/* * CCreatureHandler.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 "CCreatureHandler.h" #include "CGeneralTextHandler.h" #include "filesystem/Filesystem.h" #include "VCMI_Lib.h" #include "CGameState.h" #include "CTownHandler.h" #include "CModHandler.h" #include "Terrain.h" #include "StringConstants.h" #include "serializer/JsonDeserializer.h" #include "serializer/JsonUpdater.h" #include "mapObjects/CObjectClassesHandler.h" int32_t CCreature::getIndex() const { return idNumber.toEnum(); } int32_t CCreature::getIconIndex() const { return iconIndex; } const std::string & CCreature::getName() const { return nameSing;//??? } const std::string & CCreature::getJsonKey() const { return identifier; } void CCreature::registerIcons(const IconRegistar & cb) const { cb(getIconIndex(), "CPRSMALL", smallIconName); cb(getIconIndex(), "TWCRPORT", largeIconName); } CreatureID CCreature::getId() const { return idNumber; } const IBonusBearer * CCreature::accessBonuses() const { return this; } uint32_t CCreature::getMaxHealth() const { return CBonusSystemNode::MaxHealth(); } const std::string & CCreature::getPluralName() const { return namePl; } const std::string & CCreature::getSingularName() const { return nameSing; } int32_t CCreature::getAdvMapAmountMin() const { return ammMin; } int32_t CCreature::getAdvMapAmountMax() const { return ammMax; } int32_t CCreature::getAIValue() const { return AIValue; } int32_t CCreature::getFightValue() const { return fightValue; } int32_t CCreature::getLevel() const { return level; } int32_t CCreature::getGrowth() const { return growth; } int32_t CCreature::getHorde() const { return hordeGrowth; } int32_t CCreature::getFactionIndex() const { return faction; } int32_t CCreature::getBaseAttack() const { static const auto SELECTOR = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseDefense() const { static const auto SELECTOR = Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseDamageMin() const { static const auto SELECTOR = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 1).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseDamageMax() const { static const auto SELECTOR = Selector::typeSubtype(Bonus::CREATURE_DAMAGE, 2).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseHitPoints() const { static const auto SELECTOR = Selector::type()(Bonus::STACK_HEALTH).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseSpellPoints() const { static const auto SELECTOR = Selector::type()(Bonus::CASTS).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseSpeed() const { static const auto SELECTOR = Selector::type()(Bonus::STACKS_SPEED).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getBaseShots() const { static const auto SELECTOR = Selector::type()(Bonus::SHOTS).And(Selector::sourceTypeSel(Bonus::CREATURE_ABILITY)); return getExportedBonusList().valOfBonuses(SELECTOR); } int32_t CCreature::getCost(int32_t resIndex) const { if(resIndex >= 0 && resIndex < cost.size()) return cost[resIndex]; else return 0; } int CCreature::getQuantityID(const int & quantity) { if (quantity<5) return 1; if (quantity<10) return 2; if (quantity<20) return 3; if (quantity<50) return 4; if (quantity<100) return 5; if (quantity<250) return 6; if (quantity<500) return 7; if (quantity<1000) return 8; return 9; } int CCreature::estimateCreatureCount(ui32 countID) { static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 }; if(countID > 9) { logGlobal->error("Wrong countID %d!", countID); return 0; } else return creature_count[countID]; } bool CCreature::isDoubleWide() const { return doubleWide; } /** * Determines if the creature is of a good alignment. * @return true if the creture is good, false otherwise. */ bool CCreature::isGood () const { return (*VLC->townh)[faction]->alignment == EAlignment::GOOD; } /** * Determines if the creature is of an evil alignment. * @return true if the