mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
0ca9f64573
- 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
376 lines
9.3 KiB
C++
376 lines
9.3 KiB
C++
#include "StdInc.h"
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#include "CHeroHandler.h"
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#include "CGeneralTextHandler.h"
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#include "Filesystem/CResourceLoader.h"
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#include "VCMI_Lib.h"
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#include "JsonNode.h"
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#include "GameConstants.h"
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#include "BattleHex.h"
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/*
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* CHeroHandler.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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CHeroClass::CHeroClass()
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{
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skillLimit = 8;
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}
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CHeroClass::~CHeroClass()
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{
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}
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int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks secondary skill out from given possibilities
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{
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if(possibles.size()==1)
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return *possibles.begin();
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int totalProb = 0;
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for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
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{
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totalProb += proSec[*i];
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}
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int ran = rand()%totalProb;
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for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
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{
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ran -= proSec[*i];
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if(ran<0)
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return *i;
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}
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throw std::runtime_error("Cannot pick secondary skill!");
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}
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EAlignment::EAlignment CHeroClass::getAlignment()
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{
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return (EAlignment::EAlignment)alignment;
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}
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std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
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{
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std::vector<BattleHex> ret;
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if(isAbsoluteObstacle)
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{
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assert(!hex.isValid());
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range::copy(blockedTiles, std::back_inserter(ret));
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return ret;
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}
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BOOST_FOREACH(int offset, blockedTiles)
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{
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BattleHex toBlock = hex + offset;
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if((hex.getY() & 1) && !(toBlock.getY() & 1))
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toBlock += BattleHex::LEFT;
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if(!toBlock.isValid())
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tlog1 << "Misplaced obstacle!\n";
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else
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ret.push_back(toBlock);
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}
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return ret;
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}
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bool CObstacleInfo::isAppropriate(int terrainType, int specialBattlefield /*= -1*/) const
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{
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if(specialBattlefield != -1)
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return vstd::contains(allowedSpecialBfields, specialBattlefield);
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return vstd::contains(allowedTerrains, terrainType);
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}
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CHeroHandler::~CHeroHandler()
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{
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for (int i = 0; i < heroes.size(); i++)
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heroes[i].dellNull();
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for (int i = 0; i < heroClasses.size(); i++)
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delete heroClasses[i];
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}
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CHeroHandler::CHeroHandler()
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{}
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void CHeroHandler::loadObstacles()
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{
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auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
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{
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BOOST_FOREACH(const JsonNode &obs, node.Vector())
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{
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int ID = obs["id"].Float();
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CObstacleInfo & obi = out[ID];
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obi.ID = ID;
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obi.defName = obs["defname"].String();
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obi.width = obs["width"].Float();
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obi.height = obs["height"].Float();
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obi.allowedTerrains = obs["allowedTerrain"].StdVector<ui8>();
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obi.allowedSpecialBfields = obs["specialBattlefields"].StdVector<ui8>();
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obi.blockedTiles = obs["blockedTiles"].StdVector<si16>();
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obi.isAbsoluteObstacle = absolute;
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}
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};
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const JsonNode config(ResourceID("config/obstacles.json"));
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loadObstacles(config["obstacles"], false, obstacles);
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loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
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//loadObstacles(config["moats"], true, moats);
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}
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void CHeroHandler::loadPuzzleInfo()
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{
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const JsonNode config(ResourceID("config/puzzle_map.json"));
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int faction = 0;
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BOOST_FOREACH(const JsonNode &puzzle, config["puzzles"].Vector())
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{
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int idx = 0;
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BOOST_FOREACH(const JsonNode &piece, puzzle.Vector())
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{
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SPuzzleInfo spi;
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spi.x = piece["x"].Float();
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spi.y = piece["y"].Float();
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spi.whenUncovered = piece["order"].Float();
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spi.number = idx;
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// filename calculation
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std::ostringstream suffix;
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suffix << std::setfill('0') << std::setw(2);
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suffix << idx << ".BMP";
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static const std::string factionToInfix[GameConstants::F_NUMBER] = {"CAS", "RAM", "TOW", "INF", "NEC", "DUN", "STR", "FOR", "ELE"};
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spi.filename = "PUZ" + factionToInfix[faction] + suffix.str();
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puzzleInfo[faction].push_back(spi);
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idx ++;
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}
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assert(idx == PUZZLES_PER_FACTION);
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faction ++;
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}
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assert(faction == GameConstants::F_NUMBER);
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}
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void CHeroHandler::loadHeroes()
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{
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VLC->heroh = this;
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CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
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parser.endLine(); //ignore header
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parser.endLine();
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for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
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{
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CHero * hero = new CHero;
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hero->name = parser.readString();
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for(int x=0;x<3;x++)
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{
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hero->lowStack[x] = parser.readNumber();
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hero->highStack[x] = parser.readNumber();
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hero->refTypeStack[x] = parser.readString();
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boost::algorithm::replace_all(hero->refTypeStack[x], " ", ""); //remove spaces
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}
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parser.endLine();
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hero->ID = heroes.size();
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heroes.push_back(hero);
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}
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// Load heroes information
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const JsonNode config(ResourceID("config/heroes.json"));
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BOOST_FOREACH(const JsonNode &hero, config["heroes"].Vector()) {
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int hid = hero["id"].Float();
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const JsonNode *value;
