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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

- Removed integer parameters from CCreature, all stats are now handled by Bonus System Only

- Parsing for creature format http://wiki.vcmi.eu/index.php?title=Creature_Format
Needs rearrangement of some info to work
This commit is contained in:
DjWarmonger 2012-08-30 14:57:24 +00:00
parent 78a6e7b56f
commit 31f82cade0
8 changed files with 139 additions and 31 deletions

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@ -1597,15 +1597,15 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
creatureAnim = new CCreaturePic(159, 4, creature, false);
Rect sizes(287, 4, 96, 18);
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], creature->attack));
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[190], CGI->generaltexth->fcommands[0], creature->Attack()));
sizes.y+=20;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], creature->defence));
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[191], CGI->generaltexth->fcommands[1], creature->Defense()));
sizes.y+=21;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], creature->damageMin, creature->damageMax));
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[199], CGI->generaltexth->fcommands[2], creature->getMinDamage(), creature->getMaxDamage()));
sizes.y+=20;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], creature->hitPoints));
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[388], CGI->generaltexth->fcommands[3], creature->MaxHealth()));
sizes.y+=21;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], creature->speed));
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[193], CGI->generaltexth->fcommands[4], creature->valOfBonuses(Bonus::STACKS_SPEED)));
sizes.y+=20;
values.push_back(new LabeledValue(sizes, CGI->generaltexth->allTexts[194], CGI->generaltexth->fcommands[5], town->creatureGrowth(level)));

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@ -501,7 +501,8 @@ void CCreatureWindow::recreateSkillList(int Pos)
for (n = numSkills; n < bonusItems.size(); ++n)
{
bonusItems[n]->visible = false;
selectableBonuses[n]->deactivate();
if (n < selectableBonuses.size())
selectableBonuses[n]->deactivate();
}
}

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@ -5,7 +5,6 @@
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "CGameState.h"
#include "JsonNode.h"
#include "CHeroHandler.h"
#include "CModHandler.h"
@ -317,22 +316,16 @@ void CCreatureHandler::loadCreatures()
ncre.growth = readNumber(befi, i, andame, buf);
ncre.hordeGrowth = readNumber(befi, i, andame, buf);
ncre.hitPoints = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
ncre.speed = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
ncre.attack = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
ncre.defence = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
ncre.damageMax = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::STACK_HEALTH);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::STACKS_SPEED);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::CREATURE_DAMAGE, 1);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::CREATURE_DAMAGE, 2);
ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::SHOTS);
ncre.shots = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.shots, Bonus::SHOTS);
ncre.spells = readNumber(befi, i, andame, buf);
//spells - not used?
readNumber(befi, i, andame, buf);
ncre.ammMin = readNumber(befi, i, andame, buf);
ncre.ammMax = readNumber(befi, i, andame, buf);

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@ -1,10 +1,11 @@
#pragma once
#include "../lib/HeroBonus.h"
#include "../lib/ConstTransitivePtr.h"
#include "HeroBonus.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "GameConstants.h"
#include "JsonNode.h"
/*
* CCreatureHandler.h, part of VCMI engine
@ -26,9 +27,8 @@ public:
std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
TResources cost; //cost[res_id] - amount of that resource
std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
ui32 hitPoints, speed, attack, defence;
ui32 fightValue, AIValue, growth, hordeGrowth, shots, spells;
ui32 damageMin, damageMax;
//damage, hp. etc are handled by Bonuses
ui32 fightValue, AIValue, growth, hordeGrowth;
ui32 ammMin, ammMax;
ui8 level; // 0 - unknown
std::string abilityText; //description of abilities
@ -77,8 +77,8 @@ public:
h & static_cast<CBonusSystemNode&>(*this);
h & namePl & nameSing & nameRef
& cost & upgrades
& fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
& damageMin & damageMax & ammMin & ammMax & level
& fightValue & AIValue & growth & hordeGrowth
& ammMin & ammMax & level
& abilityText & abilityRefs & animDefName
& idNumber & faction

