/* * 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 "HeroBonus.h" #include "ConstTransitivePtr.h" #include "ResourceSet.h" #include "GameConstants.h" #include "JsonNode.h" #include "IHandlerBase.h" #include "CRandomGenerator.h" class CLegacyConfigParser; class CCreatureHandler; class CCreature; class DLL_LINKAGE CCreature : public CBonusSystemNode { public: std::string identifier; std::string nameRef; // reference name, stringID std::string nameSing;// singular name, e.g. Centaur std::string namePl; // plural name, e.g. Centaurs std::string abilityText; //description of abilities CreatureID idNumber; TFaction faction; ui8 level; // 0 - unknown; 1-7 for "usual" creatures //stats that are not handled by bonus system ui32 fightValue, AIValue, growth, hordeGrowth; ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor) bool doubleWide; bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling std::set upgrades; // IDs of creatures to which this creature can be upgraded std::string animDefName; // creature animation used during battles std::string advMapDef; //for new creatures only, image for adventure map si32 iconIndex; // index of icon in files like twcrport /// names of files with appropriate icons. Used only during loading std::string smallIconName; std::string largeIconName; struct CreatureAnimation { double timeBetweenFidgets, idleAnimationTime, walkAnimationTime, attackAnimationTime, flightAnimationDistance; int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY; std::vector missleFrameAngles; int troopCountLocationOffset, attackClimaxFrame; std::string projectileImageName; //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 & flightAnimationDistance; h & upperRightMissleOffsetX; h & rightMissleOffsetX; h & lowerRightMissleOffsetX; h & upperRightMissleOffsetY; h & rightMissleOffsetY; h & lowerRightMissleOffsetY; h & missleFrameAngles; h & troopCountLocationOffset; h & attackClimaxFrame; h & projectileImageName; } } animation; //sound info struct CreatureBattleSounds { std::string attack; std::string defend; std::string killed; // was killed or died std::string move; std::string shoot; // range attack std::string wince; // attacked but did not die std::string startMoving; std::string 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; bool isItNativeTerrain(int terrain) const; bool isDoubleWide() const; //returns true if unit is double wide on battlefield bool isFlying() const; //returns true if it is a flying unit bool isShooting() const; //returns true if unit can shoot bool isUndead() const; //returns true if unit is undead bool isGood () const; bool isEvil () const; si32 maxAmount(const std::vector &res) const; //how many creatures can be bought static int getQuantityID(const int & quantity); //1 - a few, 2 - several, 3 - pack, 4 - lots, 5 - horde, 6 - throng, 7 - swarm, 8 - zounds, 9 - legion static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range bool isMyUpgrade(const CCreature *anotherCre) const; bool valid() const; void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it void addBonus(int val, Bonus::BonusType type, int subtype = -1); std::string nodeName() const override; template int getRandomAmount(RanGen ranGen) const { if(ammMax == ammMin) return ammMax; else return ammMin + (ranGen() % (ammMax - ammMin)); } template void serialize(Handler &h, const int version) { h & static_cast(*this); h & namePl; h & nameSing; h & nameRef; h & cost; h & upgrades; h & fightValue; h & AIValue; h & growth; h & hordeGrowth; h & ammMin; h & ammMax; h & level; h & abilityText; h & animDefName; h & advMapDef; h & iconIndex; h & smallIconName; h & largeIconName; h & idNumber; h & faction; h & sounds; h & animation; h & doubleWide; h & special; if(version>=759) { h & identifier; } if(version >= 771) { h & warMachine; } else if(!h.saving) { fillWarMachine(); } } CCreature(); private: void fillWarMachine(); }; class DLL_LINKAGE CCreatureHandler : public IHandlerBase { private: CBonusSystemNode allCreatures; CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range /// load one creature from json config CCreature * loadFromJson(const JsonNode & node, const std::string & identifier); void loadJsonAnimation(CCreature * creature, const JsonNode & graphics); void loadStackExperience(CCreature * creature, const JsonNode &input); void loadCreatureJson(CCreature * creature, const JsonNode & config); /// loading functions /// adding abilities from ZCRTRAIT.TXT void loadBonuses(JsonNode & creature, std::string bonuses); /// 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); /// read one line from cranim.txt void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser); /// parse crexpbon.txt file from H3 void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser); /// help function for parsing CREXPBON.txt int stringToNumber(std::string & s); public: std::set doubledCreatures; //they get double week std::vector > creatures; //creature ID -> creature info. //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; void deserializationFix(); CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any void addBonusForTier(int tier, std::shared_ptr b); //tier must be <1-7> void addBonusForAllCreatures(std::shared_ptr b); CCreatureHandler(); ~CCreatureHandler(); /// load all creatures from H3 files void loadCrExpBon(); /// generates tier-specific bonus tree entries void buildBonusTreeForTiers(); void afterLoadFinalization() override; std::vector loadLegacyData(size_t dataSize) override; void loadObject(std::string scope, std::string name, const JsonNode & data) override; void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) 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 & creatures; h & expRanks; h & maxExpPerBattle; h & expAfterUpgrade; h & skillLevels; h & skillRequirements; h & commanderLevelPremy; h & allCreatures; h & creaturesOfLevel; BONUS_TREE_DESERIALIZATION_FIX } };