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