#include "StdInc.h" #include "CHeroHandler.h" #include "CGeneralTextHandler.h" #include "filesystem/Filesystem.h" #include "VCMI_Lib.h" #include "JsonNode.h" #include "StringConstants.h" #include "BattleHex.h" #include "CModHandler.h" #include "CTownHandler.h" #include "CObjectHandler.h" //for hero specialty /* * CHeroHandler.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 * */ SecondarySkill CHeroClass::chooseSecSkill(const std::set & possibles) const //picks secondary skill out from given possibilities { int totalProb = 0; for(auto & possible : possibles) { totalProb += secSkillProbability[possible]; } if (totalProb != 0) // may trigger if set contains only banned skills (0 probability) { int ran = rand()%totalProb; for(auto & possible : possibles) { ran -= secSkillProbability[possible]; if(ran<0) return possible; } } // FIXME: select randomly? How H3 handles such rare situation? return *possibles.begin(); } bool CHeroClass::isMagicHero() const { return id % 2; // 0 - might, 1 - magic } EAlignment::EAlignment CHeroClass::getAlignment() const { return EAlignment::EAlignment(VLC->townh->factions[faction]->alignment); } std::vector CObstacleInfo::getBlocked(BattleHex hex) const { std::vector ret; if(isAbsoluteObstacle) { assert(!hex.isValid()); range::copy(blockedTiles, std::back_inserter(ret)); return ret; } for(int offset : blockedTiles) { BattleHex toBlock = hex + offset; if((hex.getY() & 1) && !(toBlock.getY() & 1)) toBlock += BattleHex::LEFT; if(!toBlock.isValid()) logGlobal->errorStream() << "Misplaced obstacle!"; else ret.push_back(toBlock); } return ret; } bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefield /*= -1*/) const { if(specialBattlefield != -1) return vstd::contains(allowedSpecialBfields, specialBattlefield); return vstd::contains(allowedTerrains, terrainType); } CHeroClass *CHeroClassHandler::loadFromJson(const JsonNode & node) { auto heroClass = new CHeroClass(); heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String(); heroClass->imageBattleMale = node["animation"]["battle"]["male"].String(); heroClass->imageMapFemale = node["animation"]["map"]["female"].String(); heroClass->imageMapMale = node["animation"]["map"]["male"].String(); heroClass->name = node["name"].String(); for(const std::string & pSkill : PrimarySkill::names) { heroClass->primarySkillInitial.push_back(node["primarySkills"][pSkill].Float()); heroClass->primarySkillLowLevel.push_back(node["lowLevelChance"][pSkill].Float()); heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float()); } for(const std::string & secSkill : NSecondarySkill::names) { heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float()); } for(auto & tavern : node["tavern"].Struct()) { int value = tavern.second.Float(); VLC->modh->identifiers.requestIdentifier(tavern.second.meta, "faction", tavern.first, [=](si32 factionID) { heroClass->selectionProbability[factionID] = value; }); } VLC->modh->identifiers.requestIdentifier("faction", node["faction"], [=](si32 factionID) { heroClass->faction = factionID; }); return heroClass; } std::vector CHeroClassHandler::loadLegacyData(size_t dataSize) { heroClasses.resize(dataSize); std::vector h3Data; h3Data.reserve(dataSize); CLegacyConfigParser parser("DATA/HCTRAITS.TXT"); parser.endLine(); // header parser.endLine(); for (size_t i=0; iid = heroClasses.size(); heroClasses.push_back(object); VLC->modh->identifiers.registerObject(scope, "heroClass", name, object->id); } void CHeroClassHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto object = loadFromJson(data); object->id = index; assert(heroClasses[index] == nullptr); // ensure that this id was not loaded before heroClasses[index] = object; VLC->modh->identifiers.registerObject(scope, "heroClass", name, object->id); } std::vector CHeroClassHandler::getDefaultAllowed() const { return std::vector(heroClasses.size(), true); } CHeroClassHandler::~CHeroClassHandler() { for(auto heroClass : heroClasses) { delete heroClass.get(); } } CHeroHandler::~CHeroHandler() { for(auto