#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 "StringConstants.h" using namespace boost::assign; /* * 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 * */ 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) assert("Wrong countID!"); return creature_count[countID]; } bool CCreature::isDoubleWide() const { return doubleWide; } bool CCreature::isFlying() const { return hasBonusOfType(Bonus::FLYING); } bool CCreature::isShooting() const { return hasBonusOfType(Bonus::SHOOTER); } bool CCreature::isUndead() const { return hasBonusOfType(Bonus::UNDEAD); } /** * 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->factions[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->factions[faction]->alignment == EAlignment::EVIL; } si32 CCreature::maxAmount(const std::vector &res) const //how many creatures can be bought { int ret = 2147483645; int resAmnt = std::min(res.size(),cost.size()); for(int i=0;iidNumber); } bool CCreature::valid() const { return this == VLC->creh->creatures[idNumber]; } std::string CCreature::nodeName() const { return "\"" + namePl + "\""; } bool CCreature::isItNativeTerrain(int terrain) const { return VLC->townh->factions[faction]->nativeTerrain == terrain; } void CCreature::setId(CreatureID ID) { idNumber = ID; for(auto bonus : getExportedBonusList()) { if(bonus->source == Bonus::CREATURE_ABILITY) bonus->sid = ID; } } static void AddAbility(CCreature *cre, const JsonVector &ability_vec) { auto nsf = new Bonus(); std::string type = ability_vec[0].String(); auto it = bonusNameMap.find(type); if (it == bonusNameMap.end()) { if (type == "DOUBLE_WIDE") cre->doubleWide = true; else if (type == "ENEMY_MORALE_DECREASING") { cre->addBonus(-1, Bonus::MORALE); cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY; } else if (type == "ENEMY_LUCK_DECREASING") { cre->addBonus(-1, Bonus::LUCK); cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY; } else logGlobal->errorStream() << "Error: invalid ability type " << type << " in creatures config"; return; } nsf->type = it->second; JsonUtils::parseTypedBonusShort(ability_vec,nsf); nsf->source = Bonus::CREATURE_ABILITY; nsf->sid = cre->idNumber; cre->addNewBonus(nsf); } CCreatureHandler::CCreatureHandler() { VLC->creh = this; allCreatures.setDescription("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(); } 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 (skillLevel.Float()); } ++i; } for (auto ability : config["abilityRequirements"].Vector()) { std::pair > a; a.first = JsonUtils::parseBonus (ability["ability"].Vector()); a.second.first = ability["skills"].Vector()[0].Float(); a.second.second = 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 = boost::assign::map_list_of ("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; } if(hasAbility("const_lowers_morale")) { JsonNode node = makeBonusNode("MORALE"); node["val"].Float() = -1; node["effectRange"].String() = "ONLY_ENEMY_ARMY"; creature["abilities"]["const_lowers_morale"] = node; } } std::vector CCreatureHandler::loadLegacyData(size_t dataSize) { creatures.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; isetId(CreatureID(creatures.size())); object->iconIndex = object->idNumber + 2; creatures.push_back(object); VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber); for(auto node : data["extraNames"].Vector()) { VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber); } } void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) { auto object = loadFromJson(data); object->setId(CreatureID(index)); object->iconIndex = object->idNumber + 2; if(data["hasDoubleWeek"].Bool()) // { doubledCreatures.insert (object->idNumber); //we need to have id (or identifier) before it is inserted } assert(creatures[index] == nullptr); // ensure that this id was not loaded before creatures[index] = object; VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber); for(auto node : data["extraNames"].Vector()) { VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber); } } std::vector CCreatureHandler::getDefaultAllowed() const { std::vector ret; for(const CCreature * crea : creatures) { 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(Bonus * 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(Bonus * 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(Bonus * 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 { b.sid = parser.readNumber(); //id = this particular creature ID loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //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] = expBonParser.readNumber(); expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber()); expBonParser.endLine(); } //skeleton gets exp penalty creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1); creatures[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["map"].String(); //create empty string. Real value will be loaded from H3 txt's graphics["timeBetweenFidgets"].Float() = parser.readNumber(); JsonNode & animationTime = graphics["animationTime"]; animationTime["walk"].Float() = parser.readNumber(); animationTime["attack"].Float() = parser.readNumber(); animationTime["flight"].Float() = parser.readNumber(); 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"); } CCreature * CCreatureHandler::loadFromJson(const JsonNode & node) { auto cre = new CCreature(); const JsonNode & name = node["name"]; cre->nameSing = name["singular"].String(); cre->namePl = name["plural"].String(); cre->cost = Res::ResourceSet(node["cost"]); cre->fightValue = node["fightValue"].Float(); cre->AIValue = node["aiValue"].Float(); cre->growth = node["growth"].Float(); cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings 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); cre->addBonus(node["damage"]["min"].Float(), Bonus::CREATURE_DAMAGE, 1); cre->addBonus(node["damage"]["max"].Float(), Bonus::CREATURE_DAMAGE, 2); assert(node["damage"]["min"].Float() <= node["damage"]["max"].Float()); cre->ammMin = node["advMapAmount"]["min"].Float(); cre->ammMax = node["advMapAmount"]["max"].Float(); assert(cre->ammMin <= cre->ammMax); if (!node["shots"].isNull()) cre->addBonus(node["shots"].Float(), Bonus::SHOTS); if (node["spellPoints"].isNull()) cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS); cre->doubleWide = node["doubleWide"].Bool(); loadStackExperience(cre, node["stackExperience"]); loadJsonAnimation(cre, node["graphics"]); loadCreatureJson(cre, node); return cre; } void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graphics) { cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float(); cre->animation.troopCountLocationOffset = graphics["troopCountLocationOffset"].Float(); const JsonNode & animationTime = graphics["animationTime"]; cre->animation.walkAnimationTime = animationTime["walk"].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 = offsets["upperX"].Float(); cre->animation.upperRightMissleOffsetY = offsets["upperY"].Float(); cre->animation.rightMissleOffsetX = offsets["middleX"].Float(); cre->animation.rightMissleOffsetY = offsets["middleY"].Float(); cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float(); cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float(); cre->animation.attackClimaxFrame = 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->level = config["level"].Float(); creature->animDefName = config["graphics"]["animation"].String(); //FIXME: MOD COMPATIBILITY if (config["abilities"].getType() == JsonNode::DATA_STRUCT) { for(auto &ability : config["abilities"].Struct()) { if (!ability.second.isNull()) { auto b = JsonUtils::parseBonus(ability.second); b->source = Bonus::CREATURE_ABILITY; b->duration = Bonus::PERMANENT; creature->addNewBonus(b); } } } else { for(const JsonNode &ability : config["abilities"].Vector()) { if (ability.getType() == JsonNode::DATA_VECTOR) { assert(0); // should be unused now AddAbility(creature, ability.Vector()); // used only for H3 creatures } else { auto b = JsonUtils::parseBonus(ability); b->source = Bonus::CREATURE_ABILITY; 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 = make_shared(RankRangeLimiter(lowerLimit)); creature->addNewBonus (new Bonus(*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 = val.Float() - lastVal; bonus->limiter.reset (new RankRangeLimiter(lowerLimit)); creature->addNewBonus (new Bonus(*bonus)); } lastVal = val.Float(); ++lowerLimit; } } delete bonus; } } 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->traceStream() << "Not parsed bonus " << 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; break; case 'H': //Hypnotize b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::HYPNOTIZE; break; case 'I': //Implosion b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::IMPLOSION; break; case 'K': //Berserk b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::BERSERK; break; case 'M': //Meteor Shower b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::METEOR_SHOWER; break; case 'N': //dispell beneficial spells b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::DISPEL_HELPFUL_SPELLS; break; case 'R': //Armageddon b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::ARMAGEDDON; break; case 'S': //Slow b.type = Bonus::SPELL_IMMUNITY; b.subtype = SpellID::SLOW; 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->traceStream() << "Not parsed bonus " << 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->traceStream() << "Not parsed bonus " << 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 = parser.readNumber();// 0 level is never active for (int i = 1; i < 11; ++i) { curVal = parser.readNumber(); if (curVal == 1) { b.limiter.reset (new RankRangeLimiter(i)); bl.push_back(new Bonus(b)); break; //never turned off it seems } } } else { lastVal = parser.readNumber(); //basic value, not particularly useful but existent for (int i = 1; i < 11; ++i) { curVal = 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(new Bonus(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 & creature : creatures) creature.dellNull(); } CreatureID CCreatureHandler::pickRandomMonster(const std::function &randGen, int tier) const { int r = 0; if(tier == -1) //pick any allowed creature { do { r = vstd::pickRandomElementOf(creatures, randGen)->idNumber; } while (VLC->creh->creatures[r] && VLC->creh->creatures[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->warnStream() << "Cannot pick a random creature of tier " << tier << "!"; return CreatureID::NONE; } return vstd::pickRandomElementOf(allowed, randGen); } assert (r >= 0); //should always be, but it crashed return CreatureID(r); } void CCreatureHandler::addBonusForTier(int tier, Bonus *b) { assert(vstd::iswithin(tier, 1, 7)); creaturesOfLevel[tier].addNewBonus(b); } void CCreatureHandler::addBonusForAllCreatures(Bonus *b) { allCreatures.addNewBonus(b); } void CCreatureHandler::buildBonusTreeForTiers() { for(CCreature *c : creatures) { 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::deserializationFix() { buildBonusTreeForTiers(); }