mirror of
https://github.com/vcmi/vcmi.git
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d4c2e55a00
TODO: Interface should check game state before it's changed by triggered abilities of creatures.
1187 lines
31 KiB
C++
1187 lines
31 KiB
C++
#define VCMI_DLL
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#include "../stdafx.h"
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#include "CCreatureHandler.h"
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#include "CLodHandler.h"
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#include <sstream>
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#include <boost/assign/std/set.hpp>
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#include <boost/assign/std/vector.hpp>
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#include <boost/assign/std/list.hpp>
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#include <boost/assign/list_of.hpp>
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#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/find.hpp>
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#include <boost/algorithm/string/replace.hpp>
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#include "../lib/VCMI_Lib.h"
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#include "../lib/CGameState.h"
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#include <boost/foreach.hpp>
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#include <boost/lexical_cast.hpp>
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using namespace boost::assign;
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extern CLodHandler * bitmaph;
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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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static std::vector<int> getMindSpells()
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{
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std::vector<int> ret;
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ret.push_back(50); //sorrow
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ret.push_back(59); //berserk
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ret.push_back(60); //hypnotize
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ret.push_back(61); //forgetfulness
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ret.push_back(62); //blind
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return ret;
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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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// Set the faction alignments to the defaults:
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// Good: Castle, Rampart, Tower // Evil: Inferno, Necropolis, Dungeon
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// Neutral: Stronghold, Fortess, Conflux
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factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
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doubledCreatures += 4, 14, 20, 28, 42, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
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allCreatures.description = "All creatures";
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creaturesOfLevel[0].description = "Creatures of unnormalized tier";
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for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
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creaturesOfLevel[i].description = "Creatures of tier " + boost::lexical_cast<std::string>(i);
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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 0;
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if (quantity<10)
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return 1;
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if (quantity<20)
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return 2;
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if (quantity<50)
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return 3;
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if (quantity<100)
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return 4;
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if (quantity<250)
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return 5;
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if (quantity<500)
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return 5;
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if (quantity<1000)
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return 6;
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if (quantity<4000)
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return 7;
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return 8;
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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->creh->isGood(faction);
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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->creh->isEvil(faction);
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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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nodeType = CBonusSystemNode::CREATURE;
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}
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void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
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{
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Bonus *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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// void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
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// {
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// out.insert (VLC->creh->globalEffects);
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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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int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
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{
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befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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std::string tmp = buf.substr(befi, i-befi);
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int ret = atoi(buf.substr(befi, i-befi).c_str());
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++i;
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return ret;
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}
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float readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
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{
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befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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std::string tmp = buf.substr(befi, i-befi);
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float ret = atof(buf.substr(befi, i-befi).c_str());
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++i;
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return ret;
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}
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/**
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* Determines if a faction is good.
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* @param ID of the faction.
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* @return true if the faction is good, false otherwise.
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*/
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bool CCreatureHandler::isGood (si8 faction) const
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{
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return faction != -1 && factionAlignments[faction] == 1;
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}
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/**
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* Determines if a faction is evil.
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* @param ID of the faction.
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* @return true if the faction is evil, false otherwise.