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// sex: 0=male, 1=female
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heroes[hid]->sex = !!hero["female"].Bool();
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heroes[hid]->heroType = CHero::EHeroClasses((int)hero["class"].Float());
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BOOST_FOREACH(const JsonNode &set, hero["skill_set"].Vector()) {
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heroes[hid]->secSkillsInit.push_back(std::make_pair(set["skill"].Float(), set["level"].Float()));
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}
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value = &hero["spell"];
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if (!value->isNull()) {
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heroes[hid]->startingSpell = value->Float();
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}
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BOOST_FOREACH(const JsonNode &specialty, hero["specialties"].Vector())
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{
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SSpecialtyInfo dummy;
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dummy.type = specialty["type"].Float();
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dummy.val = specialty["val"].Float();
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dummy.subtype = specialty["subtype"].Float();
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dummy.additionalinfo = specialty["info"].Float();
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heroes[hid]->spec.push_back(dummy); //put a copy of dummy
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}
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}
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loadHeroClasses();
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initHeroClasses();
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expPerLevel.push_back(0);
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expPerLevel.push_back(1000);
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expPerLevel.push_back(2000);
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expPerLevel.push_back(3200);
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expPerLevel.push_back(4600);
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expPerLevel.push_back(6200);
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expPerLevel.push_back(8000);
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expPerLevel.push_back(10000);
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expPerLevel.push_back(12200);
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expPerLevel.push_back(14700);
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expPerLevel.push_back(17500);
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expPerLevel.push_back(20600);
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expPerLevel.push_back(24320);
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expPerLevel.push_back(28784);
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expPerLevel.push_back(34140);
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while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
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{
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int i = expPerLevel.size() - 1;
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expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2);
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}
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expPerLevel.pop_back();//last value is broken
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CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
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ballParser.endLine(); //header
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ballParser.endLine();
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do
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{
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ballParser.readString();
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ballParser.readString();
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CHeroHandler::SBallisticsLevelInfo bli;
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bli.keep = ballParser.readNumber();
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bli.tower = ballParser.readNumber();
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bli.gate = ballParser.readNumber();
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bli.wall = ballParser.readNumber();
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bli.shots = ballParser.readNumber();
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bli.noDmg = ballParser.readNumber();
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bli.oneDmg = ballParser.readNumber();
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bli.twoDmg = ballParser.readNumber();
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bli.sum = ballParser.readNumber();
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ballistics.push_back(bli);
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}
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while (ballParser.endLine());
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}
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void CHeroHandler::loadHeroClasses()
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{
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CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
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parser.endLine(); // header
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parser.endLine();
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do
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{
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CHeroClass * hc = new CHeroClass;
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hc->alignment = heroClasses.size() / 6;
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hc->name = parser.readString();
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hc->aggression = parser.readNumber();
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hc->initialAttack = parser.readNumber();
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hc->initialDefence = parser.readNumber();
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hc->initialPower = parser.readNumber();
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hc->initialKnowledge = parser.readNumber();
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hc->primChance.resize(GameConstants::PRIMARY_SKILLS);
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for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
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{
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hc->primChance[x].first = parser.readNumber();
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}
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for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
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{
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hc->primChance[x].second = parser.readNumber();
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}
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hc->proSec.resize(GameConstants::SKILL_QUANTITY);
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for(int dd=0; dd<GameConstants::SKILL_QUANTITY; ++dd)
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{
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hc->proSec[dd] = parser.readNumber();
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}
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for(int dd=0; dd<ARRAY_COUNT(hc->selectionProbability); ++dd)
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{
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hc->selectionProbability[dd] = parser.readNumber();
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}
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heroClasses.push_back(hc);
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}
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while (parser.endLine() && !parser.isNextEntryEmpty());
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}
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void CHeroHandler::initHeroClasses()
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{
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for(int gg=0; gg<heroes.size(); ++gg)
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{
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heroes[gg]->heroClass = heroClasses[heroes[gg]->heroType];
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}
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loadTerrains();
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}
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ui32 CHeroHandler::level (ui64 experience) const
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{
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int i;
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if (experience <= expPerLevel.back())
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{
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for (i = expPerLevel.size()-1; experience < expPerLevel[i]; i--);
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return i + 1;
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}
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else
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{
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i = expPerLevel.size() - 1;
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while (experience > reqExp (i))
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i++;
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return i;
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}
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}
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ui64 CHeroHandler::reqExp (ui32 level) const
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{
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if(!level)
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return 0;
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if (level <= expPerLevel.size())
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{
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return expPerLevel[level-1];
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}
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else
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{
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tlog3 << "A hero has reached unsupported amount of experience\n";
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return expPerLevel[expPerLevel.size()-1];
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}
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}
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void CHeroHandler::loadTerrains()
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{
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const JsonNode config(ResourceID("config/terrains.json"));
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terrCosts.reserve(GameConstants::TERRAIN_TYPES);
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BOOST_FOREACH(const std::string & name, GameConstants::TERRAIN_NAMES)
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terrCosts.push_back(config[name].Float());
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}
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CHero::CHero()
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{
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startingSpell = -1;
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sex = 0xff;
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}
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CHero::~CHero()
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{
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}
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