": "%d% chance to cast before attack" },
{ "id": "SPELL_LIKE_ATTACK", "name": "Spell-like attack", "description": "Attacks with %s" },
{ "id": "CATAPULT", "name": "Catapult", "description": "Attacks siege walls" },
{ "id": "JOUSTING", "name": "Champion Charge", "description": "+5% damage per hex travelled" },
{ "id": "DOUBLE_DAMAGE_CHANCE", "name": "Death Blow", "description": "%d% chance for double damage" },
{ "id": "DEFENSIVE_STANCE", "name": "Defense Bonus", "description": "+%d Defense when defending" },
{ "id": "ADDITIONAL_ATTACK", "name": "Double Strike", "description": "Attacks twice" },
{ "id": "DRAGON_NATURE", "name": "Dragon", "description": "Creature has a Dragon Nature" },
{ "id": "LIFE_DRAIN", "name": "Drain life (%d%)", "description": "Drains life equal to damage dealt" },
{ "id": "FEAR", "name": "Fear", "description": "Causes Fear on an enemy stack" },
{ "id": "FEARLESS", "name": "Fearless", "description": "Immune to Fear ability" },
{ "id": "FLYING", "name": "Fly", "description": "Can Fly (ignores obstacles)" },
{ "id": "HATE", "name": "Hates %s", "description": "Does %d% more damage" },
{ "id": "HEALER", "name": "Healer", "description": "Heals allied units" },
{ "id": "SPELL_IMMUNITY", "name": "Immune to %s", "description": "" },
{ "id": "CHARGE_IMMUNITY", "name": "Immune to Charge", "description": "Immune to Champion charge" },
{ "id": "MANA_CHANNELING", "name": "Magic Channel %d%", "description": "Gives mana spent by enemy" },
{ "id": "MANA_DRAIN", "name": "Mana Drain", "description": "Drains %d mana every turn" },
{ "id": "CHANGES_SPELL_COST_FOR_ENEMY", "name": "Magic Damper (%d)", "description": "Increase Cost of enemy spells" },
{ "id": "MAGIC_MIRROR", "name": "Magic Mirror (%d%)", "description": "Redirects offensive spell to enemy" },
{ "id": "MAGIC_RESISTANCE", "name": "Magic Resistance", "description": "%d% chance to resist enemy spell" },
{ "id": "NO_DISTANCE_PENALTY", "name": "No distance penalty", "description": "Full damage from any distance" },
{ "id": "NO_MELEE_PENALTY", "name": "No melee penalty", "description": "Creature has no Melee Penalty" },
{ "id": "NO_WALL_PENALTY", "name": "No wall penalty", "description": "Full damage during siege" },
{ "id": "BLOCKS_RETALIATION", "name": "No retaliation", "description": "Enemy cannot Retaliate" },
{ "id": "NON_LIVING", "name": "Non living", "description": "Immunity to many effects" },
{ "id": "SELF_LUCK", "name": "Positive luck", "description": "Always has Positive Luck" },
{ "id": "SELF_MORALE", "name": "Positive morale", "description": "Always has Positive Morale" },
{ "id": "SHOOTER", "name": "Ranged", "description": "Creature can shoot" },
{ "id": "CHANGES_SPELL_COST_FOR_ALLY", "name": "Reduce Casting Cost (%d)", "description": "Reduce Casting Cost for hero" },
{ "id": "ENEMY_DEFENCE_REDUCTION", "name": "Reduce Enemy Defense (%d%)", "description": "Reduces Defense for one attack" },
{ "id": "FULL_HP_REGENERATION", "name": "Regeneration", "description": "May Regenerate full Health" },
{ "id": "HP_REGENERATION", "name": "Regeneration", "description": "Heals %d hit points every round" },
{ "id": "FREE_SHOOTING", "name": "Shoot Close", "description": "Can shoot in Close Combat" },
{ "id": "LEVEL_SPELL_IMMUNITY", "name": "Spell immunity 1-%d", "description": "Immune to spells levels 1-%d" },
{ "id": "SPELL_DAMAGE_REDUCTION", "name": "Spell Resistance", "description": "Damage from spells reduced %d%." },
{ "id": "THREE_HEADED_ATTACK", "name": "Three-headed attack", "description": "Attacks three adjacent units" },
{ "id": "UNDEAD", "name": "Undead", "description": "Creature is Undead" },
{ "id": "UNLIMITED_RETALIATIONS", "name": "Unlimited retaliations", "description": "Retaliate any number of attacks" },
{ "id": "DEATH_STARE", "name": "Death Stare (%d%)", "description": "Chance to kill single creature" },
{ "id": "FIRE_IMMUNITY", "name": "Immune to Fire", "description": "" },
{ "id": "WATER_IMMUNITY", "name": "Immune to Water", "description": "" },
{ "id": "AIR_IMMUNITY", "name": "Immune to Air", "description": "" },
{ "id": "EARTH_IMMUNITY", "name": "Immune to Earth", "description": "" },
{ "id": "MIND_IMMUNITY", "name": "Immune to mind spells", "description": "" },
{ "id": "DIRECT_DAMAGE_IMMUNITY", "name": "Direct Damage Immunity", "description": "Immune to direct damage spells" },
{ "id": "RECEPTIVE", "name": "Receptive", "description": "No Immunity to Friendly Spells" },
{ "id": "REBIRTH", "name": "Rebirth (%d%)", "description": "Stack will rise after death" },
{ "id": "SPELLCASTER", "name": "Spellcaster (%s)", "description": "Can cast spells" },
{ "id": "ENCHANTER", "name": "Enchanter (%s)", "description": "Casts mass spell every turn" },
{ "id": "ENCHANTED", "name": "Enchanted (%s)", "description": "Affected by permanent spell" },
{ "id": "FIRE_SHIELD", "name": "Fire Shield (%d%)", "description": "Reflects melee damage" },
{ "id": "MAGIC_MIRROR", "name": "Magic Mirror (%d%)", "description": "Chance to reflect hostile spell" },
{ "id": "RANDOM_SPELLCASTER", "name": "Random spellcaster", "description": "Can cast random spell" },
{ "id": "DAEMON_SUMMONING", "name": "Summoner (%s)", "description": "Can rise creatures from corpses" }
]
}

