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vcmi/lib/CHeroHandler.cpp
Ivan Savenko 5082dafd62 - h3 hero classes and artifacts can be modified via json
- commander artifacts are now merged into main artifacts.json, todo - split 2.5k file into something manageable
2013-03-12 14:56:23 +00:00

551 lines
16 KiB
C++

#include "StdInc.h"
#include "CHeroHandler.h"
#include "CGeneralTextHandler.h"
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "BattleHex.h"
#include "CModHandler.h"
#include "CTownHandler.h"
#include "CObjectHandler.h" //for hero specialty
/*
* 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
*
*/
SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
{
if(possibles.size()==1)
return *possibles.begin();
int totalProb = 0;
for(auto i=possibles.begin(); i!=possibles.end(); i++)
{
totalProb += secSkillProbability[*i];
}
int ran = rand()%totalProb;
for(auto i=possibles.begin(); i!=possibles.end(); i++)
{
ran -= secSkillProbability[*i];
if(ran<0)
return *i;
}
throw std::runtime_error("Cannot pick secondary skill!");
}
EAlignment::EAlignment CHeroClass::getAlignment() const
{
return EAlignment::EAlignment(VLC->townh->factions[faction].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(ETerrainType terrainType, int specialBattlefield /*= -1*/) const
{
if(specialBattlefield != -1)
return vstd::contains(allowedSpecialBfields, specialBattlefield);
return vstd::contains(allowedTerrains, terrainType);
}
void CHeroClassHandler::load()
{
CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
parser.endLine(); // header
parser.endLine();
std::vector<JsonNode> h3Data;
do
{
JsonNode entry;
entry["name"].String() = parser.readString();
parser.readNumber(); // unused aggression
for (size_t i=0; i < GameConstants::PRIMARY_SKILLS; i++)
entry["primarySkills"][PrimarySkill::names[i]].Float() = parser.readNumber();
for (size_t i=0; i < GameConstants::PRIMARY_SKILLS; i++)
entry["lowLevelChance"][PrimarySkill::names[i]].Float() = parser.readNumber();
for (size_t i=0; i < GameConstants::PRIMARY_SKILLS; i++)
entry["highLevelChance"][PrimarySkill::names[i]].Float() = parser.readNumber();
for (size_t i=0; i < GameConstants::SKILL_QUANTITY; i++)
entry["secondarySkills"][NSecondarySkill::names[i]].Float() = parser.readNumber();
for(size_t i = 0; i < GameConstants::F_NUMBER; i++)
entry["tavern"][ETownType::names[i]].Float() = parser.readNumber();
h3Data.push_back(entry);
}
while (parser.endLine() && !parser.isNextEntryEmpty());
JsonNode classConf = JsonNode(ResourceID("config/heroClasses.json"));
heroClasses.resize(GameConstants::F_NUMBER * 2);
BOOST_FOREACH(auto & node, classConf.Struct())
{
int numeric = node.second["id"].Float();
JsonNode & classData = h3Data[numeric];
JsonUtils::merge(classData, node.second);
heroClasses[numeric] = loadClass(classData);
heroClasses[numeric]->id = numeric;
VLC->modh->identifiers.registerObject ("heroClass." + node.first, numeric);
}
for (size_t i=0; i < heroClasses.size(); i++)
{
if (heroClasses[i] == nullptr)
tlog0 << "Warning: class with id " << i << " is missing!\n";
}
}
void CHeroClassHandler::load(std::string objectID, const JsonNode & input)
{
CHeroClass * heroClass = loadClass(input);
heroClass->identifier = objectID;
heroClass->id = heroClasses.size();
heroClasses.push_back(heroClass);
tlog5 << "Added hero class: " << objectID << "\n";
VLC->modh->identifiers.registerObject("heroClass." + heroClass->identifier, heroClass->id);
}
CHeroClass *CHeroClassHandler::loadClass(const JsonNode & node)
{
CHeroClass * heroClass = new CHeroClass;
heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String();
heroClass->imageBattleMale = node["animation"]["battle"]["male"].String();
heroClass->imageMapFemale = node["animation"]["map"]["female"].String();
heroClass->imageMapMale = node["animation"]["map"]["male"].String();
heroClass->name = node["name"].String();
BOOST_FOREACH(const std::string & pSkill, PrimarySkill::names)
{
heroClass->primarySkillInitial.push_back(node["primarySkills"][pSkill].Float());
heroClass->primarySkillLowLevel.push_back(node["lowLevelChance"][pSkill].Float());
heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
}
BOOST_FOREACH(const std::string & secSkill, NSecondarySkill::names)
{
heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
}
