/* * CCreatureHandler.h, 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 * */ #pragma once #include "bonuses/Bonus.h" #include "bonuses/CBonusSystemNode.h" #include "ConstTransitivePtr.h" #include "ResourceSet.h" #include "GameConstants.h" #include "JsonNode.h" #include "IHandlerBase.h" #include "CRandomGenerator.h" #include "Color.h" #include "filesystem/ResourcePath.h" #include #include VCMI_LIB_NAMESPACE_BEGIN class CLegacyConfigParser; class CCreatureHandler; class CCreature; class JsonSerializeFormat; class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode { friend class CCreatureHandler; std::string modScope; std::string identifier; std::string getNameTranslated() const override; std::string getNameTextID() const override; CreatureID idNumber; FactionID faction = FactionID::NEUTRAL; ui8 level = 0; // 0 - unknown; 1-7 for "usual" creatures //stats that are not handled by bonus system ui32 fightValue, AIValue, growth, hordeGrowth; bool doubleWide = false; TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling public: ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor) bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc std::set upgrades; // IDs of creatures to which this creature can be upgraded AnimationPath animDefName; // creature animation used during battles si32 iconIndex = -1; // index of icon in files like twcrport, used in tests now. /// names of files with appropriate icons. Used only during loading std::string smallIconName; std::string largeIconName; enum class CreatureQuantityId { FEW = 1, SEVERAL, PACK, LOTS, HORDE, THRONG, SWARM, ZOUNDS, LEGION }; struct CreatureAnimation { struct RayColor { ColorRGBA start; ColorRGBA end; template void serialize(Handler &h, const int version) { h & start & end; } }; double timeBetweenFidgets, idleAnimationTime, walkAnimationTime, attackAnimationTime; int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY; std::vector missleFrameAngles; int attackClimaxFrame; AnimationPath projectileImageName; std::vector projectileRay; //bool projectileSpin; //if true, appropriate projectile is spinning during flight template void serialize(Handler &h, const int version) { h & timeBetweenFidgets; h & idleAnimationTime; h & walkAnimationTime; h & attackAnimationTime; h & upperRightMissleOffsetX; h & rightMissleOffsetX; h & lowerRightMissleOffsetX; h & upperRightMissleOffsetY; h & rightMissleOffsetY; h & lowerRightMissleOffsetY; h & missleFrameAngles; h & attackClimaxFrame; h & projectileImageName; h & projectileRay; } } animation; //sound info struct CreatureBattleSounds { AudioPath attack; AudioPath defend; AudioPath killed; // was killed or died AudioPath move; AudioPath shoot; // range attack AudioPath wince; // attacked but did not die AudioPath startMoving; AudioPath endMoving; template void serialize(Handler &h, const int version) { h & attack; h & defend; h & killed; h & move; h & shoot; h & wince; h & startMoving; h & endMoving; } } sounds; ArtifactID warMachine; std::string getNamePluralTranslated() const override; std::string getNameSingularTranslated() const override; std::string getNamePluralTextID() const override; std::string getNameSingularTextID() const override; FactionID getFaction() const override; int32_t getIndex() const override; int32_t getIconIndex() const override; std::string getJsonKey() const override; void registerIcons(const IconRegistar & cb) const override; CreatureID getId() const override; virtual const IBonusBearer * getBonusBearer() const override; int32_t getAdvMapAmountMin() const override; int32_t getAdvMapAmountMax() const override; int32_t getAIValue() const override; int32_t getFightValue() const override; int32_t getLevel() const override; int32_t getGrowth() const override; int32_t getHorde() const override; int32_t getBaseAttack() const override; int32_t getBaseDefense() const override; int32_t getBaseDamageMin() const override; int32_t getBaseDamageMax() const override; int32_t getBaseHitPoints() const override; int32_t getBaseSpellPoints() const override; int32_t getBaseSpeed() const override; int32_t getBaseShots() const override; int32_t getRecruitCost(GameResID resIndex) const override; TResources getFullRecruitCost() const override; bool isDoubleWide() const override; //returns true if unit is double wide on battlefield bool hasUpgrades() const override; bool isGood () const; bool isEvil () const; si32 maxAmount(const TResources &res) const; //how many creatures can be bought static CCreature::CreatureQuantityId getQuantityID(const int & quantity); static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId); static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range bool isMyUpgrade(const CCreature *anotherCre) const; bool valid() const; void addBonus(int val, BonusType type); void addBonus(int val, BonusType type, TBonusSubtype subtype); std::string nodeName() const override; template int getRandomAmount(RanGen ranGen) const { if(ammMax == ammMin) return ammMax; else return ammMin + (ranGen() % (ammMax - ammMin)); } void updateFrom(const JsonNode & data); void serializeJson(JsonSerializeFormat & handler); template void serialize(Handler &h, const int version) { h & static_cast(*this); h & cost; h & upgrades; h & fightValue; h & AIValue; h & growth; h & hordeGrowth; h & ammMin; h & ammMax; h & level; h & animDefName; h & iconIndex; h & smallIconName; h & largeIconName; h & idNumber; h & faction; h & sounds; h & animation; h & doubleWide; h & special; h & identifier; h & modScope; h & warMachine; } CCreature(); private: static const std::map creatureQuantityRanges; }; class DLL_LINKAGE CCreatureHandler : public CHandlerBase { private: void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const; void loadStackExperience(CCreature * creature, const JsonNode & input) const; void loadCreatureJson(CCreature * creature, const JsonNode & config) const; /// adding abilities from ZCRTRAIT.TXT void loadBonuses(JsonNode & creature, std::string bonuses) const; /// load all creatures from H3 files void load(); void loadCommanders(); /// load creature from json structure void load(std::string creatureID, const JsonNode & node); /// read cranim.txt file from H3 void loadAnimationInfo(std::vector & h3Data) const; /// read one line from cranim.txt void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const; /// parse crexpbon.txt file from H3 void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const; /// help function for parsing CREXPBON.txt int stringToNumber(std::string & s) const; protected: const std::vector & getTypeNames() const override; CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override; public: std::set doubledCreatures; //they get double week //stack exp std::vector > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?) std::vector maxExpPerBattle; //%, tiers same as above si8 expAfterUpgrade;//multiplier in % //Commanders BonusList commanderLevelPremy; //bonus values added with each level-up std::vector< std::vector > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE std::vector , std::pair > > skillRequirements; // first - Bonus, second - which two skills are needed to use it const CCreature * getCreature(const std::string & scope, const std::string & identifier) const; CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any CCreatureHandler(); ~CCreatureHandler(); /// load all stack experience bonuses from H3 files void loadCrExpBon(CBonusSystemNode & globalEffects); /// load all stack modifier bonuses from H3 files. TODO: move this to json void loadCrExpMod(); void afterLoadFinalization() override; std::vector loadLegacyData() override; std::vector getDefaultAllowed() const override; template void serialize(Handler &h, const int version) { //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature) h & doubledCreatures; h & objects; h & expRanks; h & maxExpPerBattle; h & expAfterUpgrade; h & skillLevels; h & skillRequirements; h & commanderLevelPremy; } }; VCMI_LIB_NAMESPACE_END