View File

@ -45,4 +45,10 @@
"config/heroes/conflux.json",
"config/heroes/special.json"
],
"bonuses" :
[
"config/bonuses.json",
"config/bonuses_texts.json"
]
}

View File

@ -79,8 +79,6 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
BattleInfo();
~BattleInfo(){};
//////////////////////////////////////////////////////////////////////////
//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
//////////////////////////////////////////////////////////////////////////
CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
CStack * getStack(int stackID, bool onlyAlive = true);

View File

@ -161,7 +161,7 @@ CArtHandler::~CArtHandler()
{
}
void CArtHandler::loadArtifacts(bool onlyTxt)
void CArtHandler::load(bool onlyTxt)
{
if (onlyTxt)
return; // looks to be broken anyway...

View File

@ -59,8 +59,8 @@ public:
bool isBig () const;
int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
std::string nodeName() const override;
void addNewBonus(Bonus *b) override;
std::string nodeName() const OVERRIDE;
void addNewBonus(Bonus *b) OVERRIDE;
virtual void levelUpArtifact (CArtifactInstance * art){};
@ -198,7 +198,7 @@ public:
std::set<ArtifactID> bigArtifacts; // Artifacts that cannot be moved to backpack, e.g. war machines.
std::set<ArtifactID> growingArtifacts;
void loadArtifacts(bool onlyTxt);
void load(bool onlyTxt = false);
/// load artifact from json structure
void load(std::string objectID, const JsonNode & node);
/// load one artifact from json config

