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https://github.com/vcmi/vcmi.git
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44742814cd
- moved SoundBase.h to lib since it contains shared data - added RMG info to object format. Note that data is not yet imported in configs - slightly updated API of object handlers
1139 lines
32 KiB
C++
1139 lines
32 KiB
C++
#include "StdInc.h"
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#include "CCreatureHandler.h"
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#include "CGeneralTextHandler.h"
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#include "filesystem/Filesystem.h"
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#include "VCMI_Lib.h"
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#include "CGameState.h"
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#include "CTownHandler.h"
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#include "CModHandler.h"
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#include "StringConstants.h"
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#include "mapObjects/CObjectClassesHandler.h"
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using namespace boost::assign;
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/*
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* CCreatureHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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int CCreature::getQuantityID(const int & quantity)
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{
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if (quantity<5)
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return 1;
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if (quantity<10)
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return 2;
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if (quantity<20)
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return 3;
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if (quantity<50)
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return 4;
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if (quantity<100)
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return 5;
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if (quantity<250)
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return 6;
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if (quantity<500)
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return 7;
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if (quantity<1000)
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return 8;
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return 9;
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}
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int CCreature::estimateCreatureCount(ui32 countID)
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{
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static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
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if (countID > 9)
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assert("Wrong countID!");
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return creature_count[countID];
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}
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bool CCreature::isDoubleWide() const
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{
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return doubleWide;
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}
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bool CCreature::isFlying() const
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{
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return hasBonusOfType(Bonus::FLYING);
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}
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bool CCreature::isShooting() const
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{
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return hasBonusOfType(Bonus::SHOOTER);
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}
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bool CCreature::isUndead() const
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{
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return hasBonusOfType(Bonus::UNDEAD);
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}
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/**
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* Determines if the creature is of a good alignment.
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* @return true if the creture is good, false otherwise.
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*/
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bool CCreature::isGood () const
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{
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return VLC->townh->factions[faction]->alignment == EAlignment::GOOD;
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}
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/**
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* Determines if the creature is of an evil alignment.
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* @return true if the creature is evil, false otherwise.
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*/
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bool CCreature::isEvil () const
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{
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return VLC->townh->factions[faction]->alignment == EAlignment::EVIL;
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}
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si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
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{
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int ret = 2147483645;
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int resAmnt = std::min(res.size(),cost.size());
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for(int i=0;i<resAmnt;i++)
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if(cost[i])
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ret = std::min(ret,(int)(res[i]/cost[i]));
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return ret;
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}
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CCreature::CCreature()
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{
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doubleWide = false;
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setNodeType(CBonusSystemNode::CREATURE);
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}
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void CCreature::addBonus(int val, Bonus::BonusType type, int subtype /*= -1*/)
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{
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auto added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
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addNewBonus(added);
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}
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bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
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{
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//TODO upgrade of upgrade?
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return vstd::contains(upgrades, anotherCre->idNumber);
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}
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bool CCreature::valid() const
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{
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return this == VLC->creh->creatures[idNumber];
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}
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std::string CCreature::nodeName() const
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{
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return "\"" + namePl + "\"";
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}
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bool CCreature::isItNativeTerrain(int terrain) const
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{
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return VLC->townh->factions[faction]->nativeTerrain == terrain;
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}
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void CCreature::setId(CreatureID ID)
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{
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idNumber = ID;
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for(auto bonus : getExportedBonusList())
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{
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if(bonus->source == Bonus::CREATURE_ABILITY)
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bonus->sid = ID;
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}
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}
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static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
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{
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auto nsf = new Bonus();
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std::string type = ability_vec[0].String();
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auto it = bonusNameMap.find(type);
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if (it == bonusNameMap.end()) {
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if (type == "DOUBLE_WIDE")
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cre->doubleWide = true;