BOOST_FOREACH(auto & tavern, node["tavern"].Struct())
{
int value = tavern.second.Float();
VLC->modh->identifiers.requestIdentifier("faction." + tavern.first,
[=](si32 factionID)
{
heroClass->selectionProbability[factionID] = value;
});
}
VLC->modh->identifiers.requestIdentifier("faction." + node["faction"].String(),
[=](si32 factionID)
{
heroClass->faction = factionID;
});
return heroClass;
}
CHeroClassHandler::~CHeroClassHandler()
{
BOOST_FOREACH(auto heroClass, heroClasses)
{
delete heroClass.get();
}
}
CHeroHandler::~CHeroHandler()
{
BOOST_FOREACH(auto hero, heroes)
delete hero.get();
}
CHeroHandler::CHeroHandler()
{
}
void CHeroHandler::load(std::string objectID, const JsonNode & input)
{
CHero * hero = loadHero(input);
hero->ID = heroes.size();
heroes.push_back(hero);
tlog5 << "Added hero: " << objectID << "\n";
VLC->modh->identifiers.registerObject("hero." + objectID, hero->ID);
}
CHero * CHeroHandler::loadHero(const JsonNode & node)
{
CHero * hero = new CHero;
hero->sex = node["female"].Bool();
hero->special = node["special"].Bool();
hero->name = node["texts"]["name"].String();
hero->biography = node["texts"]["biography"].String();
hero->specName = node["texts"]["specialty"]["name"].String();
hero->specTooltip = node["texts"]["specialty"]["tooltip"].String();
hero->specDescr = node["texts"]["specialty"]["description"].String();
hero->imageIndex = node["images"]["index"].Float();
hero->iconSpecSmall = node["images"]["specialtySmall"].String();
hero->iconSpecLarge = node["images"]["specialtyLarge"].String();
hero->portraitSmall = node["images"]["small"].String();
hero->portraitLarge = node["images"]["large"].String();
loadHeroArmy(hero, node);
loadHeroSkills(hero, node);
loadHeroSpecialty(hero, node);
VLC->modh->identifiers.requestIdentifier("heroClass." + node["class"].String(),
[=](si32 classID)
{
hero->heroClass = classes.heroClasses[classID];
});
return hero;
}
void CHeroHandler::loadHeroArmy(CHero * hero, const JsonNode & node)
{
assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots
hero->initialArmy.resize(node["army"].Vector().size());
for (size_t i=0; i< hero->initialArmy.size(); i++)
{
const JsonNode & source = node["army"].Vector()[i];
hero->initialArmy[i].minAmount = source["min"].Float();
hero->initialArmy[i].maxAmount = source["max"].Float();
assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount);
VLC->modh->identifiers.requestIdentifier("creature." + source["creature"].String(), [=](si32 creature)
{
hero->initialArmy[i].creature = CreatureID(creature);
});
}
}
void CHeroHandler::loadHeroSkills(CHero * hero, const JsonNode & node)
{
BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
{
SecondarySkill skillID = SecondarySkill(
boost::range::find(NSecondarySkill::names, set["skill"].String()) - boost::begin(NSecondarySkill::names));
int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - boost::begin(NSecondarySkill::levels);
hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));
}
// spellbook is considered present if hero have "spellbook" entry even when this is an empty set (0 spells)
hero->haveSpellBook = !node["spellbook"].isNull();
BOOST_FOREACH(const JsonNode & spell, node["spellbook"].Vector())
{
if (spell.getType() == JsonNode::DATA_FLOAT) // for compatibility
{
hero->spells.insert(SpellID(spell.Float()));
}
else
{
VLC->modh->identifiers.requestIdentifier("spell." + spell.String(),
[=](si32 spellID)
{
hero->spells.insert(SpellID(spellID));
});
}
}
}
void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node)
{
//deprecated, used only for original spciealties
BOOST_FOREACH(const JsonNode &specialty, node["specialties"].Vector())
{
SSpecialtyInfo spec;
spec.type = specialty["type"].Float();
spec.val = specialty["val"].Float();
spec.subtype = specialty["subtype"].Float();
spec.additionalinfo = specialty["info"].Float();
hero->spec.push_back(spec); //put a copy of dummy
}
//new format, using bonus system
BOOST_FOREACH(const JsonNode &specialty, node["specialty"].Vector())
{
SSpecialtyBonus hs;
hs.growsWithLevel = specialty["growsWithLevel"].Bool();
BOOST_FOREACH (const JsonNode & bonus, specialty["bonuses"].Vector())
{
auto b = JsonUtils::parseBonus(bonus);
hs.bonuses.push_back (b);
}
hero->specialty.push_back (hs); //now, how to get CGHeroInstance from it?