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*/
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bool CCreatureHandler::isEvil (si8 faction) const
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{
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return faction != -1 && factionAlignments[faction] == -1;
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}
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void CCreatureHandler::loadCreatures()
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{
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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;
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tlog5 << "\t\tReading config/cr_abils.txt and ZCRTRAIT.TXT" << std::endl;
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bool useCreAbilsFromZCRTRAIT = true;
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////////////reading cr_abils.txt ///////////////////
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std::ifstream abils(DATA_DIR "/config/cr_abils.txt", std::ios::in | std::ios::binary); //this file is not in lod
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const int MAX_LINE_SIZE = 1000;
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char abilLine[MAX_LINE_SIZE+1];
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for(int i=0; i<5; ++i) //removing 5 comment lines
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{
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abils.getline(abilLine, MAX_LINE_SIZE);
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}
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//reading first line (determining if we should use creature abilities from ZCRTRAIT.TXT)
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abils.getline(abilLine, MAX_LINE_SIZE);
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useCreAbilsFromZCRTRAIT = atoi(abilLine);
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////////////reading ZCRTRAIT.TXT ///////////////////
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std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
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int andame = buf.size();
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int i=0; //buf iterator
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int hmcr=0;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\r')
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++hmcr;
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if(hmcr==2)
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break;
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}
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i+=2;
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while(i<buf.size())
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{
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CCreature &ncre = *new CCreature;
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ncre.idNumber = creatures.size();
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ncre.cost.resize(RESOURCE_QUANTITY);
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ncre.level=0;
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int befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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ncre.nameSing = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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ncre.namePl = buf.substr(befi, i-befi);
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++i;
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for(int v=0; v<7; ++v)
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{
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ncre.cost[v] = readNumber(befi, i, andame, buf);
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}
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ncre.fightValue = readNumber(befi, i, andame, buf);
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ncre.AIValue = readNumber(befi, i, andame, buf);
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ncre.growth = readNumber(befi, i, andame, buf);
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ncre.hordeGrowth = readNumber(befi, i, andame, buf);
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ncre.hitPoints = readNumber(befi, i, andame, buf);
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ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
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ncre.speed = readNumber(befi, i, andame, buf);
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ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
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ncre.attack = readNumber(befi, i, andame, buf);
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ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
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ncre.defence = readNumber(befi, i, andame, buf);
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ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
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ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
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ncre.damageMax = readNumber(befi, i, andame, buf);
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ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
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ncre.shots = readNumber(befi, i, andame, buf);
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ncre.addBonus(ncre.shots, Bonus::SHOTS);
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ncre.spells = readNumber(befi, i, andame, buf);
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ncre.ammMin = readNumber(befi, i, andame, buf);
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ncre.ammMax = readNumber(befi, i, andame, buf);
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befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\t')
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break;
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}
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ncre.abilityText = buf.substr(befi, i-befi);
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++i;
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befi=i;
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for(; i<andame; ++i)
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{
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if(buf[i]=='\r')
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break;
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}
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ncre.abilityRefs = buf.substr(befi, i-befi);
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i+=2;
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if(useCreAbilsFromZCRTRAIT)
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{ //adding abilities from ZCRTRAIT.TXT
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if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
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ncre.doubleWide = true;
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if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
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ncre.addBonus(0, Bonus::FLYING);
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if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
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ncre.addBonus(0, Bonus::SHOOTER);
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if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
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ncre.addBonus(0, Bonus::SIEGE_WEAPON);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
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ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
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ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
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if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
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ncre.addBonus(0, Bonus::UNDEAD);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
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ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
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ncre.addBonus(0, Bonus::JOUSTING);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
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{
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ncre.addBonus(+1, Bonus::MORALE);;
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ncre.bonuses.back()->addPropagator(new CPropagatorNodeType(CBonusSystemNode::HERO));
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}
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
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{
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ncre.addBonus(-1, Bonus::MORALE);;
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ncre.bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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}
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if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
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ncre.addBonus(0, Bonus::KING1);
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if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
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ncre.addBonus(0, Bonus::KING2);
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if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
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ncre.addBonus(0, Bonus::KING3);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
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ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
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if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
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ncre.addBonus(0, Bonus::CATAPULT);
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if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
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ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
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if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
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{
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std::vector<int> mindSpells = getMindSpells();
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for(int g=0; g<mindSpells.size(); ++g)
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ncre.addBonus(0, Bonus::SPELL_IMMUNITY, mindSpells[g]); //giants are immune to mind spells
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}
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if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
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ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
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if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
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ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
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}
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if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
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{
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ncre.idNumber = creatures.size();
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creatures.push_back(&ncre);
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}
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}
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////second part of reading cr_abils.txt////
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bool contReading = true;
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while(contReading) //main reading loop
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{
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abils.getline(abilLine, MAX_LINE_SIZE);
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std::istringstream reader(abilLine);
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char command;
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reader >> command;
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switch(command)
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{
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case '+': //add new ability
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{
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int creatureID;
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Bonus *nsf = new Bonus();
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si32 buf;
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std::string type;
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reader >> creatureID;
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reader >> type;
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std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
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CCreature *cre = creatures[creatureID];
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if (it == bonusNameMap.end())
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{
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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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{
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cre->addBonus(-1, Bonus::MORALE);
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cre->bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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}
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else if(type == "ENEMY_LUCK_DECREASING")
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{
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cre->addBonus(-1, Bonus::LUCK);
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cre->bonuses.back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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}
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else
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tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
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break;
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}
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nsf->type = it->second;
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reader >> buf; nsf->val = buf;
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reader >> buf; nsf->subtype = buf;
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reader >> buf; nsf->additionalInfo = buf;
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nsf->source = Bonus::CREATURE_ABILITY;
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nsf->sid = cre->idNumber;
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//nsf->duration = Bonus::ONE_BATTLE; //what the?