337
lib/CBonusTypeHandler.cpp Normal file
View File

@ -0,0 +1,337 @@
/*
* CBonusTypeHandler.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
*
*/
#include "StdInc.h"
#include "CBonusTypeHandler.h"
#include "JsonNode.h"
#include "Filesystem/CResourceLoader.h"
#include "Filesystem/ISimpleResourceLoader.h"
#include "VCMI_Lib.h"
#include "CCreatureHandler.h"
#include "CSpellHandler.h"
///Helpers
static inline void jsonSetString(const JsonNode& source, const std::string& name, std::string& dest)
{
const JsonNode& val = source[name];
if(!val.isNull())
{
dest = val.String();
}
}
static inline void jsonSetBool(const JsonNode& source, const std::string& name, bool& dest)
{
const JsonNode& val = source[name];
if(!val.isNull())
{
dest = val.Bool();
}
}
///MacroString
MacroString::MacroString(const std::string &format)
{
static const std::string MACRO_START = "${";
static const std::string MACRO_END = "}";
static const size_t MACRO_START_L = 2;
static const size_t MACRO_END_L = 1;
size_t end_pos = 0;
size_t start_pos = std::string::npos;
tlog5 << "Parsing format " << format << std::endl;
do
{
start_pos = format.find(MACRO_START, end_pos);
if (!(start_pos == std::string::npos))
{
//chunk before macro
items.push_back(Item(Item::STRING,format.substr(end_pos, start_pos-end_pos)));
start_pos += MACRO_START_L;
end_pos = format.find(MACRO_END, start_pos);
if (end_pos == std::string::npos)
{
tlog2 << "Format error in: " << format <<std::endl;
end_pos = start_pos;
break;
}
else
{
items.push_back(Item(Item::MACRO,format.substr(start_pos,end_pos-start_pos)));
end_pos += MACRO_END_L;
}
}
}
while (!start_pos == std::string::npos);
//no more macros
items.push_back(Item(Item::STRING,format.substr(end_pos)));
}
std::string MacroString::build(const GetValue& getValue) const
{
std::string result;
BOOST_FOREACH(const Item &i, items)
{
switch (i.type)
{
case Item::MACRO:
{
result += getValue(i.value);
break;
}
case Item::STRING:
{
result += i.value;
break;
}
}
}
return result;
}
///CBonusType
CBonusType::CBonusType()
{
hidden = true;
icon = nameTemplate = descriptionTemplate = "";
}
CBonusType::~CBonusType()
{
}
void CBonusType::buildMacros()
{
name = MacroString(nameTemplate);
description = MacroString(descriptionTemplate);
}
///CBonusTypeHandler
CBonusTypeHandler::CBonusTypeHandler()
{
//register predefined bonus types
#define BONUS_NAME(x) \
do{\
bonusTypes.push_back(CBonusType());\
}while (0);
BONUS_LIST;
#undef BONUS_NAME
}
CBonusTypeHandler::~CBonusTypeHandler()
{
//dtor
}
std::string CBonusTypeHandler::bonusToString(Bonus *bonus, const IBonusBearer *bearer, bool description) const
{
auto getValue = [=](const std::string &name) -> std::string
{
if (name == "val")
{
return boost::lexical_cast<std::string>(bearer->valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)));
}
else if (name == "subtype.creature")
{
return VLC->creh->creatures[bonus->subtype]->namePl;
}
else if (name == "subtype.spell")
{
return VLC->spellh->spells[bonus->subtype]->name;
}
else if (name == "MR")
{
return boost::lexical_cast<std::string>(bearer->magicResistance());
}
else
{
tlog2 << "Unknown macro in bonus config: " << name << std::endl;
return "[error]";
}
};
const CBonusType& bt = bonusTypes[bonus->type];
std::string text;
if (description)
{
text = bt.description.build(getValue);
}
else
{
text = bt.name.build(getValue);
}
return text;
}
std::string CBonusTypeHandler::bonusToGraphics(Bonus* bonus) const
{
std::string fileName;
bool fullPath = false;
switch (bonus->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
if (bonus->subtype == SecondarySkill::RESISTANCE)
{
fileName = "E_DWARF.bmp";
}
break;
case Bonus::SPELL_IMMUNITY:
{
fullPath = true;
const CSpell * sp = SpellID(bonus->subtype).toSpell();
fileName = sp->getIconImmune();
break;
}
case Bonus::FIRE_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPFIRE.bmp"; break; //all
case 1:
fileName = "E_SPFIRE1.bmp"; break; //not positive
case 2:
fileName = "E_FIRE.bmp"; break; //direct damage
}
break;
case Bonus::WATER_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPWATER.bmp"; break; //all
case 1:
fileName = "E_SPWATER1.bmp"; break; //not positive
case 2:
fileName = "E_SPCOLD.bmp"; break; //direct damage
}
break;
case Bonus::AIR_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPAIR.bmp"; break; //all
case 1:
fileName = "E_SPAIR1.bmp"; break; //not positive
case 2:
fileName = "E_LIGHT.bmp"; break;//direct damage
}
break;
case Bonus::EARTH_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPEATH.bmp"; break; //all
case 1:
case 2: //no specific icon for direct damage immunity
fileName = "E_SPEATH1.bmp"; break; //not positive
}
break;
case Bonus::LEVEL_SPELL_IMMUNITY:
{
if (vstd::iswithin(bonus->val, 1 , 5))
{
fileName = "E_SPLVL" + boost::lexical_cast<std::string>(bonus->val) + ".bmp";
}
break;
}
default:
{
const CBonusType& bt = bonusTypes[bonus->type];
fileName = bt.icon;
fullPath = true;
break;
}
}
if(!fileName.empty() && !fullPath)
fileName = "zvs/Lib1.res/" + fileName;
return fileName;
}
void CBonusTypeHandler::load()
{
const JsonNode gameConf(ResourceID("config/gameConfig.json"));
const JsonNode config(JsonUtils::assembleFromFiles(gameConf["bonuses"].convertTo<std::vector<std::string> >()));
load(config);
}
void CBonusTypeHandler::load(const JsonNode& config)
{
BOOST_FOREACH(auto & node, config.Struct())
{
auto it = bonusNameMap.find(node.first);
if(it == bonusNameMap.end())
{
//TODO: new bonus
CBonusType bt;
loadItem(node.second, bt);
auto new_id = bonusTypes.size();
bonusTypes.push_back(bt);
tlog2 << "Adding new bonuses not implemented (" << node.first << ")" << std::endl;
}
else
{
CBonusType& bt = bonusTypes[it->second];
loadItem(node.second, bt);
tlog5 << "Loaded bonus type " << node.first << std::endl;
}
}
}
void CBonusTypeHandler::loadItem(const JsonNode& source, CBonusType& dest)
{
dest.hidden = false;
jsonSetString(source,"name", dest.nameTemplate);
jsonSetString(source,"description", dest.descriptionTemplate);
jsonSetBool(source,"hidden", dest.hidden);
const JsonNode& graphics = source["graphics"];
if(!graphics.isNull())
{
jsonSetString(graphics,"icon", dest.icon);
}
dest.buildMacros();
}

93
lib/CBonusTypeHandler.h Normal file
View File

@ -0,0 +1,93 @@
/*
* CBonusTypeHandler.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 "IBonusTypeHandler.h"
#include "HeroBonus.h"
class JsonNode;
typedef Bonus::BonusType BonusTypeID;
class MacroString
{
struct Item
{
enum ItemType
{
STRING, MACRO
};
Item(ItemType _type, std::string _value): type(_type), value(_value){};
ItemType type;
std::string value; //consant string or macro name
};
std::vector<Item> items;
public:
typedef std::function <std::string(const std::string&)> GetValue;
MacroString(){};
MacroString(const std::string &format);
std::string build(const GetValue& getValue) const;
};
class DLL_LINKAGE CBonusType
{
public:
CBonusType();
~CBonusType();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & icon & nameTemplate & descriptionTemplate & hidden;
if (!h.saving)
buildMacros();
}
protected:
private:
void buildMacros();
MacroString name, description;
friend class CBonusTypeHandler;
std::string icon;
std::string nameTemplate, descriptionTemplate;
bool hidden;
};
class DLL_LINKAGE CBonusTypeHandler : public IBonusTypeHandler
{
public:
CBonusTypeHandler();
virtual ~CBonusTypeHandler();
std::string bonusToString(Bonus *bonus, const IBonusBearer *bearer, bool description) const override;
std::string bonusToGraphics(Bonus *bonus) const override;
void load();
void load(const JsonNode& config);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & bonusTypes;
}
private:
void loadItem(const JsonNode &source, CBonusType &dest);
std::vector<CBonusType> bonusTypes; //index = BonusTypeID
};

