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vcmi/hch/CCreatureHandler.cpp

659 lines
18 KiB
C++

#define VCMI_DLL
#include "../stdafx.h"
#include "CCreatureHandler.h"
#include "CLodHandler.h"
#include <sstream>
#include <boost/assign/std/set.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/std/list.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/find.hpp>
#include <boost/algorithm/string/replace.hpp>
#include "../lib/VCMI_Lib.h"
using namespace boost::assign;
extern CLodHandler * bitmaph;
/*
* 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
*
*/
static std::vector<int> getMindSpells()
{
std::vector<int> ret;
ret.push_back(50); //sorrow
ret.push_back(59); //berserk
ret.push_back(60); //hypnotize
ret.push_back(61); //forgetfulness
ret.push_back(62); //blind
return ret;
}
CCreatureHandler::CCreatureHandler()
{
VLC->creh = this;
// Set the faction alignments to the defaults:
// Good: Castle, Rampart, Tower // Evil: Inferno, Necropolis, Dungeon
// Neutral: Stronghold, Fortess, Conflux
factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
}
int CCreature::getQuantityID(const int & quantity)
{
if (quantity<5)
return 0;
if (quantity<10)
return 1;
if (quantity<20)
return 2;
if (quantity<50)
return 3;
if (quantity<100)
return 4;
if (quantity<250)
return 5;
if (quantity<500)
return 5;
if (quantity<1000)
return 6;
if (quantity<4000)
return 7;
return 8;
}
bool CCreature::isDoubleWide() const
{
return doubleWide;
}
bool CCreature::isFlying() const
{
return vstd::contains(bonuses, Bonus::FLYING);
}
bool CCreature::isShooting() const
{
return vstd::contains(bonuses, Bonus::SHOOTER);
}
bool CCreature::isUndead() const
{
return vstd::contains(bonuses, 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->creh->isGood(faction);
}
/**
* Determines if the creature is of an evil alignment.
* @return true if the creature is evil, false otherwise.
*/
bool CCreature::isEvil () const
{
return VLC->creh->isEvil(faction);
}
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;
}
ui32 CCreature::getMinDamage() const
{
return damageMin + valOfBonuses(Bonus::CREATURE_DAMAGE, 0) + valOfBonuses(Bonus::CREATURE_DAMAGE, 1);
}
ui32 CCreature::getMaxDamage() const
{
return damageMax + valOfBonuses(Bonus::CREATURE_DAMAGE, 0) + valOfBonuses(Bonus::CREATURE_DAMAGE, 2);
}
void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
{
Bonus added(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
bonuses.push_back(added);
}
bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
{
//TODO upgrade of upgrade?
return vstd::contains(upgrades, anotherCre->idNumber);
}
int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
{
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
std::string tmp = buf.substr(befi, i-befi);
int ret = atoi(buf.substr(befi, i-befi).c_str());
++i;
return ret;
}
float readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
{
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
std::string tmp = buf.substr(befi, i-befi);
float ret = atof(buf.substr(befi, i-befi).c_str());
++i;
return ret;
}
/**
* Determines if a faction is good.
* @param ID of the faction.
* @return true if the faction is good, false otherwise.
*/
bool CCreatureHandler::isGood (si8 faction) const
{
return faction != -1 && factionAlignments[faction] == 1;
}
/**
* Determines if a faction is evil.
* @param ID of the faction.
* @return true if the faction is evil, false otherwise.