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nsf->duration = Bonus::PERMANENT;
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nsf->turnsRemain = 0;
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cre->addNewBonus(nsf);
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break;
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}
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case '-': //remove ability
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{
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int creatureID;
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std::string type;
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reader >> creatureID;
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reader >> type;
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std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
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if (it == bonusNameMap.end())
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{
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if(type == "DOUBLE_WIDE")
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creatures[creatureID]->doubleWide = false;
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else
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tlog1 << "Error: invalid type " << type << " in cr_abils.txt" << std::endl;
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break;
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}
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int typeNo = it->second;
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Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
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Bonus *b = creatures[creatureID]->getBonus(Selector::type(ecf));
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creatures[creatureID]->removeBonus(b);
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break;
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}
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case '0': //end reading
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{
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contReading = false;
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break;
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}
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default: //invalid command
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{
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tlog1 << "Parse error in file config/cr_abils.txt" << std::endl;
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break;
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}
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}
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}
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abils.close();
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tlog5 << "\t\tReading config/crerefnam.txt" << std::endl;
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//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();
|
|
|
|
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(!ifs.good())
|
|
break;
|
|
CCreature *c = creatures[id];
|
|
c->level = lvl;
|
|
}
|
|
}
|
|
|
|
buildBonusTreeForTiers();
|
|
|
|
|
|
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<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<andame2; ++i)
|
|
{
|
|
if(buf[i]==' ')
|
|
break;
|
|
}
|
|
rub = buf.substr(befi, i-befi);
|
|
++i;
|
|
|
|
befi=i;
|
|
for(; 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();
|
|
|
|
//reading creature ability names
|
|
ifs.open(DATA_DIR "/config/bonusnames.txt");
|
|
{
|
|
std::string buf2, buf3, line;
|
|
std::map<std::string,int>::const_iterator it;
|
|
getline(ifs, line); //skip 1st line
|
|
while(!ifs.eof())
|
|
{
|
|
getline(ifs, buf, '\t');
|
|
getline(ifs, buf2, '\t');
|
|
getline(ifs, buf3);
|
|
it = bonusNameMap.find(buf);
|
|
if (it != bonusNameMap.end())
|
|
stackBonuses[it->second] = std::pair<std::string, std::string>(buf2,buf3);
|
|
else
|
|
tlog2 << "Bonus " << buf << " not recognized, ingoring\n";
|
|
}
|
|
}
|
|
ifs.close();
|
|
|
|
if (STACK_EXP) //reading default stack experience bonuses
|
|
{
|
|
buf = bitmaph->getTextFile("CREXPBON.TXT");
|
|
int it = 0;
|
|
si32 creid = -1;
|
|
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;
|
|