View File

@ -127,10 +127,7 @@ void CCreature::addBonus(int val, Bonus::BonusType type, int subtype /*= -1*/)
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?
@ -251,7 +248,8 @@ void CCreatureHandler::loadBonuses(CCreature & ncre, std::string bonuses)
}
}
void CCreatureHandler::loadCreatures()
void CCreatureHandler::load()
{
tlog5 << "\t\tReading ZCRTRAIT.TXT" << std::endl;
@ -373,24 +371,6 @@ void CCreatureHandler::loadCreatures()
loadAnimationInfo();
//reading creature ability names
const JsonNode config2(ResourceID("config/bonusnames.json"));
BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
{
const std::string bonusID = bonus["id"].String();
auto 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
//std::map<Bonus::BonusType, 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 (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
{
CLegacyConfigParser parser("DATA/CREXPBON.TXT");

View File

@ -106,7 +106,6 @@ public:
void addBonus(int val, Bonus::BonusType type, int subtype = -1);
std::string nodeName() const override;
//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
template<typename RanGen>
int getRandomAmount(RanGen ranGen) const
@ -148,7 +147,6 @@ public:
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info.
//stack exp
std::map<Bonus::BonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
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 %
@ -163,7 +161,7 @@ public:
/// adding abilities from ZCRTRAIT.TXT
void loadBonuses(CCreature & creature, std::string bonuses);
/// load all creatures from H3 files
void loadCreatures();
void load();
/// load creature from json structure
void load(std::string creatureID, const JsonNode & node);
/// load one creature from json config
@ -191,7 +189,7 @@ public:
{
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
h & doubledCreatures & creatures;
h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
h & expRanks & maxExpPerBattle & expAfterUpgrade;
h & skillLevels & skillRequirements & commanderLevelPremy;
h & allCreatures;
h & creaturesOfLevel;