}
}
void CHeroHandler::load()
{
VLC->heroh = this;
for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
{
VLC->modh->identifiers.registerObject("skill." + NSecondarySkill::names[i], i);
}
classes.load();
loadHeroes();
loadObstacles();
loadTerrains();
loadBallistics();
loadExperience();
}
void CHeroHandler::loadExperience()
{
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
}
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"].convertTo<std::vector<ETerrainType> >();
obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo<std::vector<BFieldType> >();
obi.blockedTiles = obs["blockedTiles"].convertTo<std::vector<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);
}
/// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider)
static std::string genRefName(std::string input)
{
boost::algorithm::replace_all(input, " ", ""); //remove spaces
input[0] = std::tolower(input[0]); // to camelCase
return input;
}
void CHeroHandler::loadHeroes()
{
CLegacyConfigParser specParser("DATA/HEROSPEC.TXT");
CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT");
CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
parser.endLine(); //ignore header
parser.endLine();
specParser.endLine(); //ignore header
specParser.endLine();
std::vector<JsonNode> h3Data;
for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
{
JsonNode heroData;
heroData["texts"]["name"].String() = parser.readString();
heroData["texts"]["biography"].String() = bioParser.readString();
heroData["texts"]["specialty"]["name"].String() = specParser.readString();
heroData["texts"]["specialty"]["tooltip"].String() = specParser.readString();
heroData["texts"]["specialty"]["description"].String() = specParser.readString();
heroData["images"]["index"].Float() = i;
for(int x=0;x<3;x++)
{
JsonNode armySlot;
armySlot["min"].Float() = parser.readNumber();
armySlot["max"].Float() = parser.readNumber();
armySlot["creature"].String() = genRefName(parser.readString());
heroData["army"].Vector().push_back(armySlot);
}
parser.endLine();
specParser.endLine();
bioParser.endLine();
h3Data.push_back(heroData);
}
// Load heroes information
heroes.resize(GameConstants::HEROES_QUANTITY);
const JsonNode gameConf(ResourceID("config/gameConfig.json"));
JsonNode config(JsonUtils::assembleFromFiles(gameConf["heroes"].convertTo<std::vector<std::string> >()));
BOOST_FOREACH(auto &entry, config.Struct())
{
ui32 identifier = entry.second["id"].Float();
JsonUtils::merge(h3Data[identifier], entry.second);
CHero * hero = loadHero(h3Data[identifier]);
hero->ID = identifier;
heroes[identifier] = hero;
VLC->modh->identifiers.registerObject("hero." + entry.first, identifier);
}
for (size_t i=0; i < heroes.size(); i++)
{
if (heroes[i] == nullptr)
tlog0 << "Warning: hero with id " << i << " is missing!\n";
}
}
void CHeroHandler::loadBallistics()
{
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());
}
ui32 CHeroHandler::level (ui64 experience) const
{
return boost::range::upper_bound(expPerLevel, experience) - boost::begin(expPerLevel);
}
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]["moveCost"].Float());
}
std::vector<bool> CHeroHandler::getDefaultAllowedHeroes() const
{
// Look Data/HOTRAITS.txt for reference
std::vector<bool> allowedHeroes;
allowedHeroes.reserve(heroes.size());
BOOST_FOREACH(const CHero * hero, heroes)
{
allowedHeroes.push_back(!hero->special);
}
return allowedHeroes;
}
std::vector<bool> CHeroHandler::getDefaultAllowedAbilities() const
{
std::vector<bool> allowedAbilities;
allowedAbilities.resize(GameConstants::SKILL_QUANTITY, true);
return allowedAbilities;
}