|
|
loadToIt (dump2, buf, it, 3); //ignore first line
|
|
loadToIt (dump2, buf, it, 4); //ignore index
|
|
|
|
loadStackExp(b, bl, buf, it);
|
|
BOOST_FOREACH(Bonus * b, bl)
|
|
addBonusForAllCreatures(b); //health bonus is common for all
|
|
|
|
loadToIt (dump2, buf, it, 3); //crop comment
|
|
for (i = 1; i < 7; ++i)
|
|
{
|
|
for (int j = 0; j < 4; ++j) //four modifiers common for tiers
|
|
{
|
|
loadToIt (dump2, buf, it, 4); //ignore index
|
|
bl.clear();
|
|
loadStackExp(b, bl, buf, it);
|
|
BOOST_FOREACH(Bonus * b, bl)
|
|
addBonusForTier(i, b);
|
|
loadToIt (dump2, buf, it, 3); //crop comment
|
|
}
|
|
}
|
|
for (int j = 0; j < 4; ++j) //tier 7
|
|
{
|
|
loadToIt (dump2, buf, it, 4); //ignore index
|
|
bl.clear();
|
|
loadStackExp(b, bl, buf, it);
|
|
BOOST_FOREACH(Bonus * b, bl)
|
|
{
|
|
addBonusForTier(7, b);
|
|
creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
|
|
}
|
|
loadToIt (dump2, buf, it, 3); //crop comment
|
|
}
|
|
do //parse everything that's left
|
|
{
|
|
loadToIt(creid, buf, it, 4); //get index
|
|
b.sid = creid; //id = this particular creature ID
|
|
loadStackExp(b, creatures[creid]->bonuses, buf, it); //add directly to CCreature Node
|
|
loadToIt (dump2, buf, it, 3); //crop comment
|
|
} while (it < buf.size());
|
|
|
|
//Calculate rank exp values, formula appears complicated bu no parsing needed
|
|
expRanks.resize(8);
|
|
int dif = 0;
|
|
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 (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;
|
|
}
|
|
}
|
|
|
|
buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
|
|
it = 0;
|
|
loadToIt (dump2, buf, it, 3); //ignore first line
|
|
|
|
maxExpPerBattle.resize(8);
|
|
si32 val;
|
|
for (i = 1; i < 8; ++i)
|
|
{
|
|
loadToIt (dump2, buf, it, 4); //index
|
|
loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
|
|
loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
|
|
loadToIt (dump2, buf, it, 4); //already calculated
|
|
loadToIt (val, buf, it, 4);
|
|
maxExpPerBattle[i] = (ui32)val;
|
|
loadToIt (val, buf, it, 4); //11th level
|
|
val += (si32)expRanks[i].back();
|
|
expRanks[i].push_back((ui32)val);
|
|
loadToIt (dump2, buf, it, 3); //crop comment
|
|
}
|
|
//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
|
|
//experiment - add 100 to attack for creatures of tier 1
|
|
// Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
|
|
// addBonusForTier(1, b);
|
|
}
|
|
|
|
void CCreatureHandler::loadAnimationInfo()
|
|
{
|
|
std::string buf = bitmaph->getTextFile("CRANIM.TXT");
|
|
int andame = buf.size();
|
|
int i=0; //buf iterator
|
|
int hmcr=0;
|
|
for(; 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<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<src.size(); ++i)
|
|
{
|
|
if(src[i]=='\r')
|
|
break;
|
|
}
|
|
i+=2;
|
|
}
|
|
|
|
void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
|
|
{
|
|
std::string buf, mod;
|
|
bool enable = false; //some bonuses are activated with values 2 or 1
|
|
loadToIt(buf, src, it, 4);
|
|
loadToIt(mod, src, it, 4);
|
|
|
|
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 'e':
|
|
b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
|
|
case 'E':
|
|
b.type = Bonus::DEATH_STARE;
|
|
b.subtype = 0; //Gorgon
|
|
break;
|
|
case 'g':
|
|
b.type = Bonus::SPELL_DAMAGE_REDUCTION;
|
|
b.subtype = -1; //all magic schools
|
|
break;
|
|
case 'P':
|
|
b.type = Bonus::CASTS; break;
|
|
case 'R':
|
|
b.type = Bonus::ADDITIONAL_RETALIATION; break;
|
|
case 'W':
|
|
b.type = Bonus::MAGIC_RESISTANCE;
|
|
b.subtype = 0; //otherwise creature window goes crazy
|
|
break;
|
|
|
|
case 'f': //on-off skill
|
|
enable = true; //sometimes format is: 2 -> 0, 1 -> 1
|
|
switch (mod[0])
|
|
{
|
|
case 'A':
|
|
b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
|
|
case 'b':
|
|
b.type = Bonus::RETURN_AFTER_STRIKE; break;
|
|
case 'B':
|
|
b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
|
|
case 'c':
|
|
b.type = Bonus::JOUSTING; break;
|
|
case 'D':
|
|
b.type = Bonus::ADDITIONAL_ATTACK; break;
|
|
case 'f':
|
|
b.type = Bonus::FEARLESS; break;
|
|
case 'F':
|
|
b.type = Bonus::FLYING; break;
|
|
case 'm':
|
|
b.type = Bonus::SELF_MORALE; break;
|
|
case 'M':
|
|
b.type = Bonus::NO_MORALE; break;
|
|
case 'p': //Mind spells
|
|
case 'P':
|
|
{
|
|
loadMindImmunity(b, bl, src, it);
|
|
return;
|
|
}
|
|
return;
|
|
case 'r': //TODO: Rebirth on/off? makes sense?