View File

@ -10,6 +10,7 @@
#include "CGeneralTextHandler.h"
#include "CSpellHandler.h"
#include "CHeroHandler.h"
#include "IBonusTypeHandler.h"
/*
* CCreatureSet.cpp, part of VCMI engine
@ -561,341 +562,20 @@ void CStackInstance::setType(const CCreature *c)
}
std::string CStackInstance::bonusToString(Bonus *bonus, bool description) const
{
std::map<Bonus::BonusType, std::pair<std::string, std::string> >::iterator it = VLC->creh->stackBonuses.find(bonus->type);
if (it != VLC->creh->stackBonuses.end())
if(Bonus::MAGIC_RESISTANCE == bonus->type)
{
std::string text;
if (description) //long ability description
{
text = it->second.second;
switch (bonus->type)
{
//no additional modifiers needed
case Bonus::FLYING:
case Bonus::UNLIMITED_RETALIATIONS:
case Bonus::SHOOTER:
case Bonus::FREE_SHOOTING:
case Bonus::NO_MELEE_PENALTY:
case Bonus::NO_DISTANCE_PENALTY:
case Bonus::NO_WALL_PENALTY:
case Bonus::JOUSTING: //TODO: percent bonus?
case Bonus::RETURN_AFTER_STRIKE:
case Bonus::BLOCKS_RETALIATION:
case Bonus::TWO_HEX_ATTACK_BREATH:
case Bonus::THREE_HEADED_ATTACK:
case Bonus::ATTACKS_ALL_ADJACENT:
case Bonus::ADDITIONAL_ATTACK: //TODO: what with more than one attack? Axe of Ferocity for example
case Bonus::FULL_HP_REGENERATION:
case Bonus::MANA_DRAIN:
case Bonus::LIFE_DRAIN:
case Bonus::REBIRTH:
case Bonus::SELF_MORALE:
case Bonus::SELF_LUCK:
case Bonus::FEAR:
case Bonus::FEARLESS:
case Bonus::CHARGE_IMMUNITY:
case Bonus::HEALER:
case Bonus::CATAPULT:
case Bonus::DRAGON_NATURE:
case Bonus::NON_LIVING:
case Bonus::UNDEAD:
case Bonus::FIRE_IMMUNITY:
case Bonus::WATER_IMMUNITY:
case Bonus::AIR_IMMUNITY:
case Bonus::EARTH_IMMUNITY:
case Bonus::RECEPTIVE:
case Bonus::DIRECT_DAMAGE_IMMUNITY:
break;
//One numeric value. magic resistance handled separately
case Bonus::SPELL_RESISTANCE_AURA:
case Bonus::SPELL_DAMAGE_REDUCTION:
case Bonus::LEVEL_SPELL_IMMUNITY:
case Bonus::HP_REGENERATION:
case Bonus::ADDITIONAL_RETALIATION:
case Bonus::DEFENSIVE_STANCE:
case Bonus::DOUBLE_DAMAGE_CHANCE:
case Bonus::DARKNESS: //Darkness Dragons any1?
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
break;
//Complex descriptions
//case Bonus::SECONDARY_SKILL_PREMY: //only if there's no simple MR
// if (bonus->subtype == CGHeroInstance::RESISTANCE)
// {
// if (!hasBonusOfType(Bonus::MAGIC_RESISTANCE))
// boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>( magicResistance() ));
// }
// break;
//case Bonus::MAGIC_RESISTANCE:
// boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>( magicResistance() ));
// break;
case Bonus::HATE:
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl);
break;
case Bonus::SPELL_AFTER_ATTACK:
case Bonus::SPELL_BEFORE_ATTACK:
{
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
break;
}
case Bonus::SPELL_LIKE_ATTACK:
{
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
break;
}
default:
{}//TODO: allow custom bonus types... someday, somehow
}
}
else //short name
{
text = it->second.first;
switch (bonus->type)
{
case Bonus::MANA_CHANNELING:
case Bonus::MAGIC_MIRROR:
case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
case Bonus::CHANGES_SPELL_COST_FOR_ENEMY:
case Bonus::ENEMY_DEFENCE_REDUCTION:
case Bonus::REBIRTH:
case Bonus::DEATH_STARE:
case Bonus::LIFE_DRAIN:
case Bonus::FIRE_SHIELD:
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype))));
break;
case Bonus::HATE:
case Bonus::DAEMON_SUMMONING:
boost::algorithm::replace_first(text, "%s", VLC->creh->creatures[bonus->subtype]->namePl);
break;
case Bonus::LEVEL_SPELL_IMMUNITY:
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bonus->val));
break;
case Bonus::SPELL_AFTER_ATTACK:
case Bonus::SPELL_BEFORE_ATTACK:
case Bonus::SPELL_IMMUNITY:
case Bonus::SPELLCASTER:
case Bonus::ENCHANTER:
case Bonus::ENCHANTED:
boost::algorithm::replace_first(text, "%s", VLC->spellh->spells[bonus->subtype]->name);
break;
case Bonus::MAGIC_RESISTANCE:
text = ""; //handled separately
break;
//case Bonus::SECONDARY_SKILL_PREMY:
// if (bonus->subtype != CGHeroInstance::RESISTANCE || hasBonusOfType(Bonus::MAGIC_RESISTANCE)) //handle it there
// text = "";
// break;
}
}
return text;
return "";
}
else
return "";
{
return VLC->getBth()->bonusToString(bonus, this, description);
}
}
std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
{
std::string fileName;
bool fullPath = false;
switch (bonus->type)
{
//"E_ALIVE.bmp"
//"E_ART.bmp"
case Bonus::ENCHANTED:
fileName = "E_BLESS.bmp"; break;
//"E_BLOCK.bmp"
//"E_BLOCK1.bmp"
//"E_BLOCK2.bmp"
case Bonus::TWO_HEX_ATTACK_BREATH:
fileName = "E_BREATH.bmp"; break;
case Bonus::SPELL_AFTER_ATTACK:
fileName = "E_CAST.bmp"; break;
case Bonus::ENCHANTER:
fileName = "E_CAST1.bmp"; break;
case Bonus::RANDOM_SPELLCASTER:
fileName = "RandomBoost.bmp"; break;
case Bonus::SPELL_BEFORE_ATTACK:
fileName ="E_CAST2.bmp"; break;
