#include "StdInc.h" #include "CCreatureHandler.h" #include "CLodHandler.h" #include "../lib/VCMI_Lib.h" #include "../lib/CGameState.h" #include "../lib/JsonNode.h" using namespace boost::assign; extern CLodHandler * bitmaph; /* * 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 * */ CCreatureHandler::CCreatureHandler() { VLC->creh = this; // Set the faction alignments to the defaults: // Good: Castle, Rampart, Tower // Evil: Inferno, Necropolis, Dungeon // Neutral: Stronghold, Fortess, Conflux factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0; doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija 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)); } int CCreature::getQuantityID(const int & quantity) { if (quantity<5) return 0; if (quantity<10) return 1; if (quantity<20) return 2; if (quantity<50) return 3; if (quantity<100) return 4; if (quantity<250) return 5; if (quantity<500) return 6; if (quantity<1000) return 7; return 8; } int CCreature::estimateCreatureCount(ui32 countID) { static const int creature_count[] = { 3, 8, 15, 35, 75, 175, 375, 750, 2500 }; if (countID > 8) 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->creh->isGood(faction); } /** * Determines if the creature is of an evil alignment. * @return true if the creature is evil, false otherwise. */ bool CCreature::isEvil () const { return VLC->creh->isEvil(faction); } 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;icreh->globalEffects); // } 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->creatures[idNumber]; } std::string CCreature::nodeName() const { return "\"" + namePl + "\""; } int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo() { befi=i; for(; itype = it->second; b->val = ability_vec[1].Float(); b->subtype = ability_vec[2].Float(); b->additionalInfo = ability_vec[3].Float(); b->duration = Bonus::PERMANENT; b->turnsRemain = 0; return b; } static void AddAbility(CCreature *cre, const JsonVector &ability_vec) { Bonus *nsf = new Bonus(); std::string type = ability_vec[0].String(); std::map::const_iterator 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 tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl; return; } nsf->type = it->second; nsf->val = ability_vec[1].Float(); nsf->subtype = ability_vec[2].Float(); nsf->additionalInfo = ability_vec[3].Float(); nsf->source = Bonus::CREATURE_ABILITY; nsf->sid = cre->idNumber; //nsf->duration = Bonus::ONE_BATTLE; //what the? nsf->duration = Bonus::PERMANENT; nsf->turnsRemain = 0; cre->addNewBonus(nsf); } static void RemoveAbility(CCreature *cre, const JsonNode &ability) { std::string type = ability.String(); std::map::const_iterator it = bonusNameMap.find(type); if (it == bonusNameMap.end()) { if (type == "DOUBLE_WIDE") cre->doubleWide = false; else tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl; return; } int typeNo = it->second; Bonus::BonusType ecf = static_cast(typeNo); Bonus *b = cre->getBonus(Selector::type(ecf)); cre->removeBonus(b); } void CCreatureHandler::loadCreatures() { tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl; ////////////reading ZCRTRAIT.TXT /////////////////// std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT"); int andame = buf.size(); int i=0; //buf iterator int hmcr=0; for(; iaddPropagator(make_shared(CBonusSystemNode::HERO)); } if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale")) { ncre.addBonus(-1, Bonus::MORALE);; ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY; } if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1")) ncre.addBonus(0, Bonus::KING1); if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2")) ncre.addBonus(0, Bonus::KING2); if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3")) ncre.addBonus(0, Bonus::KING3); if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty")) ncre.addBonus(0, Bonus::NO_WALL_PENALTY); if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT")) ncre.addBonus(0, Bonus::CATAPULT); if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED")) ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT); if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS")) ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS")) ncre.addBonus(0, Bonus::FIRE_IMMUNITY); if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK")) ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);; } if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string("")) { ncre.idNumber = creatures.size(); creatures.push_back(&ncre); } } // loading creatures properties tlog5 << "\t\tReading config/creatures.json" << std::endl; const JsonNode config(GameConstants::DATA_DIR + "/config/creatures.json"); BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector()) { int creatureID = creature["id"].Float(); const JsonNode *value; /* A creature can have several names. */ BOOST_FOREACH(const JsonNode &name, creature["name"].Vector()) { boost::assign::insert(nameToID)(name.String(), creatureID); } // Set various creature properties CCreature *c = creatures[creatureID]; c->level = creature["level"].Float(); c->faction = creature["faction"].Float(); c->animDefName = creature["defname"].String(); value = &creature["upgrade"]; if (!value->isNull()) c->upgrades.insert(value->Float()); value = &creature["projectile_defname"]; if (!value->isNull()) { idToProjectile[creatureID] = value->String(); value = &creature["projectile_spin"]; idToProjectileSpin[creatureID] = value->Bool(); } value = &creature["turret_shooter"]; if (!value->isNull() && value->Bool()) factionToTurretCreature[c->faction] = creatureID; value = &creature["ability_add"]; if (!value->isNull()) { BOOST_FOREACH(const JsonNode &ability, value->Vector()) { AddAbility(c, ability.Vector()); } } value = &creature["ability_remove"]; if (!value->isNull()) { BOOST_FOREACH(const JsonNode &ability, value->Vector()) { RemoveAbility(c, ability); } } } BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector()) { notUsedMonsters += creature.Float(); } buildBonusTreeForTiers(); loadAnimationInfo(); //reading creature ability names const JsonNode config2(GameConstants::DATA_DIR + "/config/bonusnames.json"); BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector()) { std::map::const_iterator it_map; std::string bonusID = bonus["id"].String(); it_map = bonusNameMap.find(bonusID); if (it_map != bonusNameMap.end()) stackBonuses[it_map->second] = std::pair(bonus["name"].String(), bonus["description"].String()); else tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n"; } //handle magic resistance secondary skill premy, potentialy may be buggy //std::map >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE); //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair(it->second.first, it->second.second); if (GameConstants::STACK_EXP) //reading default stack experience bonuses { buf = bitmaph->getTextFile("CREXPBON.TXT"); int it = 0; si32 creid = -1; 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; std::string dump2; loadToIt (dump2, buf, it, 3); //ignore first line loadToIt (dump2, buf, it, 4); //ignore index loadStackExp(b, bl, buf, it); BOOST_FOREACH(Bonus * b, bl) addBonusForAllCreatures(b); //health bonus is common for all loadToIt (dump2, buf, it, 3); //crop comment for (i = 1; i < 7; ++i) { for (int j = 0; j < 4; ++j) //four modifiers common for tiers { loadToIt (dump2, buf, it, 4); //ignore index bl.clear(); loadStackExp(b, bl, buf, it); BOOST_FOREACH(Bonus * b, bl) addBonusForTier(i, b); loadToIt (dump2, buf, it, 3); //crop comment } } for (int j = 0; j < 4; ++j) //tier 7 { loadToIt (dump2, buf, it, 4); //ignore index bl.clear(); loadStackExp(b, bl, buf, it); BOOST_FOREACH(Bonus * b, bl) { addBonusForTier(7, b); creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures } loadToIt (dump2, buf, it, 3); //crop comment } do //parse everything that's left { loadToIt(creid, buf, it, 4); //get index b.sid = creid; //id = this particular creature ID loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node loadToIt (dump2, buf, it, 3); //crop comment } while (it < buf.size()); //Calculate rank exp values, formula appears complicated bu no parsing needed expRanks.resize(8); int dif = 0; 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 (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; } } buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info it = 0; loadToIt (dump2, buf, it, 3); //ignore first line maxExpPerBattle.resize(8); si32 val; for (i = 1; i < 8; ++i) { loadToIt (dump2, buf, it, 4); //index loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded loadToIt (dump2, buf, it, 4); //already calculated loadToIt (val, buf, it, 4); maxExpPerBattle[i] = (ui32)val; loadToIt (val, buf, it, 4); //11th level