creature is evil, false otherwise. */ bool CCreature::isEvil () const { return (*VLC->townh)[faction]->alignment == EAlignment::EVIL; } si32 CCreature::maxAmount(const std::vector &res) const //how many creatures can be bought { int ret = 2147483645; int resAmnt = static_cast(std::min(res.size(),cost.size())); for(int i=0;i(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, getIndex(), subtype, Bonus::BASE_NUMBER); addNewBonus(added); } else { std::shared_ptr b = existing[0]; b->val = val; } } bool CCreature::isMyUpgrade(const CCreature *anotherCre) const { //TODO upgrade of upgrade? return vstd::contains(upgrades, anotherCre->idNumber); } bool CCreature::valid() const { return this == VLC->creh->objects[idNumber]; } std::string CCreature::nodeName() const { return "\"" + namePl + "\""; } bool CCreature::isItNativeTerrain(const Terrain & terrain) const { auto native = getNativeTerrain(); return native == terrain || native == Terrain::ANY; } Terrain CCreature::getNativeTerrain() const { const std::string cachingStringBlocksRetaliation = "type_NO_TERRAIN_PENALTY"; static const auto selectorBlocksRetaliation = Selector::type()(Bonus::NO_TERRAIN_PENALTY); //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses //and in the CGHeroInstance::getNativeTerrain() to setup mevement bonuses or/and penalties. return hasBonus(selectorBlocksRetaliation, selectorBlocksRetaliation) ? Terrain::ANY : (Terrain)(*VLC->townh)[faction]->nativeTerrain; } void CCreature::updateFrom(const JsonNode & data) { JsonUpdater handler(nullptr, data); { auto configScope = handler.enterStruct("config"); const JsonNode & configNode = handler.getCurrent(); serializeJson(handler); if(!configNode["hitPoints"].isNull()) addBonus(configNode["hitPoints"].Integer(), Bonus::STACK_HEALTH); if(!configNode["speed"].isNull()) addBonus(configNode["speed"].Integer(), Bonus::STACKS_SPEED); if(!configNode["attack"].isNull()) addBonus(configNode["attack"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); if(!configNode["defense"].isNull()) addBonus(configNode["defense"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); if(!configNode["damage"]["min"].isNull()) addBonus(configNode["damage"]["min"].Integer(), Bonus::CREATURE_DAMAGE, 1); if(!configNode["damage"]["max"].isNull()) addBonus(configNode["damage"]["max"].Integer(), Bonus::CREATURE_DAMAGE, 2); if(!configNode["shots"].isNull()) addBonus(configNode["shots"].Integer(), Bonus::SHOTS); if(!configNode["spellPoints"].isNull()) addBonus(configNode["spellPoints"].Integer(), Bonus::CASTS); } handler.serializeBonuses("bonuses", this); } void CCreature::serializeJson(JsonSerializeFormat & handler) { { auto nameNode = handler.enterStruct("name"); handler.serializeString("singular", nameSing); handler.serializeString("plural", namePl); } handler.serializeInt("fightValue", fightValue); handler.serializeInt("aiValue", AIValue); handler.serializeInt("growth", growth); handler.serializeInt("horde", hordeGrowth);// Needed at least until configurable buildings { auto advMapNode = handler.enterStruct("advMapAmount"); handler.serializeInt("min", ammMin); handler.serializeInt("max", ammMax); } if(handler.updating) { cost.serializeJson(handler, "cost"); handler.serializeInt("faction", faction);//TODO: unify with deferred resolve } handler.serializeInt("level", level); handler.serializeBool("doubleWide", doubleWide); if(!handler.saving) { if(ammMin > ammMax) logMod->error("Invalid creature '%s' configuration, advMapAmount.min > advMapAmount.max", identifier); } } void CCreature::fillWarMachine() { switch (idNumber) { case CreatureID::CATAPULT: //Catapult warMachine = ArtifactID::CATAPULT; break; case CreatureID::BALLISTA: //Ballista warMachine = ArtifactID::BALLISTA; break; case CreatureID::FIRST_AID_TENT: //First Aid tent warMachine = ArtifactID::FIRST_AID_TENT; break; case CreatureID::AMMO_CART: //Ammo