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vcmi/lib/CCreatureHandler.cpp
2012-12-06 19:03:47 +00:00

1159 lines
33 KiB
C++

#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<std::string>(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<si32> &res) const //how many creatures can be bought
{
int ret = 2147483645;
int resAmnt = std::min(res.size(),cost.size());
for(int i=0;i<resAmnt;i++)
if(cost[i])
ret = std::min(ret,(int)(res[i]/cost[i]));
return ret;
}
CCreature::CCreature()
{
doubleWide = false;
setNodeType(CBonusSystemNode::CREATURE);
}
void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
{
Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
addNewBonus(added);
}
// void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// out.insert (VLC->creh->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<std::string, int>::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<std::string, int>::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<Bonus::BonusType>(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<CPropagatorNodeType>(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;
// Set various creature properties
CCreature *c = creatures[creatureID];
c->level = creature["level"].Float();
c->animDefName = creature["defname"].String();
VLC->modh->identifiers.requestIdentifier(std::string("faction.") + creature["faction"].String(), [=](si32 faction)
{
c->faction = faction;
});
BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
{
VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
{
c->upgrades.insert(identifier);
});
}
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());
}
}
/* A creature can have several names. */
BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
{
VLC->modh->identifiers.registerObject(std::string("creature.") + name.String(), c->idNumber);
}
}
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<std::string,int>::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<std::string, std::string>(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<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
//stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(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(JsonUtils::parseBonus (bonus.Vector()));
}
int i = 0;
BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
{
skillLevels.push_back (std::vector<ui8>());
BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
{
skillLevels[i].push_back (skillLevel.Float());
}
++i;
}
BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
{
std::pair <Bonus, std::pair <ui8, ui8> > a;
a.first = *JsonUtils::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<creatures.size(); ++dd)
{
while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
;
loadUnitAnimInfo(*creatures[dd], parser);
}
}
void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
{
unit.timeBetweenFidgets = parser.readNumber();
unit.walkAnimationTime = parser.readNumber();
unit.attackAnimationTime = parser.readNumber();
unit.flightAnimationDistance = parser.readNumber();
///////////////////////
unit.upperRightMissleOffsetX = parser.readNumber();
unit.upperRightMissleOffsetY = parser.readNumber();
unit.rightMissleOffsetX = parser.readNumber();
unit.rightMissleOffsetY = parser.readNumber();
unit.lowerRightMissleOffsetX = parser.readNumber();
unit.lowerRightMissleOffsetY = parser.readNumber();
///////////////////////
for(int jjj=0; jjj<12; ++jjj)
{
unit.missleFrameAngles[jjj] = parser.readNumber();
}
unit.troopCountLocationOffset= parser.readNumber();
unit.attackClimaxFrame = parser.readNumber();
parser.endLine();
}
void CCreatureHandler::loadCreatureSounds(JsonNode node, si32 creaID) // passing node by value to get clearer binding code
{
/* 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 { creatures[creaID]->sounds.value_name = node[#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
}
void CCreatureHandler::loadSoundsInfo()
{
tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
const JsonNode config(ResourceID("config/cr_sounds.json"));
if (!config["creature_sounds"].isNull())
{
BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector())
{
VLC->modh->identifiers.requestIdentifier(std::string("creature.") + node["name"].String(),
boost::bind(&CCreatureHandler::loadCreatureSounds, this, node, _1));
}
}
}
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();
creatures.push_back(creature);
tlog3 << "Added creature: " << entry.first << "\n";
VLC->modh->identifiers.registerObject(std::string("creature.") + creature->nameRef, creature->idNumber);
}
}
}
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->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();
std::string factionStr = node["faction"].String();
if (factionStr.empty())
factionStr = "neutral"; //TODO: should be done in schema
VLC->modh->identifiers.requestIdentifier(std::string("faction.") + factionStr, [=](si32 faction)
{
cre->faction = faction;
});
//optional
BOOST_FOREACH (auto & str, node["upgrades"].Vector())
{
VLC->modh->identifiers.requestIdentifier(std::string("creature.") + str.String(), [=](si32 identifier)
{
cre->upgrades.insert(identifier);
});
}
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 = JsonUtils::parseBonus(bonus);
b->source = Bonus::CREATURE_ABILITY;
b->duration = Bonus::PERMANENT;
cre->addNewBonus(b);
}
BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].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)
{
BOOST_FOREACH (const JsonNode &val, values)
{
if (val.Bool() == true)
{
bonus->limiter = make_shared<RankRangeLimiter>(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 '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:
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':
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:
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<int()> &randGen)
{
if(randGen)
return randGen();
else
return rand();
}
template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
{
return v.at(retreiveRandNum(randGen) % v.size());
}
int CCreatureHandler::pickRandomMonster(const boost::function<int()> &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<int> allowed;
BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
{
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
int creid = static_cast<const CCreature*>(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();
}