#include "StdInc.h" #include "CCreatureHandler.h" #include "CGeneralTextHandler.h" #include "Filesystem/CResourceLoader.h" #include "VCMI_Lib.h" #include "CGameState.h" #include "CTownHandler.h" #include "CModHandler.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 * */ CCreatureHandler::CCreatureHandler() { VLC->creh = this; doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //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 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;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 + "\""; } bool CCreature::isItNativeTerrain(int terrain) const { return VLC->townh->factions[faction].nativeTerrain == terrain; } 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->getBonusLocalFirst(Selector::type(ecf)); cre->removeBonus(b); } void CCreatureHandler::loadCreatures() { tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl; ////////////reading ZCRTRAIT.TXT /////////////////// CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT"); parser.endLine(); // header parser.endLine(); do { //loop till non-empty line while (parser.isNextEntryEmpty()) parser.endLine(); CCreature &ncre = *new CCreature; ncre.idNumber = creatures.size(); ncre.cost.resize(GameConstants::RESOURCE_QUANTITY); ncre.level=0; ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images ncre.nameSing = parser.readString(); ncre.namePl = parser.readString(); for(int v=0; v<7; ++v) { ncre.cost[v] = parser.readNumber(); } ncre.fightValue = parser.readNumber(); ncre.AIValue = parser.readNumber(); ncre.growth = parser.readNumber(); ncre.hordeGrowth = parser.readNumber(); ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH); ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED); ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK); ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE); ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1); ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2); ncre.addBonus(parser.readNumber(), Bonus::SHOTS); //spells - not used? parser.readNumber(); ncre.ammMin = parser.readNumber(); ncre.ammMax = parser.readNumber(); ncre.abilityText = parser.readString(); ncre.abilityRefs = parser.readString(); { //adding abilities from ZCRTRAIT.TXT if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE")) ncre.doubleWide = true; if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY")) ncre.addBonus(0, Bonus::FLYING); if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY")) ncre.addBonus(0, Bonus::SHOOTER); if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON")) ncre.addBonus(0, Bonus::SIEGE_WEAPON); if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks")) ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK); if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack")) ncre.addBonus(0, Bonus::BLOCKS_RETALIATION); if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD")) ncre.addBonus(0, Bonus::UNDEAD); if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty")) ncre.addBonus(0, Bonus::NO_MELEE_PENALTY); if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting")) ncre.addBonus(0, Bonus::JOUSTING); if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale")) { ncre.addBonus(+1, Bonus::MORALE);; ncre.getBonusList().back()->addPropagator(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);; } creatures.push_back(&ncre); } while (parser.endLine()); // loading creatures properties tlog5 << "\t\tReading config/creatures.json" << std::endl; const JsonNode config(ResourceID("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(); BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector()) { c->upgradeNames.insert(value.String()); } value = &creature["projectile_defname"]; if (!value->isNull()) { c->projectile = value->String(); value = &creature["projectile_spin"]; c->projectileSpin = value->Bool(); } value = &creature["ability_remove"];//remove first - arch devil if (!value->isNull()) { BOOST_FOREACH(const JsonNode &ability, value->Vector()) { RemoveAbility(c, ability); } } value = &creature["ability_add"]; if (!value->isNull()) { BOOST_FOREACH(const JsonNode &ability, value->Vector()) { AddAbility(c, ability.Vector()); } } } BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector()) { notUsedMonsters += creature.Float(); } loadAnimationInfo(); loadSoundsInfo(); //reading creature ability names const JsonNode config2(ResourceID("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 (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); BOOST_FOREACH(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); BOOST_FOREACH(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); BOOST_FOREACH(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 tlog5 << "\t\tReading config/commanders.json" << std::endl; const JsonNode config3(ResourceID("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())); } int i = 0; BOOST_FOREACH (auto skill, config3["skillLevels"].Vector()) { skillLevels.push_back (std::vector()); BOOST_FOREACH (auto skillLevel, skill["levels"].