cart warMachine = ArtifactID::AMMO_CART; break; } warMachine = ArtifactID::NONE; //this creature is not artifact } CCreatureHandler::CCreatureHandler() : expAfterUpgrade(0) { VLC->creh = this; allCreatures.setDescription("All creatures"); allCreatures.setNodeType(CBonusSystemNode::ENodeTypes::ALL_CREATURES); creaturesOfLevel[0].setDescription("Creatures of unnormalized tier"); for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++) creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast(i)); loadCommanders(); } const CCreature * CCreatureHandler::getCreature(const std::string & scope, const std::string & identifier) const { boost::optional index = VLC->modh->identifiers.getIdentifier(scope, "creature", identifier); if(!index) throw std::runtime_error("Creature not found "+identifier); return objects[*index]; } void CCreatureHandler::loadCommanders() { JsonNode data(ResourceID("config/commanders.json")); data.setMeta("core"); // assume that commanders are in core mod (for proper bonuses resolution) const JsonNode & config = data; // switch to const data accessors for (auto bonus : config["bonusPerLevel"].Vector()) { commanderLevelPremy.push_back(JsonUtils::parseBonus(bonus.Vector())); } int i = 0; for (auto skill : config["skillLevels"].Vector()) { skillLevels.push_back (std::vector()); for (auto skillLevel : skill["levels"].Vector()) { skillLevels[i].push_back ((ui8)skillLevel.Float()); } ++i; } for (auto ability : config["abilityRequirements"].Vector()) { std::pair , std::pair > a; a.first = JsonUtils::parseBonus (ability["ability"].Vector()); a.second.first = static_cast(ability["skills"].Vector()[0].Float()); a.second.second = static_cast(ability["skills"].Vector()[1].Float()); skillRequirements.push_back (a); } } void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses) { auto makeBonusNode = [&](std::string type) -> JsonNode { JsonNode ret; ret["type"].String() = type; return ret; }; static const std::map abilityMap = { {"FLYING_ARMY", makeBonusNode("FLYING")}, {"SHOOTING_ARMY", makeBonusNode("SHOOTER")}, {"SIEGE_WEAPON", makeBonusNode("SIEGE_WEAPON")}, {"const_free_attack", makeBonusNode("BLOCKS_RETALIATION")}, {"IS_UNDEAD", makeBonusNode("UNDEAD")}, {"const_no_melee_penalty", makeBonusNode("NO_MELEE_PENALTY")}, {"const_jousting", makeBonusNode("JOUSTING")}, {"KING_1", makeBonusNode("KING1")}, {"KING_2", makeBonusNode("KING2")}, {"KING_3", makeBonusNode("KING3")}, {"const_no_wall_penalty", makeBonusNode("NO_WALL_PENALTY")}, {"CATAPULT", makeBonusNode("CATAPULT")}, {"MULTI_HEADED", makeBonusNode("ATTACKS_ALL_ADJACENT")}, {"IMMUNE_TO_MIND_SPELLS", makeBonusNode("MIND_IMMUNITY")}, {"HAS_EXTENDED_ATTACK", makeBonusNode("TWO_HEX_ATTACK_BREATH")} }; auto hasAbility = [&](const std::string name) -> bool { return boost::algorithm::find_first(bonuses, name); }; for(auto a : abilityMap) { if(hasAbility(a.first)) creature["abilities"][a.first] = a.second; } if(hasAbility("DOUBLE_WIDE")) creature["doubleWide"].Bool() = true; if(hasAbility("const_raises_morale")) { JsonNode node = makeBonusNode("MORALE"); node["val"].Float() = 1; node["propagator"].String() = "HERO"; creature["abilities"]["const_raises_morale"] = node; } } std::vector CCreatureHandler::loadLegacyData(size_t dataSize) { objects.resize(dataSize); std::vector h3Data; h3Data.reserve(dataSize); CLegacyConfigParser parser("DATA/CRTRAITS.TXT"); parser.endLine(); // header // this file is a bit different in some of Russian localisations: //ENG: Singular Plural Wood ... //RUS: Singular Plural Plural2 Wood ... // Try to detect which version this is by header // TODO: use 3rd name? Stand for "whose", e.g. pikemans' size_t namesCount; { if ( parser.readString() != "Singular" || parser.readString() != "Plural" ) throw std::runtime_error("Incorrect format of CrTraits.txt"); if (parser.readString() == "Plural2") namesCount = 3; else namesCount = 2; parser.endLine(); } for (size_t i=0; iidNumber = CreatureID(index); cre->iconIndex = cre->getIndex() + 2; cre->identifier = identifier; JsonDeserializer handler(nullptr, node); cre->serializeJson(handler); cre->cost = Res::ResourceSet(node["cost"]); cre->addBonus(node["hitPoints"].Integer(), Bonus::STACK_HEALTH); cre->addBonus(node["speed"].Integer(), Bonus::STACKS_SPEED); cre->addBonus(node["attack"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); cre->addBonus(node["defense"].Integer(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); cre->addBonus(node["damage"]["min"].Integer(), Bonus::CREATURE_DAMAGE, 1); cre->addBonus(node["damage"]["max"].Integer(), Bonus::CREATURE_DAMAGE, 2); assert(node["damage"]["min"].Integer() <= node["damage"]["max"].Integer()); if(!node["shots"].isNull()) cre->addBonus(node["shots"].Integer(), Bonus::SHOTS); loadStackExperience(cre, node["stackExperience"]); loadJsonAnimation(cre, node["graphics"]); loadCreatureJson(cre, node); for(auto & extraName : node["extraNames"].Vector()) { for(auto type_name : getTypeNames()) registerObject(scope, type_name, extraName.String(), cre->getIndex()); } VLC->modh->identifiers.requestIdentifier(scope, "object", "monster", [=](si32 index) { JsonNode conf; conf.setMeta(scope); VLC->objtypeh->loadSubObject(cre->identifier, conf, Obj::MONSTER, cre->idNumber.num); if (!cre->advMapDef.empty()) { JsonNode templ; templ["animation"].String() = cre->advMapDef; VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->idNumber.num)->addTemplate(templ); } // object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower) if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, cre->idNumber.num)->getTemplates().empty()) VLC->objtypeh->removeSubObject(Obj::MONSTER, cre->idNumber.num); }); return cre; } const std::vector & CCreatureHandler::getTypeNames() const { static const std::vector typeNames = { "creature" }; return typeNames; } std::vector CCreatureHandler::getDefaultAllowed() const { std::vector ret; for(const CCreature * crea : objects) { ret.push_back(crea ? !crea->special : false); } return ret; } void CCreatureHandler::loadCrExpBon() { if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses { CLegacyConfigParser parser("DATA/CREXPBON.TXT"); Bonus b; //prototype with some default properties b.source = Bonus::STACK_EXPERIENCE; b.duration = Bonus::PERMANENT; b.valType = Bonus::ADDITIVE_VALUE; b.effectRange = Bonus::NO_LIMIT; b.additionalInfo = 0; b.turnsRemain = 0; BonusList bl; parser.endLine(); parser.readString(); //ignore index loadStackExp(b, bl, parser); for(auto b : bl) addBonusForAllCreatures(b); //health bonus is common for all parser.endLine(); for (int i = 1; i < 7; ++i) { for (int j = 0; j < 4; ++j) //four modifiers common for tiers { parser.readString(); //ignore index bl.clear(); loadStackExp(b, bl, parser); for(auto b : bl) addBonusForTier(i, b); parser.endLine(); } } for (int j = 0; j < 4; ++j) //tier 7 { parser.readString(); //ignore index bl.clear(); loadStackExp(b, bl, parser); for(auto b : bl) { addBonusForTier(7, b); creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures } parser.endLine(); } do //parse everything that's left { auto sid = static_cast(parser.readNumber()); //id = this particular creature ID b.sid = sid; bl.clear(); loadStackExp(b, bl, parser); for(auto b : bl) { objects[sid]->addNewBonus(b); //add directly to CCreature Node } } while (parser.endLine()); //Calculate rank exp values, formula appears complicated bu no parsing needed expRanks.resize(8); int dif = 0; int it = 8000; //ignore name of this variable expRanks[0].push_back(it); for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably { expRanks[0].push_back(expRanks[0][j-1] + it + dif); dif += it/5; } for (int i = 1; i < 8; ++i) { dif = 0; it = 1000 * i; expRanks[i].push_back(it); for (int j = 1; j < 