*/
bool CCreatureHandler::isEvil (si8 faction) const
{
return faction != -1 && factionAlignments[faction] == -1;
}
void CCreatureHandler::loadCreatures()
{
notUsedMonsters += 122,124,126,128,145,146,147,148,149,160,161,162,163,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191;
tlog5 << "\t\tReading config/cr_abils.txt and ZCRTRAIT.TXT" << std::endl;
bool useCreAbilsFromZCRTRAIT = true;
////////////reading cr_abils.txt ///////////////////
std::ifstream abils(DATA_DIR "/config/cr_abils.txt", std::ios::in | std::ios::binary); //this file is not in lod
const int MAX_LINE_SIZE = 1000;
char abilLine[MAX_LINE_SIZE+1];
for(int i=0; i<5; ++i) //removing 5 comment lines
{
abils.getline(abilLine, MAX_LINE_SIZE);
}
//reading first line (determining if we should use creature abilities from ZCRTRAIT.TXT)
abils.getline(abilLine, MAX_LINE_SIZE);
useCreAbilsFromZCRTRAIT = atoi(abilLine);
////////////reading ZCRTRAIT.TXT ///////////////////
std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
int andame = buf.size();
int i=0; //buf iterator
int hmcr=0;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==2)
break;
}
i+=2;
while(i<buf.size())
{
CCreature &ncre = *new CCreature;
ncre.idNumber = creatures.size();
ncre.cost.resize(RESOURCE_QUANTITY);
ncre.level=0;
int befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.nameSing = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.namePl = buf.substr(befi, i-befi);
++i;
for(int v=0; v<7; ++v)
{
ncre.cost[v] = readNumber(befi, i, andame, buf);
}
ncre.fightValue = readNumber(befi, i, andame, buf);
ncre.AIValue = readNumber(befi, i, andame, buf);
ncre.growth = readNumber(befi, i, andame, buf);
ncre.hordeGrowth = readNumber(befi, i, andame, buf);
ncre.hitPoints = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
ncre.speed = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
ncre.attack = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
ncre.defence = readNumber(befi, i, andame, buf);
ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
ncre.damageMin = readNumber(befi, i, andame, buf);
ncre.damageMax = readNumber(befi, i, andame, buf);
ncre.shots = readNumber(befi, i, andame, buf);
ncre.spells = readNumber(befi, i, andame, buf);
ncre.ammMin = readNumber(befi, i, andame, buf);
ncre.ammMax = readNumber(befi, i, andame, buf);
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
ncre.abilityText = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
break;
}
ncre.abilityRefs = buf.substr(befi, i-befi);
i+=2;
if(useCreAbilsFromZCRTRAIT)
{ //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.bonuses.back().effectRange = Bonus::ONLY_ALLIED_ARMY;
}
if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
{
ncre.addBonus(-1, Bonus::MORALE);;
ncre.bonuses.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"))
{
std::vector<int> mindSpells = getMindSpells();
for(int g=0; g<mindSpells.size(); ++g)
ncre.addBonus(0, Bonus::SPELL_IMMUNITY, mindSpells[g]); //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);;
}
if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
{
ncre.idNumber = creatures.size();
creatures.push_back(&ncre);
}
}
////second part of reading cr_abils.txt////
bool contReading = true;
while(contReading) //main reading loop
{
abils.getline(abilLine, MAX_LINE_SIZE);
std::istringstream reader(abilLine);
char command;
reader >> command;
switch(command)
{
case '+': //add new ability
{
int creatureID;
Bonus nsf;
si32 buf;
std::string type;
reader >> creatureID;
reader >> type;
std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
CCreature *cre = creatures[creatureID];
if (it == bonusNameMap.end())
{
if(type == "DOUBLE_WIDE")
cre->doubleWide = true;
else if(type == "ENEMY_MORALE_DECREASING")
{
cre->addBonus(-1, Bonus::MORALE);;
cre->bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else if(type == "ENEMY_LUCK_DECREASING")
{
cre->addBonus(-1, Bonus::LUCK);;
cre->bonuses.back().effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else
tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
break;
}
nsf.type = it->second;
reader >> buf; nsf.val = buf;
reader >> buf; nsf.subtype = buf;
reader >> buf; nsf.additionalInfo = buf;
nsf.source = Bonus::CREATURE_ABILITY;
nsf.id = cre->idNumber;
nsf.duration = Bonus::ONE_BATTLE;
nsf.turnsRemain = 0;
cre->bonuses += nsf;
break;
}
case '-': //remove ability
{
int creatureID;
std::string type;
reader >> creatureID;
reader >> type;
std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
if (it == bonusNameMap.end())
{
if(type == "DOUBLE_WIDE")