hero : heroes) delete hero.get(); } CHeroHandler::CHeroHandler() { VLC->heroh = this; for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i) { VLC->modh->identifiers.registerObject("core", "skill", NSecondarySkill::names[i], i); } loadObstacles(); loadTerrains(); loadBallistics(); loadExperience(); } CHero * CHeroHandler::loadFromJson(const JsonNode & node) { auto hero = new CHero; hero->sex = node["female"].Bool(); hero->special = node["special"].Bool(); hero->name = node["texts"]["name"].String(); hero->biography = node["texts"]["biography"].String(); hero->specName = node["texts"]["specialty"]["name"].String(); hero->specTooltip = node["texts"]["specialty"]["tooltip"].String(); hero->specDescr = node["texts"]["specialty"]["description"].String(); hero->iconSpecSmall = node["images"]["specialtySmall"].String(); hero->iconSpecLarge = node["images"]["specialtyLarge"].String(); hero->portraitSmall = node["images"]["small"].String(); hero->portraitLarge = node["images"]["large"].String(); loadHeroArmy(hero, node); loadHeroSkills(hero, node); loadHeroSpecialty(hero, node); VLC->modh->identifiers.requestIdentifier("heroClass", node["class"], [=](si32 classID) { hero->heroClass = classes.heroClasses[classID]; }); return hero; } void CHeroHandler::loadHeroArmy(CHero * hero, const JsonNode & node) { assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots hero->initialArmy.resize(node["army"].Vector().size()); for (size_t i=0; i< hero->initialArmy.size(); i++) { const JsonNode & source = node["army"].Vector()[i]; hero->initialArmy[i].minAmount = source["min"].Float(); hero->initialArmy[i].maxAmount = source["max"].Float(); assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount); VLC->modh->identifiers.requestIdentifier("creature", source["creature"], [=](si32 creature) { hero->initialArmy[i].creature = CreatureID(creature); }); } } void CHeroHandler::loadHeroSkills(CHero * hero, const JsonNode & node) { for(const JsonNode &set : node["skills"].Vector()) { int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - std::begin(NSecondarySkill::levels); if (skillLevel < SecSkillLevel::LEVELS_SIZE) { size_t currentIndex = hero->secSkillsInit.size(); hero->secSkillsInit.push_back(std::make_pair(SecondarySkill(-1), skillLevel)); VLC->modh->identifiers.requestIdentifier("skill", set["skill"], [=](si32 id) { hero->secSkillsInit[currentIndex].first = SecondarySkill(id); }); } else { logGlobal->errorStream() << "Unknown skill level: " <haveSpellBook = !node["spellbook"].isNull(); for(const JsonNode & spell : node["spellbook"].Vector()) { VLC->modh->identifiers.requestIdentifier("spell", spell, [=](si32 spellID) { hero->spells.insert(SpellID(spellID)); }); } } void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node) { //deprecated, used only for original spciealties for(const JsonNode &specialty : node["specialties"].Vector()) { SSpecialtyInfo spec; spec.type = specialty["type"].Float(); spec.val = specialty["val"].Float(); spec.subtype = specialty["subtype"].Float(); spec.additionalinfo = specialty["info"].Float(); hero->spec.push_back(spec); //put a copy of dummy } //new format, using bonus system for(const JsonNode &specialty : node["specialty"].Vector()) { SSpecialtyBonus hs; hs.growsWithLevel = specialty["growsWithLevel"].Bool(); for (const JsonNode & bonus : specialty["bonuses"].Vector()) { auto b = JsonUtils::parseBonus(bonus); hs.bonuses.push_back (b); } hero->specialty.push_back (hs); //now, how to get CGHeroInstance from it? } } void CHeroHandler::loadExperience() { expPerLevel.push_back(0); expPerLevel.push_back(1000); expPerLevel.push_back(2000); expPerLevel.push_back(3200); expPerLevel.push_back(4600); expPerLevel.push_back(6200); expPerLevel.push_back(8000); expPerLevel.push_back(10000); expPerLevel.push_back(12200); expPerLevel.push_back(14700); expPerLevel.push_back(17500); expPerLevel.push_back(20600); expPerLevel.push_back(24320); expPerLevel.push_back(28784); expPerLevel.push_back(34140); while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2]) { int