10; ++j) { expRanks[i].push_back(expRanks[i][j-1] + it + dif); dif += it/5; } } CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT"); expBonParser.endLine(); //header maxExpPerBattle.resize(8); for (int i = 1; i < 8; ++i) { expBonParser.readString(); //index expBonParser.readString(); //float multiplier -> hardcoded expBonParser.readString(); //ignore upgrade mod? ->hardcoded expBonParser.readString(); //already calculated maxExpPerBattle[i] = static_cast(expBonParser.readNumber()); expRanks[i].push_back(expRanks[i].back() + (ui32)expBonParser.readNumber()); expBonParser.endLine(); } //skeleton gets exp penalty objects[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1); objects[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1); //exp for tier >7, rank 11 expRanks[0].push_back(147000); expAfterUpgrade = 75; //percent maxExpPerBattle[0] = maxExpPerBattle[7]; }//end of Stack Experience } void CCreatureHandler::loadAnimationInfo(std::vector &h3Data) { CLegacyConfigParser parser("DATA/CRANIM.TXT"); parser.endLine(); // header parser.endLine(); for(int dd=0; ddmodh->settings.data["textData"]["creature"].Float(); ++dd) { while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines ; loadUnitAnimInfo(h3Data[dd]["graphics"], parser); parser.endLine(); } } void CCreatureHandler::loadUnitAnimInfo(JsonNode & graphics, CLegacyConfigParser & parser) { graphics["timeBetweenFidgets"].Float() = parser.readNumber(); JsonNode & animationTime = graphics["animationTime"]; animationTime["walk"].Float() = parser.readNumber(); animationTime["attack"].Float() = parser.readNumber(); animationTime["flight"].Float() = parser.readNumber(); animationTime["idle"].Float() = 10.0; JsonNode & missile = graphics["missile"]; JsonNode & offsets = missile["offset"]; offsets["upperX"].Float() = parser.readNumber(); offsets["upperY"].Float() = parser.readNumber(); offsets["middleX"].Float() = parser.readNumber(); offsets["middleY"].Float() = parser.readNumber(); offsets["lowerX"].Float() = parser.readNumber(); offsets["lowerY"].Float() = parser.readNumber(); for(int i=0; i<12; i++) { JsonNode entry; entry.Float() = parser.readNumber(); missile["frameAngles"].Vector().push_back(entry); } graphics["troopCountLocationOffset"].Float() = parser.readNumber(); missile["attackClimaxFrame"].Float() = parser.readNumber(); // assume that creature is not a shooter and should not have whole missile field if (missile["frameAngles"].Vector()[0].Float() == 0 && missile["attackClimaxFrame"].Float() == 0) graphics.Struct().erase("missile"); } void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graphics) { cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float(); cre->animation.troopCountLocationOffset = static_cast(graphics["troopCountLocationOffset"].Float()); const JsonNode & animationTime = graphics["animationTime"]; cre->animation.walkAnimationTime = animationTime["walk"].Float(); cre->animation.idleAnimationTime = animationTime["idle"].Float(); cre->animation.attackAnimationTime = animationTime["attack"].Float(); cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //? const JsonNode & missile = graphics["missile"]; const JsonNode & offsets = missile["offset"]; cre->animation.upperRightMissleOffsetX = static_cast(offsets["upperX"].Float()); cre->animation.upperRightMissleOffsetY = static_cast(offsets["upperY"].Float()); cre->animation.rightMissleOffsetX = static_cast(offsets["middleX"].Float()); cre->animation.rightMissleOffsetY = static_cast(offsets["middleY"].Float()); cre->animation.lowerRightMissleOffsetX = static_cast(offsets["lowerX"].Float()); cre->animation.lowerRightMissleOffsetY = static_cast(offsets["lowerY"].Float()); cre->animation.attackClimaxFrame = static_cast(missile["attackClimaxFrame"].Float()); cre->animation.missleFrameAngles = missile["frameAngles"].convertTo >(); cre->advMapDef = graphics["map"].String(); cre->smallIconName = graphics["iconSmall"].String(); cre->largeIconName = graphics["iconLarge"].String(); } void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config) { creature->animDefName = config["graphics"]["animation"].String(); //FIXME: MOD COMPATIBILITY if (config["abilities"].getType() == JsonNode::JsonType::DATA_STRUCT) { for(auto &ability : config["abilities"].Struct()) { if (!ability.second.isNull()) { auto b = JsonUtils::parseBonus(ability.second); b->source = Bonus::CREATURE_ABILITY; b->sid = creature->getIndex(); b->duration = Bonus::PERMANENT; creature->addNewBonus(b); } } } else { for(const JsonNode &ability : config["abilities"].Vector()) { if(ability.getType() == JsonNode::JsonType::DATA_VECTOR) { logMod->error("Ignored outdated creature ability format in %s", creature->getJsonKey()); } else { auto b = JsonUtils::parseBonus(ability); b->source = Bonus::CREATURE_ABILITY; b->sid = creature->getIndex(); b->duration = Bonus::PERMANENT; creature->addNewBonus(b); } } } VLC->modh->identifiers.requestIdentifier("faction", config["faction"], [=](si32 faction) { creature->faction = faction; }); for(const JsonNode &value : config["upgrades"].Vector()) { VLC->modh->identifiers.requestIdentifier("creature", value, [=](si32 identifier) { creature->upgrades.insert(CreatureID(identifier)); }); } creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String(); creature->special = config["special"].Bool() || config["disabled"].Bool(); const JsonNode & sounds = config["sound"]; #define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String() GET_SOUND_VALUE(attack); GET_SOUND_VALUE(defend); GET_SOUND_VALUE(killed); GET_SOUND_VALUE(move); GET_SOUND_VALUE(shoot); GET_SOUND_VALUE(wince); GET_SOUND_VALUE(startMoving); GET_SOUND_VALUE(endMoving); #undef GET_SOUND_VALUE } void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input) { for (const JsonNode &exp : input.Vector()) { auto bonus = JsonUtils::parseBonus (exp["bonus"]); bonus->source = Bonus::STACK_EXPERIENCE; bonus->duration = Bonus::PERMANENT; const JsonVector &values = exp["values"].Vector(); int lowerLimit = 1;//, upperLimit = 255; if (values[0].getType() == JsonNode::JsonType::DATA_BOOL) { for (const JsonNode &val : values) { if (val.Bool() == true) { bonus->limiter = std::make_shared(RankRangeLimiter(lowerLimit)); creature->addNewBonus (std::make_shared(*bonus)); //bonuses must be unique objects break; //TODO: allow bonuses to turn off? } ++lowerLimit; } } else { int lastVal = 0; for (const JsonNode &val : values) { if (val.Float() != lastVal) { bonus->val = (int)val.Float() - lastVal; bonus->limiter.reset (new RankRangeLimiter(lowerLimit)); creature->addNewBonus (std::make_shared(*bonus)); } lastVal = static_cast(val.Float()); ++lowerLimit; } } } } void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt { bool enable = false; //some bonuses are activated with values 2 or 1 std::string buf = parser.readString(); std::string mod = parser.readString(); switch (buf[0]) { case 'H': b.type = Bonus::STACK_HEALTH; b.valType = Bonus::PERCENT_TO_BASE; break; case 'A': b.type = Bonus::PRIMARY_SKILL; b.subtype = PrimarySkill::ATTACK; break; case 'D': b.type = Bonus::PRIMARY_SKILL; b.subtype = PrimarySkill::DEFENSE; break; case 'M': //Max damage b.type = Bonus::CREATURE_DAMAGE; b.subtype = 2; break; case 'm': //Min damage b.type = Bonus::CREATURE_DAMAGE; b.subtype = 1; break; case 'S': b.type = Bonus::STACKS_SPEED; break; case 'O': b.type = Bonus::SHOTS; break; case 'b': b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break; case 'C': b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break; case 'd': b.type = Bonus::DEFENSIVE_STANCE; break; case 'e': b.type = Bonus::DOUBLE_DAMAGE_CHANCE; b.subtype = 0; break; case 'E': b.type = Bonus::DEATH_STARE; b.subtype = 0; //Gorgon break; case 'F': b.type = Bonus::FEAR; break; case 'g': b.type = Bonus::SPELL_DAMAGE_REDUCTION; b.subtype = -1; //all magic schools break; case 'P': b.type = Bonus::CASTS; break; case 'R': b.type = Bonus::ADDITIONAL_RETALIATION; break; case 'W': b.type = Bonus::MAGIC_RESISTANCE; b.subtype = 0; //otherwise creature window goes crazy break; case 'f': //on-off skill enable = true; //sometimes format is: 2 -> 0, 1 -> 1 switch (mod[0]) { case 'A': b.type = Bonus::ATTACKS_ALL_ADJACENT; break; case 'b': b.type = Bonus::RETURN_AFTER_STRIKE; break; case 'B': b.type = Bonus::TWO_HEX_ATTACK_BREATH; break; case 'c': b.type = Bonus::JOUSTING; break; case 'D': b.type = Bonus::ADDITIONAL_ATTACK; break; case 'f': b.type = Bonus::FEARLESS; break; case 'F': b.type = Bonus::FLYING; break; case 'm': b.type = Bonus::SELF_MORALE; break; case 'M': b.type = Bonus::NO_MORALE; break; case 'p': //Mind spells case 'P': b.type = Bonus::MIND_IMMUNITY; break; case 'r': b.type = Bonus::REBIRTH; //on/off? makes sense? b.subtype = 0; b.val = 20; //arbitrary value break; case 'R': b.type = Bonus::BLOCKS_RETALIATION; break; case 's': b.type = Bonus::FREE_SHOOTING; break; case 'u': b.type = Bonus::SPELL_RESISTANCE_AURA; break; case 'U': b.type = Bonus::UNDEAD; break; default: logGlobal->trace("Not parsed bonus %s %s", buf, mod); return; break; } break; case 'w': //specific spell immunities, enabled/disabled enable = true; switch (mod[0]) { case 'B': //Blind b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::BLIND; b.additionalInfo = 0;//normal immunity break; case 'H': //Hypnotize b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::HYPNOTIZE; b.additionalInfo = 0;//normal immunity break; case 'I': //Implosion b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::IMPLOSION; b.additionalInfo = 0;//normal immunity break; case 'K': //Berserk b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::BERSERK; b.additionalInfo = 0;//normal immunity break; case 'M': //Meteor Shower b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::METEOR_SHOWER; b.additionalInfo = 0;//normal immunity break; case 'N': //dispell beneficial spells b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::DISPEL_HELPFUL_SPELLS; b.additionalInfo = 0;//normal immunity break; case 'R': //Armageddon b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::ARMAGEDDON; b.additionalInfo = 0;//normal immunity break; case 'S': //Slow b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::SLOW; b.additionalInfo = 0;//normal immunity break; case '6': case '7': case '8': case '9': b.type = Bonus::LEVEL_SPELL_IMMUNITY; b.val = std::atoi(mod.c_str()) - 5; break; case ':': b.type = Bonus::LEVEL_SPELL_IMMUNITY; b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells? break; case 'F': b.type = Bonus::FIRE_IMMUNITY; b.subtype = 1; //not positive break; case 'O': b.type = Bonus::FIRE_IMMUNITY; b.subtype = 2; //only direct damage break; case 'f': b.type = Bonus::FIRE_IMMUNITY; b.subtype = 0; //all break; case 'C': b.type = Bonus::WATER_IMMUNITY; b.subtype = 1; //not positive break; case 'W': b.type = Bonus::WATER_IMMUNITY; b.subtype = 2; //only direct damage break; case 'w': b.type = Bonus::WATER_IMMUNITY; b.subtype = 0; //all break; case 'E': b.type = Bonus::EARTH_IMMUNITY; b.subtype = 2; //only direct damage break; case 'e': b.type = Bonus::EARTH_IMMUNITY; b.subtype = 0; //all break; case 'A': b.type = Bonus::AIR_IMMUNITY; b.subtype = 2; //only direct damage break; case 'a': b.type = Bonus::AIR_IMMUNITY; b.subtype = 0; //all break; case 'D': b.type = Bonus::DIRECT_DAMAGE_IMMUNITY; break; case '0': b.type = Bonus::RECEPTIVE; break; case 'm': b.type = Bonus::MIND_IMMUNITY; break; default: logGlobal->trace("Not parsed bonus %s %s", buf, mod); return; } break; case 'i': enable = true; b.type = Bonus::NO_DISTANCE_PENALTY; break; case 'o': enable = true; b.type = Bonus::NO_WALL_PENALTY; break; case 'a': case 'c': case 'K': case 