creatures[creatureID]->doubleWide = false;
else
tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
break;
}
int typeNo = it->second;
Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
creatures[creatureID]->bonuses -= ecf;
break;
}
case '0': //end reading
{
contReading = false;
break;
}
default: //invalid command
{
tlog1 << "Parse error in file config/cr_abils.txt" << std::endl;
break;
}
}
}
abils.close();
tlog5 << "\t\tReading config/crerefnam.txt" << std::endl;
//loading reference names
std::ifstream ifs(DATA_DIR "/config/crerefnam.txt");
int tempi;
std::string temps;
for (;;)
{
ifs >> tempi >> temps;
if (tempi>=creatures.size())
break;
boost::assign::insert(nameToID)(temps,tempi);
creatures[tempi]->nameRef=temps;
}
ifs.close();
ifs.clear();
for(int i=1;i<=10;i++)
levelCreatures.insert(std::pair<int,std::vector<CCreature*> >(i,std::vector<CCreature*>()));
tlog5 << "\t\tReading config/monsters.txt" << std::endl;
ifs.open(DATA_DIR "/config/monsters.txt");
{
while(!ifs.eof())
{
int id, lvl;
ifs >> id >> lvl;
if(lvl>0)
{
creatures[id]->level = lvl;
levelCreatures[lvl].push_back(creatures[id]);
}
}
}
ifs.close();
ifs.clear();
tlog5 << "\t\tReading config/cr_factions.txt" << std::endl;
ifs.open(DATA_DIR "/config/cr_factions.txt");
while(!ifs.eof())
{
int id, fact;
ifs >> id >> fact;
creatures[id]->faction = fact;
}
ifs.close();
ifs.clear();
tlog5 << "\t\tReading config/cr_upgrade_list.txt" << std::endl;
ifs.open(DATA_DIR "/config/cr_upgrade_list.txt");
while(!ifs.eof())
{
int id, up;
ifs >> id >> up;
creatures[id]->upgrades.insert(up);
}
ifs.close();
ifs.clear();
//loading unit animation def names
tlog5 << "\t\tReading config/CREDEFS.TXT" << std::endl;
std::ifstream inp(DATA_DIR "/config/CREDEFS.TXT", std::ios::in | std::ios::binary); //this file is not in lod
inp.seekg(0,std::ios::end); // na koniec
int andame2 = inp.tellg(); // read length
inp.seekg(0,std::ios::beg); // wracamy na poczatek
char * bufor = new char[andame2+1]; // allocate memory
inp.read((char*)bufor, andame2); // read map file to buffer
inp.close();
bufor[andame2] = 0;
buf = std::string(bufor);
delete [] bufor;
i = 0; //buf iterator
hmcr = 0;
for(i; i<andame2; ++i) //omitting rubbish
{
if(buf[i]=='\r')
break;
}
i+=2;
tlog5 << "We have "<<creatures.size() << " creatures\n";
for(int s=0; s<creatures.size(); ++s)
{
//tlog5 <<"\t\t\t" << s <<". Reading defname. \n";
int befi=i;
std::string rub;
for(i; i<andame2; ++i)
{
if(buf[i]==' ')
break;
}
rub = buf.substr(befi, i-befi);
++i;
befi=i;
for(i; i<andame2; ++i)
{
if(buf[i]=='\r')
break;
}
std::string defName = buf.substr(befi, i-befi);
creatures[s]->animDefName = defName;
}
tlog5 << "\t\tReading CRANIM.TXT.txt" << std::endl;
loadAnimationInfo();
//loading id to projectile mapping
tlog5 << "\t\tReading config/cr_shots.txt" << std::endl;
std::ifstream inp2(DATA_DIR "/config/cr_shots.txt", std::ios::in | std::ios::binary); //this file is not in lod
char dump [200];
inp2.getline(dump, 200);
while(true)
{
int id;
std::string name;
bool spin;
inp2>>id;
if(id == -1)
break;
inp2>>name;
idToProjectile[id] = name;
inp2>>spin;
idToProjectileSpin[id] = spin;
}
inp2.close();
//reading factionToTurretCreature
tlog5 << "\t\tReading config/cr_to_turret.txt" << std::endl;
std::ifstream inp3(DATA_DIR "/config/cr_to_turret.txt", std::ios::in | std::ios::binary); //this file is not in lod
std::string dump2;
inp3 >> dump2 >> dump2;
for(int g=0; g<F_NUMBER; ++g)
{
inp3 >> factionToTurretCreature[g];
}
inp3.close();
}
void CCreatureHandler::loadAnimationInfo()
{
std::string buf = bitmaph->getTextFile("CRANIM.TXT");
int andame = buf.size();
int i=0; //buf iterator
int hmcr=0;
for(i; i<andame; ++i)
{
if(buf[i]=='\r')
++hmcr;
if(hmcr==2)
break;
}
i+=2;
for(int dd=0; dd<creatures.size(); ++dd)
{
//tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
loadUnitAnimInfo(*creatures[dd], buf, i);
}
return;
}
void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
{
int befi=i;
unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
while(unit.timeBetweenFidgets == 0.0)
{
for(i; i<src.size(); ++i)
{
if(src[i]=='\r')
break;
}
i+=2;
unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
}
unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
///////////////////////
unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
///////////////////////
for(int jjj=0; jjj<12; ++jjj)
{
unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
}
unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
for(i; i<src.size(); ++i)
{
if(src[i]=='\r')
break;
}
i+=2;
}
CCreatureHandler::~CCreatureHandler()
{
}