val += (si32)expRanks[i].back(); expRanks[i].push_back((ui32)val); loadToIt (dump2, buf, it, 3); //crop comment } //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 //experiment - add 100 to attack for creatures of tier 1 // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0); // addBonusForTier(1, b); tlog5 << "\t\tReading config/commanders.json" << std::endl; const JsonNode config3(GameConstants::DATA_DIR + "/config/commanders.json"); BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector()) { factionCommanders[creature["faction"].Float()] = creature["id"].Float(); } BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector()) { commanderLevelPremy.push_back(ParseBonus (bonus.Vector())); } i = 0; BOOST_FOREACH (auto skill, config3["skillLevels"].Vector()) { BOOST_FOREACH (auto skillLevel, skill.Vector()) { skillLevels[i].push_back (skillLevel.Float()); } ++i; } BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector()) { std::pair > a; a.first = *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::loadAnimationInfo() { std::string buf = bitmaph->getTextFile("CRANIM.TXT"); int andame = buf.size(); int i=0; //buf iterator int hmcr=0; for(; i 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: tlog5 << "Not parsed bonus " << buf << mod << "\n"; 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 = 74; break; case 'H': //Hypnotize b.type = Bonus::SPELL_IMMUNITY; b.subtype = 60; break; case 'I': //Implosion b.type = Bonus::SPELL_IMMUNITY; b.subtype = 18; break; case 'K': //Berserk b.type = Bonus::SPELL_IMMUNITY; b.subtype = 59; break; case 'M': //Meteor Shower b.type = Bonus::SPELL_IMMUNITY; b.subtype = 23; break; case 'N': //dispell beneficial spells b.type = Bonus::SPELL_IMMUNITY; b.subtype = 78; break; case 'R': //Armageddon b.type = Bonus::SPELL_IMMUNITY; b.subtype = 26; break; case 'S': //Slow b.type = Bonus::SPELL_IMMUNITY; b.subtype = 54; 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; default: tlog5 << "Not parsed bonus " << buf << mod << "\n"; 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': //some special abilities are threated as spells, work in progress b.type = Bonus::SPELL_AFTER_ATTACK; b.subtype = stringToNumber(mod); break; case 'h': b.type= Bonus::HATE; b.subtype = stringToNumber(mod); break; case 'p': b.type = Bonus::SPELL_BEFORE_ATTACK; b.subtype = stringToNumber(mod); b.additionalInfo = 3; //always expert? break; default: tlog5 << "Not parsed bonus " << buf << mod << "\n"; 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 loadToIt (curVal, src, it, 4); // 0 level is never active for (int i = 1; i < 11; ++i) { loadToIt (curVal, src, it, 4); if (curVal == 1) { b.limiter.reset (new RankRangeLimiter(i)); bl.push_back(new Bonus(b)); break; //never turned off it seems } } } else { loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent for (int i = 1; i < 11; ++i) { loadToIt (curVal, src, it, 4); 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() { } static int retreiveRandNum(const boost::function &randGen) { if(randGen) return randGen(); else return rand(); } template const T & pickRandomElementOf(const std::vector &v, const boost::function &randGen) { return v[retreiveRandNum(randGen) % v.size()]; } int CCreatureHandler::pickRandomMonster(const boost::function &randGen, int tier) const { int r = 0; if(tier == -1) //pick any allowed creature { do { r = pickRandomElementOf(creatures, randGen)->idNumber; } while (vstd::contains(VLC->creh->notUsedMonsters,r)); } else { assert(vstd::iswithin(tier, 1, 7)); std::vector allowed; BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes()) { assert(b->getNodeType() == CBonusSystemNode::CREATURE); int creid = static_cast(b)->idNumber; if(!vstd::contains(notUsedMonsters, creid)) allowed.push_back(creid); } if(!allowed.size()) { tlog2 << "Cannot pick a random creature of tier " << tier << "!\n"; return 0; } return pickRandomElementOf(allowed, randGen); } return 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() { BOOST_FOREACH(CCreature *c, creatures) { if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel))) c->attachTo(&creaturesOfLevel[c->level]); else c->attachTo(&creaturesOfLevel[0]); } BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel) b.attachTo(&allCreatures); } void CCreatureHandler::deserializationFix() { buildBonusTreeForTiers(); }