'k': b.type = Bonus::SPELL_AFTER_ATTACK; b.subtype = stringToNumber(mod); break; case 'h': b.type= Bonus::HATE; b.subtype = stringToNumber(mod); break; case 'p': case 'J': b.type = Bonus::SPELL_BEFORE_ATTACK; b.subtype = stringToNumber(mod); b.additionalInfo = 3; //always expert? break; case 'r': b.type = Bonus::HP_REGENERATION; b.val = stringToNumber(mod); break; case 's': b.type = Bonus::ENCHANTED; b.subtype = stringToNumber(mod); b.valType = Bonus::INDEPENDENT_MAX; break; default: logGlobal->trace("Not parsed bonus %s %s", buf, mod); return; break; } switch (mod[0]) { case '+': case '=': //should we allow percent values to stack or pick highest? b.valType = Bonus::ADDITIVE_VALUE; break; } //limiters, range si32 lastVal, curVal, lastLev = 0; if (enable) //0 and 2 means non-active, 1 - active { if (b.type != Bonus::REBIRTH) b.val = 0; //on-off ability, no value specified curVal = static_cast(parser.readNumber());// 0 level is never active for (int i = 1; i < 11; ++i) { curVal = static_cast(parser.readNumber()); if (curVal == 1) { b.limiter.reset (new RankRangeLimiter(i)); bl.push_back(std::make_shared(b)); break; //never turned off it seems } } } else { lastVal = static_cast(parser.readNumber()); if (b.type == Bonus::HATE) lastVal *= 10; //odd fix //FIXME: value for zero level should be stored in our config files (independent of stack exp) for (int i = 1; i < 11; ++i) { curVal = static_cast(parser.readNumber()); if (b.type == Bonus::HATE) curVal *= 10; //odd fix if (curVal > lastVal) //threshold, add new bonus { b.val = curVal - lastVal; lastVal = curVal; b.limiter.reset (new RankRangeLimiter(i)); bl.push_back(std::make_shared(b)); lastLev = i; //start new range from here, i = previous rank } else if (curVal < lastVal) { b.val = lastVal; b.limiter.reset (new RankRangeLimiter(lastLev, i)); } } } } int CCreatureHandler::stringToNumber(std::string & s) { boost::algorithm::replace_first(s,"#",""); //drop hash character return std::atoi(s.c_str()); } CCreatureHandler::~CCreatureHandler() { for(auto & p : skillRequirements) p.first = nullptr; } CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier) const { int r = 0; if(tier == -1) //pick any allowed creature { do { r = (*RandomGeneratorUtil::nextItem(objects, rand))->idNumber; } while (objects[r] && objects[r]->special); // find first "not special" creature } else { assert(vstd::iswithin(tier, 1, 7)); std::vector allowed; for(const CBonusSystemNode *b : creaturesOfLevel[tier].getChildrenNodes()) { assert(b->getNodeType() == CBonusSystemNode::CREATURE); const CCreature * crea = dynamic_cast(b); if(crea && !crea->special) allowed.push_back(crea->idNumber); } if(!allowed.size()) { logGlobal->warn("Cannot pick a random creature of tier %d!", tier); return CreatureID::NONE; } return *RandomGeneratorUtil::nextItem(allowed, rand); } assert (r >= 0); //should always be, but it crashed return CreatureID(r); } void CCreatureHandler::addBonusForTier(int tier, const std::shared_ptr & b) { assert(vstd::iswithin(tier, 1, 7)); creaturesOfLevel[tier].addNewBonus(b); } void CCreatureHandler::addBonusForAllCreatures(const std::shared_ptr & b) { const auto & exportedBonuses = allCreatures.getExportedBonusList(); for(const auto & bonus : exportedBonuses) { if(bonus->type == b->type && bonus->subtype == b->subtype) return; } allCreatures.addNewBonus(b); } void CCreatureHandler::removeBonusesFromAllCreatures() { allCreatures.removeBonuses(Selector::all); } void CCreatureHandler::buildBonusTreeForTiers() { for(CCreature * c : objects) { if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel))) c->attachTo(&creaturesOfLevel[c->level]); else c->attachTo(&creaturesOfLevel[0]); } for(CBonusSystemNode &b : creaturesOfLevel) b.attachTo(&allCreatures); } void CCreatureHandler::afterLoadFinalization() { } void CCreatureHandler::deserializationFix() { buildBonusTreeForTiers(); }