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() { CLegacyConfigParser parser("DATA/CRANIM.TXT"); parser.endLine(); // header parser.endLine(); for(int dd=0; dd::const_iterator i = nameToID.find(value->String()); if (i != nameToID.end()) id = i->second; else { tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl; continue; } /* This is a bit ugly. Maybe we should use an array for * sound ids instead of separate variables and define * attack/defend/killed/... as indexes. */ #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) creatures[id]->sounds.value_name = value->String(); } while(0) 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(ext1); GET_SOUND_VALUE(ext2); GET_SOUND_VALUE(startMoving); GET_SOUND_VALUE(endMoving); #undef GET_SOUND_VALUE } } } void CCreatureHandler::load(const JsonNode & node) { BOOST_FOREACH(auto & entry, node.Struct()) { if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null { CCreature * creature = loadCreature(entry.second); creature->nameRef = entry.first; creature->idNumber = creatures.size(); nameToID[entry.first] = creatures.size(); creatures.push_back(creature); tlog3 << "Added creature: " << entry.first << "\n"; //TODO: notify modHandler that this refName can be resolved to ID } } } CCreature * CCreatureHandler::loadCreature(const JsonNode & node) { CCreature * 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->level = node["level"].Float(); cre->faction = node["faction"].Float(); //TODO: replaced by string -> id conversion 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); const JsonNode & vec = node["damage"]; cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1); cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2); auto & amounts = node ["advMapAmount"]; cre->ammMin = amounts["min"].Float(); cre->ammMax = amounts["max"].Float(); //optional BOOST_FOREACH (auto & str, node["upgrades"].Vector()) { cre->upgradeNames.insert (str.String()); } 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(); BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector()) { auto b = ParseBonus(bonus); b->source = Bonus::CREATURE_ABILITY; b->duration = Bonus::PERMANENT; cre->addNewBonus(b); } BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector()) { auto bonus = 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) { BOOST_FOREACH (const JsonNode &val, values) { if (val.Bool() == true) { bonus->limiter = make_shared(RankRangeLimiter(lowerLimit)); cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects break; //TODO: allow bonuses to turn off? } ++lowerLimit; } } else { int lastVal = 0; BOOST_FOREACH (const JsonNode &val, values) { if (val.Float() != lastVal) { bonus->val = val.Float() - lastVal; bonus->limiter.reset (new RankRangeLimiter(lowerLimit)); cre->addNewBonus (new Bonus(*bonus)); } lastVal = val.Float(); ++lowerLimit; } } } //graphics const JsonNode & graphics = node["graphics"]; cre->animDefName = graphics["animation"].String(); cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float(); cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float(); cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float(); const JsonNode & animationTime = graphics["animationTime"]; cre->walkAnimationTime = animationTime["walk"].Float(); cre->attackAnimationTime = animationTime["attack"].Float(); cre->flightAnimationDistance = animationTime["flight"].Float(); //? //TODO: background? const JsonNode & missile = graphics["missile"]; //TODO: parse cre->projectile = missile["projectile"].String(); cre->projectileSpin = missile["spinning"].Bool(); const JsonNode & offsets = missile["offset"]; cre->upperRightMissleOffsetX = offsets["upperX"].Float(); cre->upperRightMissleOffsetY = offsets["upperY"].Float(); cre->rightMissleOffsetX = offsets["middleX"].Float(); cre->rightMissleOffsetY = offsets["middleY"].Float(); cre->lowerRightMissleOffsetX = offsets["lowerX"].Float(); cre->lowerRightMissleOffsetY = offsets["lowerY"].Float(); int i = 0; BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector()) { cre->missleFrameAngles[i++] = angle.Float(); } cre->advMapDef = graphics["map"].String(); cre->iconIndex = graphics["iconIndex"].Float(); const JsonNode & sounds = node["sound"]; #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0) 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(ext1); GET_SOUND_VALUE(ext2); GET_SOUND_VALUE(startMoving); GET_SOUND_VALUE(endMoving); #undef GET_SOUND_VALUE return cre; } 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 '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: 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 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() { } 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.at(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(); }