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vcmi/lib/CHeroHandler.cpp
Ivan Savenko 0ca9f64573 Next part of town configuration:
- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
2012-09-05 12:49:23 +00:00

376 lines
9.3 KiB
C++

#include "StdInc.h"
#include "CHeroHandler.h"
#include "CGeneralTextHandler.h"
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include "GameConstants.h"
#include "BattleHex.h"
/*
* CHeroHandler.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
*
*/
CHeroClass::CHeroClass()
{
skillLimit = 8;
}
CHeroClass::~CHeroClass()
{
}
int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks secondary skill out from given possibilities
{
if(possibles.size()==1)
return *possibles.begin();
int totalProb = 0;
for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
{
totalProb += proSec[*i];
}
int ran = rand()%totalProb;
for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
{
ran -= proSec[*i];
if(ran<0)
return *i;
}
throw std::runtime_error("Cannot pick secondary skill!");
}
EAlignment::EAlignment CHeroClass::getAlignment()
{
return (EAlignment::EAlignment)alignment;
}
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
std::vector<BattleHex> ret;
if(isAbsoluteObstacle)
{
assert(!hex.isValid());
range::copy(blockedTiles, std::back_inserter(ret));
return ret;
}
BOOST_FOREACH(int offset, blockedTiles)
{
BattleHex toBlock = hex + offset;
if((hex.getY() & 1) && !(toBlock.getY() & 1))
toBlock += BattleHex::LEFT;
if(!toBlock.isValid())
tlog1 << "Misplaced obstacle!\n";
else
ret.push_back(toBlock);
}
return ret;
}
bool CObstacleInfo::isAppropriate(int terrainType, int specialBattlefield /*= -1*/) const
{
if(specialBattlefield != -1)
return vstd::contains(allowedSpecialBfields, specialBattlefield);
return vstd::contains(allowedTerrains, terrainType);
}
CHeroHandler::~CHeroHandler()
{
for (int i = 0; i < heroes.size(); i++)
heroes[i].dellNull();
for (int i = 0; i < heroClasses.size(); i++)
delete heroClasses[i];
}
CHeroHandler::CHeroHandler()
{}
void CHeroHandler::loadObstacles()
{
auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
{
BOOST_FOREACH(const JsonNode &obs, node.Vector())
{
int ID = obs["id"].Float();
CObstacleInfo & obi = out[ID];
obi.ID = ID;
obi.defName = obs["defname"].String();
obi.width = obs["width"].Float();
obi.height = obs["height"].Float();
obi.allowedTerrains = obs["allowedTerrain"].StdVector<ui8>();
obi.allowedSpecialBfields = obs["specialBattlefields"].StdVector<ui8>();
obi.blockedTiles = obs["blockedTiles"].StdVector<si16>();
obi.isAbsoluteObstacle = absolute;
}
};
const JsonNode config(ResourceID("config/obstacles.json"));
loadObstacles(config["obstacles"], false, obstacles);
loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
//loadObstacles(config["moats"], true, moats);
}
void CHeroHandler::loadPuzzleInfo()
{
const JsonNode config(ResourceID("config/puzzle_map.json"));
int faction = 0;
BOOST_FOREACH(const JsonNode &puzzle, config["puzzles"].Vector())
{
int idx = 0;
BOOST_FOREACH(const JsonNode &piece, puzzle.Vector())
{
SPuzzleInfo spi;
spi.x = piece["x"].Float();
spi.y = piece["y"].Float();
spi.whenUncovered = piece["order"].Float();
spi.number = idx;
// filename calculation
std::ostringstream suffix;
suffix << std::setfill('0') << std::setw(2);
suffix << idx << ".BMP";
static const std::string factionToInfix[GameConstants::F_NUMBER] = {"CAS", "RAM", "TOW", "INF", "NEC", "DUN", "STR", "FOR", "ELE"};
spi.filename = "PUZ" + factionToInfix[faction] + suffix.str();
puzzleInfo[faction].push_back(spi);
idx ++;
}
assert(idx == PUZZLES_PER_FACTION);
faction ++;
}
assert(faction == GameConstants::F_NUMBER);
}
void CHeroHandler::loadHeroes()
{
VLC->heroh = this;
CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
parser.endLine(); //ignore header
parser.endLine();
for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
{
CHero * hero = new CHero;
hero->name = parser.readString();
for(int x=0;x<3;x++)
{
hero->lowStack[x] = parser.readNumber();
hero->highStack[x] = parser.readNumber();
hero->refTypeStack[x] = parser.readString();
boost::algorithm::replace_all(hero->refTypeStack[x], " ", ""); //remove spaces
}
parser.endLine();
hero->ID = heroes.size();
heroes.push_back(hero);
}
// Load heroes information