i = expPerLevel.size() - 1; expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2); } expPerLevel.pop_back();//last value is broken } void CHeroHandler::loadObstacles() { auto loadObstacles = [](const JsonNode &node, bool absolute, std::map &out) { for(const JsonNode &obs : node.Vector()) { int ID = obs["id"].Float(); CObstacleInfo & obi = out[ID]; obi.ID = ID; obi.defName = obs["defname"].String(); obi.width = obs["width"].Float(); obi.height = obs["height"].Float(); obi.allowedTerrains = obs["allowedTerrain"].convertTo >(); obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo >(); obi.blockedTiles = obs["blockedTiles"].convertTo >(); obi.isAbsoluteObstacle = absolute; } }; const JsonNode config(ResourceID("config/obstacles.json")); loadObstacles(config["obstacles"], false, obstacles); loadObstacles(config["absoluteObstacles"], true, absoluteObstacles); //loadObstacles(config["moats"], true, moats); } /// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider) static std::string genRefName(std::string input) { boost::algorithm::replace_all(input, " ", ""); //remove spaces input[0] = std::tolower(input[0]); // to camelCase return input; } void CHeroHandler::loadBallistics() { CLegacyConfigParser ballParser("DATA/BALLIST.TXT"); ballParser.endLine(); //header ballParser.endLine(); do { ballParser.readString(); ballParser.readString(); CHeroHandler::SBallisticsLevelInfo bli; bli.keep = ballParser.readNumber(); bli.tower = ballParser.readNumber(); bli.gate = ballParser.readNumber(); bli.wall = ballParser.readNumber(); bli.shots = ballParser.readNumber(); bli.noDmg = ballParser.readNumber(); bli.oneDmg = ballParser.readNumber(); bli.twoDmg = ballParser.readNumber(); bli.sum = ballParser.readNumber(); ballistics.push_back(bli); assert(bli.noDmg + bli.oneDmg + bli.twoDmg == 100 && bli.sum == 100); } while (ballParser.endLine()); } std::vector CHeroHandler::loadLegacyData(size_t dataSize) { heroes.resize(dataSize); std::vector h3Data; h3Data.reserve(dataSize); CLegacyConfigParser specParser("DATA/HEROSPEC.TXT"); CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT"); CLegacyConfigParser parser("DATA/HOTRAITS.TXT"); parser.endLine(); //ignore header parser.endLine(); specParser.endLine(); //ignore header specParser.endLine(); for (int i=0; iID = HeroTypeID(heroes.size()); object->imageIndex = heroes.size() + 30; // 2 special frames + some extra portraits heroes.push_back(object); VLC->modh->identifiers.registerObject(scope, "hero", name, object->ID.getNum()); } void CHeroHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto object = loadFromJson(data); object->ID = HeroTypeID(index); object->imageIndex = index; assert(heroes[index] == nullptr); // ensure that this id was not loaded before heroes[index] = object; VLC->modh->identifiers.registerObject(scope, "hero", name, object->ID.getNum()); } ui32 CHeroHandler::level (ui64 experience) const { return boost::range::upper_bound(expPerLevel, experience) - std::begin(expPerLevel); } ui64 CHeroHandler::reqExp (ui32 level) const { if(!level) return 0; if (level <= expPerLevel.size()) { return expPerLevel[level-1]; } else { logGlobal->warnStream() << "A hero has reached unsupported amount of experience"; return expPerLevel[expPerLevel.size()-1]; } } void CHeroHandler::loadTerrains() { const JsonNode config(ResourceID("config/terrains.json")); terrCosts.reserve(GameConstants::TERRAIN_TYPES); for(const std::string & name : GameConstants::TERRAIN_NAMES) terrCosts.push_back(config[name]["moveCost"].Float()); } std::vector CHeroHandler::getDefaultAllowed() const { // Look Data/HOTRAITS.txt for reference std::vector allowedHeroes; allowedHeroes.reserve(heroes.size()); for(const CHero * hero : heroes) { allowedHeroes.push_back(!hero->special); } return allowedHeroes; } std::vector CHeroHandler::getDefaultAllowedAbilities() const { std::vector allowedAbilities; allowedAbilities.resize(GameConstants::SKILL_QUANTITY, true); return allowedAbilities; }