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@ -75,6 +75,118 @@ void CModHandler::saveConfigToFile (std::string name)
std::ofstream file(CResourceHandler::get()->getResourceName(ResourceID("config/" + name +".json")), std::ofstream::trunc);
//file << savedConf;
}
CCreature * CModHandler::loadCreature (const JsonNode &node)
{
CCreature * cre = new CCreature();
cre->idNumber = creatures.size();
const JsonNode *value; //optional value
//TODO: ref name
auto name = node["name"];
cre->nameSing = name["singular"].String();
cre->namePl = name["plural"].String();
//TODO: map name->id
auto cost = node["cost"];
if (cost.getType() == JsonNode::DATA_FLOAT) //gold
{
cre->cost[Res::GOLD] = cost.Float();
}
else
{
int i = 0;
BOOST_FOREACH (auto val, cost.Vector())
{
cre->cost[i++] = val.Float();
}
}
cre->level = node["level"].Float();
cre->faction = -1; //TODO: node["faction"].String() to id or just node["faction"].Float();
cre->fightValue = node["fightValue"].Float();
cre->AIValue = node["aiValue"].Float();
cre->growth = node["growth"].Float();
cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
auto vec = node["damage"].Vector();
cre->addBonus(vec[0].Float(), Bonus::CREATURE_DAMAGE, 1);
cre->addBonus(vec[1].Float(), Bonus::CREATURE_DAMAGE, 2);
//optional
value = &node["shots"];
if (!value->isNull())
cre->addBonus(value->Float(), Bonus::SHOTS);
value = &node["spellPoints"];
if (!value->isNull())
cre->addBonus(value->Float(), Bonus::CASTS);
value = &node["doubleWide"];
if (!value->isNull())
cre->doubleWide = value->Bool();
else
cre->doubleWide = false;
value = &node["abilities"];
if (!value->isNull())
{
BOOST_FOREACH (const JsonNode &bonus, value->Vector())
{
cre->addNewBonus(ParseBonus(bonus));
}
}
//graphics
auto graphics = node["graphics"];
cre->animDefName = graphics["animation"].String();
cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
auto animationTime = graphics["animationTime"];
cre->walkAnimationTime = animationTime["walk"].Float();
cre->attackAnimationTime = animationTime["attack"].Float();
cre->flightAnimationDistance = animationTime["flight"].Float(); //?
//TODO: background?
auto missle = graphics["missle"];
auto offsets = missle["offset"];
cre->upperRightMissleOffsetX = offsets["upperX"].Float();
cre->upperRightMissleOffsetY = offsets["upperY"].Float();
cre->rightMissleOffsetX = offsets["middleX"].Float();
cre->rightMissleOffsetY = offsets["middleY"].Float();
cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
int i = 0;
BOOST_FOREACH (auto angle, missle["frameAngles"].Vector())
{
cre->missleFrameAngles[i++] = angle.Float();
}
//we need to know creature id to add it
VLC->creh->idToProjectile[cre->idNumber] = value->String();
//TODO: sounds
//how to pass info to Client?
auto sounds = node["sound"];
//CreaturesBattleSounds cbs;
//cbs.attack = sounds["attack"].String();
//cbs.defend = sounds["defend"].String();
//cbs.killed = sounds["killed"].String(); // was killed or died
//cbs.move = sounds["move"].String();
//cbs.shoot = sounds["shoot"].String(); // range attack
//cbs.wince = sounds["wince"].String(); // attacked but did not die
//cbs.ext1 = ""; // creature specific extension
//cbs.ext2 = ""; // creature specific extension
//cbs.startMoving = sounds["moveStart"].String(); // usually same as ext1
//cbs.endMoving = sounds["moveEnd"].String(); // usually same as ext2
//CCS->soundh->CBattleSounds.push_back(cbs);
creatures.push_back(cre);
return cre;
}
void CModHandler::recreateHandlers()
{
//TODO: consider some template magic to unify all handlers?

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@ -75,6 +75,7 @@ public:
void loadConfigFromFile (std::string name);
void saveConfigToFile (std::string name);
CCreature * loadCreature (const JsonNode &node); //TODO: handler collections now use ModHandler vector index. Should they be aligned according to mods actually used??
void recreateHandlers();
struct DLL_LINKAGE hardcodedFeatures

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@ -1148,10 +1148,10 @@ void CGHeroInstance::UpdateSpeciality()
switch (it->subtype)
{
case PrimarySkill::ATTACK:
param = creatures[it->additionalInfo]->attack;
param = creatures[it->additionalInfo]->Attack();
break;
case PrimarySkill::DEFENSE:
param = creatures[it->additionalInfo]->defence;
param = creatures[it->additionalInfo]->Defense();
break;
default:
assert(0);

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@ -199,3 +199,4 @@ public:
};
DLL_LINKAGE Bonus * ParseBonus (const JsonVector &ability_vec);
DLL_LINKAGE Bonus * ParseBonus (const JsonNode &bonus);