|
|
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:
|
|
tlog3 << "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 '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; //TODO - value can't be read afterwards
|
|
b.val = std::atoi(mod.c_str()) - 5;
|
|
break;
|
|
case ':':
|
|
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
|
|
b.val = 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:
|
|
tlog3 << "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_OBSTACLES_PENALTY;
|
|
break;
|
|
|
|
case 'a':
|
|
case 'c': //some special abilities are threated as spells, work in progress
|
|
b.type = Bonus::SPELL_AFTER_ATTACK;
|
|
b.subtype = stringToNumber(mod);
|
|
break;
|
|
case 'h':
|
|
b.type= Bonus::HATE;
|
|
b.subtype = stringToNumber(mod);
|
|
break;
|
|
default:
|
|
tlog3 << "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
|
|
{
|
|
b.val = 0; //on-off ability, no value specified
|
|
loadToIt (curVal, src, it, 4); // 0 level is never active
|
|
for (int i = 1; i < 11; ++i)
|
|
{
|
|
loadToIt (curVal, src, it, 4);
|
|
if (curVal == 1)
|
|
{
|
|
b.limiter.reset (new RankRangeLimiter(i));
|
|
bl.push_back(new Bonus(b));
|
|
break; //never turned off it seems
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
|
|
for (int i = 1; i < 11; ++i)
|
|
{
|
|
loadToIt (curVal, src, it, 4);
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCreatureHandler::loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it)
|
|
{
|
|
CCreature * cre = creatures[b.sid]; //odd workaround
|
|
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.val = Bonus::BASE_NUMBER;
|
|
si32 curVal;
|
|
|
|
b.val = 0; //on-off ability, no value specified
|
|
loadToIt (curVal, src, it, 4); // 0 level is never active
|
|
for (int i = 1; i < 11; ++i)
|
|
{
|
|
loadToIt (curVal, src, it, 4);
|
|
if (curVal == 1)
|
|
{
|
|
b.limiter.reset (new RankRangeLimiter(i));
|
|
break; //only one limiter here
|
|
}
|
|
}
|
|
|
|
std::vector<int> mindSpells = getMindSpells(); //multiplicate spells
|
|
for (int g=0; g < mindSpells.size(); ++g)
|
|
{
|
|
b.subtype = mindSpells[g];
|
|
cre->bonuses.push_back(new Bonus(b));
|
|
}
|
|
}
|
|
|
|
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[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(iswith(tier, 1, 7));
|
|
std::vector<int> allowed;
|
|
BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].children)
|
|
{
|
|
assert(b->nodeType == 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(iswith(tier, 1, 7));
|
|
creaturesOfLevel[tier].addNewBonus(b);
|
|
}
|
|
|
|
void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
|
|
{
|
|
allCreatures.addNewBonus(b);
|
|
}
|
|
|
|
void CCreatureHandler::buildBonusTreeForTiers()
|
|
{
|
|
BOOST_FOREACH(CCreature *c, creatures)
|
|
{
|
|
if(isbetw(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();
|
|
}
|