case Bonus::SPELLCASTER:
fileName = "E_CASTER.bmp"; break;
case Bonus::JOUSTING:
fileName = "E_CHAMP.bmp"; break;
case Bonus::DOUBLE_DAMAGE_CHANCE:
fileName = "E_DBLOW.bmp"; break;
case Bonus::DEATH_STARE:
fileName = "E_DEATH.bmp"; break;
case Bonus::DEFENSIVE_STANCE:
fileName = "E_DEFBON.bmp"; break;
case Bonus::NO_DISTANCE_PENALTY:
fileName = "E_DIST.bmp"; break;
case Bonus::ADDITIONAL_ATTACK:
fileName = "E_DOUBLE.bmp"; break;
case Bonus::DRAGON_NATURE:
fileName = "E_DRAGON.bmp"; break;
case Bonus::MAGIC_RESISTANCE:
fileName = "E_DWARF.bmp"; break;
case Bonus::SECONDARY_SKILL_PREMY:
if (bonus->subtype == SecondarySkill::RESISTANCE)
{
fileName = "E_DWARF.bmp";
}
break;
case Bonus::FEAR:
fileName = "E_FEAR.bmp"; break;
case Bonus::FEARLESS:
fileName = "E_FEARL.bmp"; break;
case Bonus::FLYING:
fileName = "E_FLY.bmp"; break;
case Bonus::SPELL_DAMAGE_REDUCTION:
fileName = "E_GOLEM.bmp"; break;
case Bonus::RETURN_AFTER_STRIKE:
fileName = "E_HARPY.bmp"; break;
case Bonus::HATE:
fileName = "E_HATE.bmp"; break;
case Bonus::KING1:
fileName = "E_KING1.bmp"; break;
case Bonus::KING2:
fileName = "E_KING2.bmp"; break;
case Bonus::KING3:
fileName = "E_KING3.bmp"; break;
case Bonus::CHANGES_SPELL_COST_FOR_ALLY:
fileName = "E_MANA.bmp"; break;
case Bonus::CHANGES_SPELL_COST_FOR_ENEMY:
fileName = "MagicDamper.bpm"; break;
case Bonus::NO_MELEE_PENALTY:
fileName = "E_MELEE.bmp"; break;
case Bonus::MIND_IMMUNITY:
fileName = "E_MIND.bmp"; break;
case Bonus::SELF_MORALE:
fileName = "E_MINOT.bmp"; break;
case Bonus::NO_MORALE:
fileName = "E_MORAL.bmp"; break;
case Bonus::RECEPTIVE:
fileName = "E_NOFRIM.bmp"; break;
case Bonus::NO_WALL_PENALTY:
fileName = "E_OBST.bmp"; break;
case Bonus::ENEMY_DEFENCE_REDUCTION:
fileName = "E_RDEF.bmp"; break;
case Bonus::REBIRTH:
fileName = "E_REBIRTH.bmp"; break;
case Bonus::BLOCKS_RETALIATION:
fileName = "E_RETAIL.bmp"; break;
case Bonus::UNLIMITED_RETALIATIONS:
case Bonus::ADDITIONAL_RETALIATION:
fileName = "E_RETAIL1.bmp"; break;
case Bonus::ATTACKS_ALL_ADJACENT:
fileName = "E_ROUND.bmp"; break;
//"E_SGNUM.bmp"
//"E_SGTYPE.bmp"
case Bonus::SHOOTER:
fileName = "E_SHOOT.bmp"; break;
case Bonus::FREE_SHOOTING: //shooter is not blocked by enemy
fileName = "E_SHOOTA.bmp"; break;
//"E_SHOOTN.bmp"
case Bonus::SPELL_IMMUNITY:
{
fullPath = true;
const CSpell * sp = SpellID(bonus->subtype).toSpell();
fileName = sp->getIconImmune();
break;
}
//"E_SPAWILL.bmp"
case Bonus::DIRECT_DAMAGE_IMMUNITY:
fileName = "E_SPDIR.bmp"; break;
//"E_SPDISB.bmp"
//"E_SPDISP.bmp"
//"E_SPEATH.bmp"
//"E_SPEATH1.bmp"
case Bonus::FIRE_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPFIRE.bmp"; break; //all
case 1:
fileName = "E_SPFIRE1.bmp"; break; //not positive
case 2:
fileName = "E_FIRE.bmp"; break; //direct damage
}
break;
case Bonus::WATER_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPWATER.bmp"; break; //all
case 1:
fileName = "E_SPWATER1.bmp"; break; //not positive
case 2:
fileName = "E_SPCOLD.bmp"; break; //direct damage
}
break;
case Bonus::AIR_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPAIR.bmp"; break; //all
case 1:
fileName = "E_SPAIR1.bmp"; break; //not positive
case 2:
fileName = "E_LIGHT.bmp"; break;//direct damage
}
break;
case Bonus::EARTH_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPEATH.bmp"; break; //all
case 1:
case 2: //no specific icon for direct damage immunity
fileName = "E_SPEATH1.bmp"; break; //not positive
}
break;
case Bonus::LEVEL_SPELL_IMMUNITY:
{
if (vstd::iswithin(bonus->val, 1 , 5))
{
fileName = "E_SPLVL" + boost::lexical_cast<std::string>(bonus->val) + ".bmp";
}
break;
}
//"E_SUMMON.bmp"
//"E_SUMMON1.bmp"
//"E_SUMMON2.bmp"
case Bonus::FULL_HP_REGENERATION:
case Bonus::HP_REGENERATION:
fileName = "E_TROLL.bmp"; break;
case Bonus::UNDEAD:
fileName = "E_UNDEAD.bmp"; break;
case Bonus::SPELL_RESISTANCE_AURA:
fileName = "E_UNIC.bmp"; break;
case Bonus::THREE_HEADED_ATTACK:
fileName = "ThreeHeaded.bmp"; break;
case Bonus::DAEMON_SUMMONING:
fileName = "RiseDemons.bmp"; break;
case Bonus::CHARGE_IMMUNITY:
fileName = "ChargeImmune.bmp"; break;
case Bonus::HEALER:
fileName = "Healer.bmp"; break;
case Bonus::CATAPULT:
fileName = "Catapult.bmp"; break;
case Bonus::MANA_CHANNELING:
fileName = "ManaChannel.bmp"; break;
case Bonus::MANA_DRAIN:
fileName = "ManaDrain.bmp"; break;
case Bonus::LIFE_DRAIN:
fileName = "DrainLife.bmp"; break;
case Bonus::FIRE_SHIELD:
fileName = "FireShield.bmp"; break;
case Bonus::MAGIC_MIRROR:
fileName = "MagicMirror.bmp"; break;
case Bonus::NON_LIVING:
fileName = "NonLiving.bmp"; break;
case Bonus::SPELL_LIKE_ATTACK:
fileName = "SpellLikeAttack.bmp"; break;
}
if(!fileName.empty() && !fullPath)
fileName = "zvs/Lib1.res/" + fileName;
return fileName;
return VLC->getBth()->bonusToGraphics(bonus);
}
void CStackInstance::setArmyObj(const CArmedInstance *ArmyObj)