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else if (type == "ENEMY_MORALE_DECREASING") {
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cre->addBonus(-1, Bonus::MORALE);
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cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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}
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else if (type == "ENEMY_LUCK_DECREASING") {
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cre->addBonus(-1, Bonus::LUCK);
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cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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} else
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logGlobal->errorStream() << "Error: invalid ability type " << type << " in creatures config";
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return;
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}
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nsf->type = it->second;
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JsonUtils::parseTypedBonusShort(ability_vec,nsf);
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nsf->source = Bonus::CREATURE_ABILITY;
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nsf->sid = cre->idNumber;
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cre->addNewBonus(nsf);
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}
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CCreatureHandler::CCreatureHandler()
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{
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VLC->creh = this;
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allCreatures.setDescription("All creatures");
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creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
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for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
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creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
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loadCommanders();
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}
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void CCreatureHandler::loadCommanders()
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{
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JsonNode data(ResourceID("config/commanders.json"));
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data.setMeta("core"); // assume that commanders are in core mod (for proper bonuses resolution)
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const JsonNode & config = data; // switch to const data accessors
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for (auto bonus : config["bonusPerLevel"].Vector())
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{
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commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
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}
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int i = 0;
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for (auto skill : config["skillLevels"].Vector())
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{
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skillLevels.push_back (std::vector<ui8>());
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for (auto skillLevel : skill["levels"].Vector())
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{
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skillLevels[i].push_back (skillLevel.Float());
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}
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++i;
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}
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for (auto ability : config["abilityRequirements"].Vector())
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{
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std::pair <Bonus*, std::pair <ui8, ui8> > a;
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a.first = JsonUtils::parseBonus (ability["ability"].Vector());
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a.second.first = ability["skills"].Vector()[0].Float();
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a.second.second = ability["skills"].Vector()[1].Float();
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skillRequirements.push_back (a);
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}
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}
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void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses)
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{
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auto makeBonusNode = [&](std::string type) -> JsonNode
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{
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JsonNode ret;
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ret["type"].String() = type;
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return ret;
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};
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static const std::map<std::string, JsonNode> abilityMap =
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boost::assign::map_list_of
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("FLYING_ARMY", makeBonusNode("FLYING"))
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("SHOOTING_ARMY", makeBonusNode("SHOOTER"))
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("SIEGE_WEAPON", makeBonusNode("SIEGE_WEAPON"))
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("const_free_attack", makeBonusNode("BLOCKS_RETALIATION"))
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("IS_UNDEAD", makeBonusNode("UNDEAD"))
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("const_no_melee_penalty", makeBonusNode("NO_MELEE_PENALTY"))
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("const_jousting", makeBonusNode("JOUSTING"))
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("KING_1", makeBonusNode("KING1"))
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("KING_2", makeBonusNode("KING2"))
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("KING_3", makeBonusNode("KING3"))
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("const_no_wall_penalty", makeBonusNode("NO_WALL_PENALTY"))
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("CATAPULT", makeBonusNode("CATAPULT"))
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("MULTI_HEADED", makeBonusNode("ATTACKS_ALL_ADJACENT"))
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("IMMUNE_TO_MIND_SPELLS", makeBonusNode("MIND_IMMUNITY"))
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("HAS_EXTENDED_ATTACK", makeBonusNode("TWO_HEX_ATTACK_BREATH"));
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auto hasAbility = [&](const std::string name) -> bool
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{
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return boost::algorithm::find_first(bonuses, name);
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};
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for(auto a : abilityMap)
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{
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if(hasAbility(a.first))
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creature["abilities"][a.first] = a.second;
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}
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if(hasAbility("DOUBLE_WIDE"))
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creature["doubleWide"].Bool() = true;
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if(hasAbility("const_raises_morale"))
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{
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JsonNode node = makeBonusNode("MORALE");
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node["val"].Float() = 1;
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node["propagator"].String() = "HERO";
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creature["abilities"]["const_raises_morale"] = node;
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}
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if(hasAbility("const_lowers_morale"))
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{
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JsonNode node = makeBonusNode("MORALE");
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node["val"].Float() = -1;
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node["effectRange"].String() = "ONLY_ENEMY_ARMY";
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creature["abilities"]["const_lowers_morale"] = node;
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}
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}
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std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
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{
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creatures.resize(dataSize);
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std::vector<JsonNode> h3Data;
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h3Data.reserve(dataSize);
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CLegacyConfigParser parser("DATA/CRTRAITS.TXT");
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parser.endLine(); // header
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// this file is a bit different in some of Russian localisations:
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//ENG: Singular Plural Wood ...
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//RUS: Singular Plural Plural2 Wood ...
