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- added battleAI to CMake, compile fixes

- icons config for towns and creatures
This commit is contained in:
Ivan Savenko
2012-09-22 15:10:15 +00:00
parent bdc373227e
commit 8f936cd34d
18 changed files with 127 additions and 186 deletions

View File

@ -84,7 +84,7 @@ void CModHandler::loadConfigFromFile (std::string name)
const JsonNode *value = &config["creatures"];
BOOST_FOREACH (auto creature, value->Vector())
{
auto cre = loadCreature (creature); //create and push back creature
auto cre = loadCreature (creature); //FIXME: unused variable 'cre' //create and push back creature
}
}
}
@ -114,51 +114,11 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
cre->namePl = name["plural"].String();
cre->nameRef = cre->nameSing;
//TODO: export resource set to separate function?
const JsonNode & cost = node["cost"];
if (cost.getType() == JsonNode::DATA_FLOAT) //gold
{
cre->cost[Res::GOLD] = cost.Float();
}
else if (cost.getType() == JsonNode::DATA_VECTOR)
{
int i = 0;
BOOST_FOREACH (auto & val, cost.Vector())
{
cre->cost[i++] = val.Float();
}
}
else //damn you...
{
value = &cost["gold"];
if (!value->isNull())
cre->cost[Res::GOLD] = value->Float();
value = &cost["gems"];
if (!value->isNull())
cre->cost[Res::GEMS] = value->Float();
value = &cost["crystal"];
if (!value->isNull())
cre->cost[Res::CRYSTAL] = value->Float();
value = &cost["mercury"];
if (!value->isNull())
cre->cost[Res::MERCURY] = value->Float();
value = &cost["sulfur"];
if (!value->isNull())
cre->cost[Res::SULFUR] = value->Float();
value = &cost["ore"];
if (!value->isNull())
cre->cost[Res::ORE] = value->Float();
value = &cost["wood"];
if (!value->isNull())
cre->cost[Res::WOOD] = value->Float();
value = &cost["mithril"];
if (!value->isNull())
cre->cost[Res::MITHRIL] = value->Float();
}
cre->cost = Res::ResourceSet(node["cost"]);
cre->level = node["level"].Float();
cre->faction = -1; //neutral
//TODO: node["faction"].String() to id or just node["faction"].Float();
cre->faction = 9; //neutral faction is 9 for now. Will be replaced by string -> id conversion
//TODO: node["faction"].String() to id
cre->fightValue = node["fightValue"].Float();
cre->AIValue = node["aiValue"].Float();
cre->growth = node["growth"].Float();
@ -176,13 +136,9 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
cre->ammMax = amounts["max"].Float();
//optional
value = &node["upgrades"];
if (!value->isNull())
BOOST_FOREACH (auto & str, node["upgrades"].Vector())
{
BOOST_FOREACH (auto & str, value->Vector())
{
cre->upgradeNames.insert (str.String());
}
cre->upgradeNames.insert (str.String());
}
value = &node["shots"];
@ -193,19 +149,11 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
if (!value->isNull())
cre->addBonus(value->Float(), Bonus::CASTS);
value = &node["doubleWide"];
if (!value->isNull())
cre->doubleWide = value->Bool();
else
cre->doubleWide = false;
cre->doubleWide = node["doubleWide"].Bool();
value = &node["abilities"];
if (!value->isNull())
BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
{
BOOST_FOREACH (const JsonNode &bonus, value->Vector())
{
cre->addNewBonus(ParseBonus(bonus));
}
cre->addNewBonus(ParseBonus(bonus));
}
//graphics
@ -234,6 +182,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
cre->missleFrameAngles[i++] = angle.Float();
}
cre->advMapDef = graphics["map"].String();
cre->iconIndex = graphics["iconIndex"].Float();
//TODO: parse
cre->projectile = "PLCBOWX.DEF";
@ -241,7 +190,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
const JsonNode & sounds = node["sound"];
#define GET_SOUND_VALUE(value_name) do { value = &sounds[#value_name]; if (!value->isNull()) cre->sounds.value_name = value->String(); } while(0)
#define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
GET_SOUND_VALUE(attack);
GET_SOUND_VALUE(defend);
GET_SOUND_VALUE(killed);