View File

@ -56,8 +56,7 @@ public:
}
//overrides CBonusSystemNode
//void getParents(TCNodes &out, const CBonusSystemNode *source = NULL) const; //retrieves list of parent nodes (nodes to inherit bonuses from), source is the prinary asker
std::string bonusToString(Bonus *bonus, bool description) const; // how would bonus description look for this particular type of node
std::string bonusToString(Bonus *bonus, bool description) const override; // how would bonus description look for this particular type of node
std::string bonusToGraphics(Bonus *bonus) const; //file name of graphics from StackSkills , in future possibly others
virtual ui64 getPower() const;

View File

@ -2736,20 +2736,6 @@ std::string PlayerState::nodeName() const
return "Player " + (color.getNum() < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color.getNum()] : boost::lexical_cast<std::string>(color));
}
// void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// return; //no loops possible
// }
//
// void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
// {
// for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)
// {
// if (*it != root)
// (*it)->getBonuses(out, selector, this);
// }
// }
InfoAboutArmy::InfoAboutArmy():
owner(PlayerColor::NEUTRAL)
{}

View File

@ -181,10 +181,6 @@ public:
PlayerState();
std::string nodeName() const OVERRIDE;
//override
//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color & human & currentSelection & team & resources & status;

View File

@ -26,6 +26,7 @@ set(lib_SRCS
BattleState.cpp
CArtHandler.cpp
CBattleCallback.cpp
CBonusTypeHandler.cpp
CBuildingHandler.cpp
CConfigHandler.cpp
CConsoleHandler.cpp
@ -67,6 +68,7 @@ set(lib_HEADERS
AI_Base.h
CondSh.h
ConstTransitivePtr.h
CBonusTypeHandler.h
CRandomGenerator.h
CScriptingModule.h
CStopWatch.h

View File

@ -13,7 +13,7 @@
#include "StringConstants.h"
/*
* CModHandler.h, part of VCMI engine
* CModHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*

View File

@ -198,7 +198,7 @@ static void readBankLevel(const JsonNode &level, BankConfig &bc)
bc.easiest = level["easiest"].Float();
}
void CObjectHandler::loadObjects()
void CObjectHandler::load()
{
tlog5 << "\t\tReading cregens \n";

View File

@ -353,9 +353,6 @@ public:
//visitied town pointer will be restored by map serialization method
}
//////////////////////////////////////////////////////////////////////////
// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
//////////////////////////////////////////////////////////////////////////
int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
int getSightRadious() const; //sight distance (should be used if player-owned structure)
//////////////////////////////////////////////////////////////////////////
@ -622,8 +619,7 @@ public:
void setVisitingHero(CGHeroInstance *h);
void setGarrisonedHero(CGHeroInstance *h);
const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
//////////////////////////////////////////////////////////////////////////
ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
@ -1398,7 +1394,7 @@ public:
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
std::vector<ui32> resVals; //default values of resources in gold
void loadObjects();
void load();
int bankObjToIndex (const CGObjectInstance * obj);
template <typename Handler> void serialize(Handler &h, const int version)

View File

@ -397,7 +397,7 @@ CSpell * CSpellHandler::loadSpell(CLegacyConfigParser & parser, const SpellID id
return spell;
}
void CSpellHandler::loadSpells()
void CSpellHandler::load()
{
CLegacyConfigParser parser("DATA/SPTRAITS.TXT");

View File

@ -168,7 +168,7 @@ public:
CSpellHandler();
std::vector< ConstTransitivePtr<CSpell> > spells;
void loadSpells();
void load();
/**
* Gets a list of default allowed spells. OH3 spells are all allowed by default.

25
lib/IBonusTypeHandler.h Normal file
View File

@ -0,0 +1,25 @@
/*
* IBonusTypeHandler.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
class IBonusBearer;
struct Bonus;
///High level interface for BonusTypeHandler
class IBonusTypeHandler
{
public:
virtual ~IBonusTypeHandler(){};
virtual std::string bonusToString(Bonus *bonus, const IBonusBearer *bearer, bool description) const = 0;
virtual std::string bonusToGraphics(Bonus *bonus) const = 0;
};

View File

@ -18,6 +18,7 @@
#include "GameConstants.h"
#include "CModHandler.h"
#include "CDefObjInfoHandler.h"
#include "CBonusTypeHandler.h"
#include "Connection.h"