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// Try to detect which version this is by header
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// TODO: use 3rd name? Stand for "whose", e.g. pikemans'
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size_t namesCount;
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{
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if ( parser.readString() != "Singular" || parser.readString() != "Plural" )
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throw std::runtime_error("Incorrect format of CrTraits.txt");
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if (parser.readString() == "Plural2")
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namesCount = 3;
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else
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namesCount = 2;
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parser.endLine();
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}
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for (size_t i=0; i<dataSize; i++)
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{
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//loop till non-empty line
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while (parser.isNextEntryEmpty())
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parser.endLine();
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JsonNode data;
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data["name"]["singular"].String() = parser.readString();
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if (namesCount == 3)
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parser.readString();
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data["name"]["plural"].String() = parser.readString();
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for(int v=0; v<7; ++v)
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data["cost"][GameConstants::RESOURCE_NAMES[v]].Float() = parser.readNumber();
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data["fightValue"].Float() = parser.readNumber();
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data["aiValue"].Float() = parser.readNumber();
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data["growth"].Float() = parser.readNumber();
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data["horde"].Float() = parser.readNumber();
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data["hitPoints"].Float() = parser.readNumber();
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data["speed"].Float() = parser.readNumber();
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data["attack"].Float() = parser.readNumber();
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data["defense"].Float() = parser.readNumber();
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data["damage"]["min"].Float() = parser.readNumber();
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data["damage"]["max"].Float() = parser.readNumber();
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if (float shots = parser.readNumber())
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data["shots"].Float() = shots;
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if (float spells = parser.readNumber())
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data["spellPoints"].Float() = spells;
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data["advMapAmount"]["min"].Float() = parser.readNumber();
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data["advMapAmount"]["max"].Float() = parser.readNumber();
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data["abilityText"].String() = parser.readString();
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loadBonuses(data, parser.readString()); //Attributes
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h3Data.push_back(data);
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}
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loadAnimationInfo(h3Data);
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return h3Data;
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}
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void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
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{
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auto object = loadFromJson(data);
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object->setId(CreatureID(creatures.size()));
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object->iconIndex = object->idNumber + 2;
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creatures.push_back(object);
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VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
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for(auto node : data["extraNames"].Vector())
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{
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VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
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}
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}
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void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
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{
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auto object = loadFromJson(data);
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object->setId(CreatureID(index));
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object->iconIndex = object->idNumber + 2;
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if(data["hasDoubleWeek"].Bool()) //
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{
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doubledCreatures.insert (object->idNumber); //we need to have id (or identifier) before it is inserted
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}
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assert(creatures[index] == nullptr); // ensure that this id was not loaded before
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creatures[index] = object;
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VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
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for(auto & node : data["extraNames"].Vector())
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{
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VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
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}
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}
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std::vector<bool> CCreatureHandler::getDefaultAllowed() const
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{
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std::vector<bool> ret;
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for(const CCreature * crea : creatures)
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{
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ret.push_back(crea ? !crea->special : false);
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}
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return ret;
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}
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void CCreatureHandler::loadCrExpBon()
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{
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if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
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{
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CLegacyConfigParser parser("DATA/CREXPBON.TXT");
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Bonus b; //prototype with some default properties
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b.source = Bonus::STACK_EXPERIENCE;
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b.duration = Bonus::PERMANENT;
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b.valType = Bonus::ADDITIVE_VALUE;
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b.effectRange = Bonus::NO_LIMIT;
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b.additionalInfo = 0;
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b.turnsRemain = 0;
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BonusList bl;
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parser.endLine();
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parser.readString(); //ignore index
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loadStackExp(b, bl, parser);
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for(Bonus * b : bl)