const JsonNode config(ResourceID("config/heroes.json"));
BOOST_FOREACH(const JsonNode &hero, config["heroes"].Vector()) {
int hid = hero["id"].Float();
const JsonNode *value;
// sex: 0=male, 1=female
heroes[hid]->sex = !!hero["female"].Bool();
heroes[hid]->heroType = CHero::EHeroClasses((int)hero["class"].Float());
BOOST_FOREACH(const JsonNode &set, hero["skill_set"].Vector()) {
heroes[hid]->secSkillsInit.push_back(std::make_pair(set["skill"].Float(), set["level"].Float()));
}
value = &hero["spell"];
if (!value->isNull()) {
heroes[hid]->startingSpell = value->Float();
}
BOOST_FOREACH(const JsonNode &specialty, hero["specialties"].Vector())
{
SSpecialtyInfo dummy;
dummy.type = specialty["type"].Float();
dummy.val = specialty["val"].Float();
dummy.subtype = specialty["subtype"].Float();
dummy.additionalinfo = specialty["info"].Float();
heroes[hid]->spec.push_back(dummy); //put a copy of dummy
}
}
loadHeroClasses();
initHeroClasses();
expPerLevel.push_back(0);
expPerLevel.push_back(1000);
expPerLevel.push_back(2000);
expPerLevel.push_back(3200);
expPerLevel.push_back(4600);
expPerLevel.push_back(6200);
expPerLevel.push_back(8000);
expPerLevel.push_back(10000);
expPerLevel.push_back(12200);
expPerLevel.push_back(14700);
expPerLevel.push_back(17500);
expPerLevel.push_back(20600);
expPerLevel.push_back(24320);
expPerLevel.push_back(28784);
expPerLevel.push_back(34140);
while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
{
int i = expPerLevel.size() - 1;
expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2);
}
expPerLevel.pop_back();//last value is broken
CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
ballParser.endLine(); //header
ballParser.endLine();
do
{
ballParser.readString();
ballParser.readString();
CHeroHandler::SBallisticsLevelInfo bli;
bli.keep = ballParser.readNumber();
bli.tower = ballParser.readNumber();
bli.gate = ballParser.readNumber();
bli.wall = ballParser.readNumber();
bli.shots = ballParser.readNumber();
bli.noDmg = ballParser.readNumber();
bli.oneDmg = ballParser.readNumber();
bli.twoDmg = ballParser.readNumber();
bli.sum = ballParser.readNumber();
ballistics.push_back(bli);
}
while (ballParser.endLine());
}
void CHeroHandler::loadHeroClasses()
{
CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
parser.endLine(); // header
parser.endLine();
do
{
CHeroClass * hc = new CHeroClass;
hc->alignment = heroClasses.size() / 6;
hc->name = parser.readString();
hc->aggression = parser.readNumber();
hc->initialAttack = parser.readNumber();
hc->initialDefence = parser.readNumber();
hc->initialPower = parser.readNumber();
hc->initialKnowledge = parser.readNumber();
hc->primChance.resize(GameConstants::PRIMARY_SKILLS);
for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
{
hc->primChance[x].first = parser.readNumber();
}
for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
{
hc->primChance[x].second = parser.readNumber();
}
hc->proSec.resize(GameConstants::SKILL_QUANTITY);
for(int dd=0; dd<GameConstants::SKILL_QUANTITY; ++dd)
{
hc->proSec[dd] = parser.readNumber();
}
for(int dd=0; dd<ARRAY_COUNT(hc->selectionProbability); ++dd)
{
hc->selectionProbability[dd] = parser.readNumber();
}
heroClasses.push_back(hc);
}
while (parser.endLine() && !parser.isNextEntryEmpty());
}
void CHeroHandler::initHeroClasses()
{
for(int gg=0; gg<heroes.size(); ++gg)
{
heroes[gg]->heroClass = heroClasses[heroes[gg]->heroType];
}
loadTerrains();
}
ui32 CHeroHandler::level (ui64 experience) const
{
int i;
if (experience <= expPerLevel.back())
{
for (i = expPerLevel.size()-1; experience < expPerLevel[i]; i--);
return i + 1;
}
else
{
i = expPerLevel.size() - 1;
while (experience > reqExp (i))
i++;
return i;
}
}
ui64 CHeroHandler::reqExp (ui32 level) const
{
if(!level)
return 0;
if (level <= expPerLevel.size())
{
return expPerLevel[level-1];
}
else
{
tlog3 << "A hero has reached unsupported amount of experience\n";
return expPerLevel[expPerLevel.size()-1];
}
}
void CHeroHandler::loadTerrains()
{
const JsonNode config(ResourceID("config/terrains.json"));
terrCosts.reserve(GameConstants::TERRAIN_TYPES);
BOOST_FOREACH(const std::string & name, GameConstants::TERRAIN_NAMES)
terrCosts.push_back(config[name].Float());
}
CHero::CHero()
{
startingSpell = -1;
sex = 0xff;
}
CHero::~CHero()
{
}