View File

@ -1,8 +1,18 @@
/*
* VCMI_Lib.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
*
*/
#include "StdInc.h"
#include "VCMI_Lib.h"
#include "CArtHandler.h"
#include "CBonusTypeHandler.h"
#include "CCreatureHandler.h"
#include "CDefObjInfoHandler.h"
#include "CHeroHandler.h"
@ -17,15 +27,6 @@
#include "VCMIDirs.h"
#include "Filesystem/CResourceLoader.h"
/*
* VCMI_Lib.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
*
*/
LibClasses * VLC = NULL;
@ -50,6 +51,11 @@ DLL_LINKAGE void loadDLLClasses()
HANDLE_EXCEPTION;
}
const IBonusTypeHandler * LibClasses::getBth() const
{
return bth;
}
void LibClasses::loadFilesystem()
{
CStopWatch totalTime;
@ -71,41 +77,40 @@ void LibClasses::loadFilesystem()
tlog0<<"Basic initialization: "<<totalTime.getDiff()<<std::endl;
}
static void logHandlerLoaded(const std::string& name, CStopWatch &timer)
{
tlog0<<"\t" << name << " handler: "<<timer.getDiff()<<std::endl;
};
template <class Handler> void createHandler(Handler *&handler, const std::string &name, CStopWatch &timer)
{
handler = new Handler();
handler->load();
logHandlerLoaded(name, timer);
}
void LibClasses::init()
{
CStopWatch pomtime;
createHandler(bth, "Bonus type", pomtime);
createHandler(generaltexth, "General text", pomtime);
generaltexth = new CGeneralTextHandler;
generaltexth->load();
tlog0<<"\tGeneral text handler: "<<pomtime.getDiff()<<std::endl;
createHandler(heroh, "Hero", pomtime);
heroh = new CHeroHandler;
heroh->load();
tlog0 <<"\tHero handler: "<<pomtime.getDiff()<<std::endl;
createHandler(arth, "Artifact", pomtime);
arth = new CArtHandler;
arth->loadArtifacts(false);
tlog0<<"\tArtifact handler: "<<pomtime.getDiff()<<std::endl;
createHandler(creh, "Creature", pomtime);
creh = new CCreatureHandler();
creh->loadCreatures();
tlog0<<"\tCreature handler: "<<pomtime.getDiff()<<std::endl;
createHandler(townh, "Town", pomtime);
createHandler(objh, "Object", pomtime);
createHandler(dobjinfo, "Def information", pomtime);
townh = new CTownHandler;
townh->load();
tlog0<<"\tTown handler: "<<pomtime.getDiff()<<std::endl;
createHandler(spellh, "Spell", pomtime);
objh = new CObjectHandler;
objh->loadObjects();
tlog0<<"\tObject handler: "<<pomtime.getDiff()<<std::endl;
dobjinfo = new CDefObjInfoHandler;
dobjinfo->load();
tlog0<<"\tDef information handler: "<<pomtime.getDiff()<<std::endl;
spellh = new CSpellHandler;
spellh->loadSpells();
tlog0<<"\tSpell handler: "<<pomtime.getDiff()<<std::endl;
modh->loadActiveMods();
modh->reload();
@ -126,20 +131,22 @@ void LibClasses::clear()
delete dobjinfo;
delete spellh;
delete modh;
delete bth;
makeNull();
}
void LibClasses::makeNull()
{
generaltexth = NULL;
heroh = NULL;
arth = NULL;
creh = NULL;
townh = NULL;
objh = NULL;
dobjinfo = NULL;
spellh = NULL;
modh = NULL;
generaltexth = nullptr;
heroh = nullptr;
arth = nullptr;
creh = nullptr;
townh = nullptr;
objh = nullptr;
dobjinfo = nullptr;
spellh = nullptr;
modh = nullptr;
bth = nullptr;
}
LibClasses::LibClasses()
@ -152,7 +159,7 @@ void LibClasses::callWhenDeserializing()
{
generaltexth = new CGeneralTextHandler;
generaltexth->load();
arth->loadArtifacts(true);
arth->load(true);
//modh->recreateHandlers();
//modh->loadConfigFromFile ("defaultMods"); //TODO: remember last saved config
}

View File

@ -20,14 +20,21 @@ class CDefObjInfoHandler;
class CTownHandler;
class CGeneralTextHandler;
class CModHandler;
class IBonusTypeHandler;
class CBonusTypeHandler;
/// Loads and constructs several handlers
class DLL_LINKAGE LibClasses
{
CBonusTypeHandler * bth;
void callWhenDeserializing(); //should be called only by serialize !!!
void makeNull(); //sets all handler pointers to null
public:
bool IS_AI_ENABLED; //VLC is the only object visible from both CMT and GeniusAI
const IBonusTypeHandler * getBth() const;
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
@ -49,7 +56,8 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroh & arth & creh & townh & objh & dobjinfo & spellh & modh & IS_AI_ENABLED;;
h & heroh & arth & creh & townh & objh & dobjinfo & spellh & modh & IS_AI_ENABLED;
h & bth;
if(!h.saving)
{
callWhenDeserializing();

View File

@ -13,6 +13,8 @@
<Option object_output="../obj/Debug/Lib" />
<Option type="3" />
<Option compiler="gcc" />
<Option host_application="D:/projects/vcmi/engine/VCMI_client.exe" />
<Option run_host_application_in_terminal="1" />
<Option createStaticLib="1" />
<Compiler>
<Add option="-O1" />
@ -73,6 +75,8 @@
<Unit filename="CArtHandler.h" />
<Unit filename="CBattleCallback.cpp" />
<Unit filename="CBattleCallback.h" />
<Unit filename="CBonusTypeHandler.cpp" />
<Unit filename="CBonusTypeHandler.h" />
<Unit filename="CBuildingHandler.cpp" />
<Unit filename="CBuildingHandler.h" />
<Unit filename="CConfigHandler.cpp" />
@ -136,6 +140,7 @@
<Unit filename="GameConstants.h" />
<Unit filename="HeroBonus.cpp" />
<Unit filename="HeroBonus.h" />
<Unit filename="IBonusTypeHandler.h" />
<Unit filename="IGameCallback.cpp" />
<Unit filename="IGameCallback.h" />
<Unit filename="IGameEventsReceiver.h" />
@ -171,6 +176,7 @@
</Unit>
<Unit filename="StringConstants.h" />
<Unit filename="UnlockGuard.h" />
<Unit filename="VCMIDirs.cpp" />
<Unit filename="VCMIDirs.h" />
<Unit filename="VCMI_Lib.cpp" />
<Unit filename="VCMI_Lib.h" />