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addBonusForAllCreatures(b); //health bonus is common for all
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parser.endLine();
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for (int i = 1; i < 7; ++i)
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{
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for (int j = 0; j < 4; ++j) //four modifiers common for tiers
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{
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parser.readString(); //ignore index
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bl.clear();
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loadStackExp(b, bl, parser);
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for(Bonus * b : bl)
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addBonusForTier(i, b);
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parser.endLine();
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}
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}
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for (int j = 0; j < 4; ++j) //tier 7
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{
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parser.readString(); //ignore index
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bl.clear();
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loadStackExp(b, bl, parser);
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for(Bonus * b : bl)
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{
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addBonusForTier(7, b);
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creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
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}
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parser.endLine();
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}
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do //parse everything that's left
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{
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b.sid = parser.readNumber(); //id = this particular creature ID
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loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
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}
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while (parser.endLine());
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//Calculate rank exp values, formula appears complicated bu no parsing needed
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expRanks.resize(8);
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int dif = 0;
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int it = 8000; //ignore name of this variable
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expRanks[0].push_back(it);
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for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
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{
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expRanks[0].push_back(expRanks[0][j-1] + it + dif);
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dif += it/5;
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}
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for (int i = 1; i < 8; ++i)
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{
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dif = 0;
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it = 1000 * i;
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expRanks[i].push_back(it);
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for (int j = 1; j < 10; ++j)
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{
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expRanks[i].push_back(expRanks[i][j-1] + it + dif);
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dif += it/5;
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}
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}
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CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
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expBonParser.endLine(); //header
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maxExpPerBattle.resize(8);
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for (int i = 1; i < 8; ++i)
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{
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expBonParser.readString(); //index
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expBonParser.readString(); //float multiplier -> hardcoded
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expBonParser.readString(); //ignore upgrade mod? ->hardcoded
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expBonParser.readString(); //already calculated
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maxExpPerBattle[i] = expBonParser.readNumber();
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expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
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expBonParser.endLine();
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}
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//skeleton gets exp penalty
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creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
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creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
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//exp for tier >7, rank 11
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expRanks[0].push_back(147000);
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expAfterUpgrade = 75; //percent
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maxExpPerBattle[0] = maxExpPerBattle[7];
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}//end of Stack Experience
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}
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void CCreatureHandler::loadAnimationInfo(std::vector<JsonNode> &h3Data)
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{
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CLegacyConfigParser parser("DATA/CRANIM.TXT");
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parser.endLine(); // header
|
|
parser.endLine();
|
|
|
|
for(int dd=0; dd<VLC->modh->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["timeBetweenFidgets"].Float() = parser.readNumber();
|
|
|
|
JsonNode & animationTime = graphics["animationTime"];
|
|
animationTime["walk"].Float() = parser.readNumber();
|
|
animationTime["attack"].Float() = parser.readNumber();
|
|
animationTime["flight"].Float() = parser.readNumber();
|
|
animationTime["idle"].Float() = 10.0;
|
|
|
|
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.idleAnimationTime = animationTime["idle"].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<std::vector<double> >();
|
|
|
|
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>(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();
|
|
if (b.type == Bonus::HATE)
|
|
lastVal *= 10; //odd fix
|
|
//FIXME: value for zero level should be stored in our config files (independent of stack exp)
|
|
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(CRandomGenerator & rand, int tier) const
|
|
{
|
|
int r = 0;
|
|
if(tier == -1) //pick any allowed creature
|
|
{
|
|
do
|
|
{
|
|
r = (*RandomGeneratorUtil::nextItem(creatures, rand))->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<CreatureID> allowed;
|
|
for(const CBonusSystemNode *b : creaturesOfLevel[tier].getChildrenNodes())
|
|
{
|
|
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
|
|
const CCreature * crea = dynamic_cast<const CCreature*>(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 *RandomGeneratorUtil::nextItem(allowed, rand);
|
|
}
|
|
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::afterLoadFinalization()
|
|
{
|
|
for (CCreature * crea : creatures)
|
|
{
|
|
VLC->objtypeh->loadSubObject(crea->nameSing, JsonNode(), Obj::MONSTER, crea->idNumber.num);
|
|
if (!crea->advMapDef.empty())
|
|
{
|
|
JsonNode templ;
|
|
templ["animation"].String() = crea->advMapDef;
|
|
VLC->objtypeh->getHandlerFor(Obj::MONSTER, crea->idNumber)->addTemplate(templ);
|
|
}
|
|
|
|
// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
|
|
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, crea->idNumber.num)->getTemplates().empty())
|
|
VLC->objtypeh->removeSubObject(Obj::MONSTER, crea->idNumber.num);
|
|
}
|
|
}
|
|
|
|
void CCreatureHandler::deserializationFix()
|
|
{
|
|
buildBonusTreeForTiers();
|
|
}
|