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328 lines
9.7 KiB
C++
328 lines
9.7 KiB
C++
/*
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* CCreatureHandler.h, 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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#pragma once
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#include "bonuses/Bonus.h"
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#include "bonuses/CBonusSystemNode.h"
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#include "ConstTransitivePtr.h"
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#include "ResourceSet.h"
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#include "GameConstants.h"
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#include "JsonNode.h"
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#include "IHandlerBase.h"
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#include "CRandomGenerator.h"
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#include "Color.h"
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#include <vcmi/Creature.h>
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#include <vcmi/CreatureService.h>
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VCMI_LIB_NAMESPACE_BEGIN
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class CLegacyConfigParser;
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class CCreatureHandler;
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class CCreature;
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class JsonSerializeFormat;
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class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
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{
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friend class CCreatureHandler;
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std::string modScope;
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std::string identifier;
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std::string getNameTranslated() const override;
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std::string getNameTextID() const override;
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CreatureID idNumber;
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FactionID faction = FactionID::NEUTRAL;
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ui8 level = 0; // 0 - unknown; 1-7 for "usual" creatures
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//stats that are not handled by bonus system
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ui32 fightValue, AIValue, growth, hordeGrowth;
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bool doubleWide = false;
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TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
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public:
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ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
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bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
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std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
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std::string animDefName; // creature animation used during battles
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si32 iconIndex = -1; // index of icon in files like twcrport, used in tests now.
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/// names of files with appropriate icons. Used only during loading
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std::string smallIconName;
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std::string largeIconName;
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enum class CreatureQuantityId
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{
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FEW = 1,
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SEVERAL,
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PACK,
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LOTS,
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HORDE,
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THRONG,
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SWARM,
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ZOUNDS,
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LEGION
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};
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struct CreatureAnimation
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{
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struct RayColor {
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ColorRGBA start;
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ColorRGBA end;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & start & end;
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}
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};
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double timeBetweenFidgets, idleAnimationTime,
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walkAnimationTime, attackAnimationTime;
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
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upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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std::vector<double> missleFrameAngles;
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int troopCountLocationOffset, attackClimaxFrame;
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std::string projectileImageName;
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std::vector<RayColor> projectileRay;
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//bool projectileSpin; //if true, appropriate projectile is spinning during flight
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & timeBetweenFidgets;
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h & idleAnimationTime;
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h & walkAnimationTime;
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h & attackAnimationTime;
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if (version < 814)
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{
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float unused = 0.f;
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h & unused;
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}
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h & upperRightMissleOffsetX;
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h & rightMissleOffsetX;
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h & lowerRightMissleOffsetX;
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h & upperRightMissleOffsetY;
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h & rightMissleOffsetY;
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h & lowerRightMissleOffsetY;
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h & missleFrameAngles;
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h & troopCountLocationOffset;
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h & attackClimaxFrame;
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h & projectileImageName;
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h & projectileRay;
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}
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} animation;
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//sound info
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struct CreatureBattleSounds
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{
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std::string attack;
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std::string defend;
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std::string killed; // was killed or died
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std::string move;
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std::string shoot; // range attack
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std::string wince; // attacked but did not die
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std::string startMoving;
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std::string endMoving;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & attack;
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h & defend;
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h & killed;
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h & move;
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h & shoot;
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h & wince;
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h & startMoving;
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h & endMoving;
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}
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} sounds;
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ArtifactID warMachine;
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std::string getNamePluralTranslated() const override;
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std::string getNameSingularTranslated() const override;
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std::string getNamePluralTextID() const override;
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std::string getNameSingularTextID() const override;
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FactionID getFaction() const override;
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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std::string getJsonKey() const override;
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void registerIcons(const IconRegistar & cb) const override;
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CreatureID getId() const override;
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virtual const IBonusBearer * getBonusBearer() const override;
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int32_t getAdvMapAmountMin() const override;
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int32_t getAdvMapAmountMax() const override;
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int32_t getAIValue() const override;
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int32_t getFightValue() const override;
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int32_t getLevel() const override;
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int32_t getGrowth() const override;
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int32_t getHorde() const override;
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int32_t getBaseAttack() const override;
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int32_t getBaseDefense() const override;
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int32_t getBaseDamageMin() const override;
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int32_t getBaseDamageMax() const override;
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int32_t getBaseHitPoints() const override;
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int32_t getBaseSpellPoints() const override;
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int32_t getBaseSpeed() const override;
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int32_t getBaseShots() const override;
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int32_t getRecruitCost(GameResID resIndex) const override;
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TResources getFullRecruitCost() const override;
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bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
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bool hasUpgrades() const override;
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bool isGood () const;
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bool isEvil () const;
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si32 maxAmount(const TResources &res) const; //how many creatures can be bought
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static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
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static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
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static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
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bool isMyUpgrade(const CCreature *anotherCre) const;
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bool valid() const;
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void addBonus(int val, BonusType type, int subtype = -1);
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std::string nodeName() const override;
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template<typename RanGen>
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int getRandomAmount(RanGen ranGen) const
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{
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if(ammMax == ammMin)
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return ammMax;
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else
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return ammMin + (ranGen() % (ammMax - ammMin));
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}
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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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h & cost;
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h & upgrades;
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h & fightValue;
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h & AIValue;
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h & growth;
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h & hordeGrowth;
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h & ammMin;
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h & ammMax;
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h & level;
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h & animDefName;
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h & iconIndex;
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h & smallIconName;
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h & largeIconName;
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h & idNumber;
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h & faction;
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h & sounds;
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h & animation;
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h & doubleWide;
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h & special;
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h & identifier;
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h & modScope;
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h & warMachine;
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}
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CCreature();
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private:
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static const std::map<CreatureQuantityId, std::string> creatureQuantityRanges;
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};
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class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
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{
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private:
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void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const;
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void loadStackExperience(CCreature * creature, const JsonNode & input) const;
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void loadCreatureJson(CCreature * creature, const JsonNode & config) const;
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/// adding abilities from ZCRTRAIT.TXT
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void loadBonuses(JsonNode & creature, std::string bonuses) const;
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/// load all creatures from H3 files
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void load();
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void loadCommanders();
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/// load creature from json structure
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void load(std::string creatureID, const JsonNode & node);
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/// read cranim.txt file from H3
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void loadAnimationInfo(std::vector<JsonNode> & h3Data) const;
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/// read one line from cranim.txt
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void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const;
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/// parse crexpbon.txt file from H3
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void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const;
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/// help function for parsing CREXPBON.txt
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int stringToNumber(std::string & s) const;
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
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public:
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std::set<CreatureID> doubledCreatures; //they get double week
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//stack exp
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std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
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std::vector<ui32> maxExpPerBattle; //%, tiers same as above
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si8 expAfterUpgrade;//multiplier in %
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//Commanders
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BonusList commanderLevelPremy; //bonus values added with each level-up
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std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
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std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
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const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
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CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
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CCreatureHandler();
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~CCreatureHandler();
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/// load all stack experience bonuses from H3 files
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void loadCrExpBon(CBonusSystemNode & globalEffects);
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/// load all stack modifier bonuses from H3 files. TODO: move this to json
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void loadCrExpMod();
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void afterLoadFinalization() override;
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std::vector<JsonNode> loadLegacyData() override;
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std::vector<bool> getDefaultAllowed() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
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h & doubledCreatures;
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h & objects;
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h & expRanks;
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h & maxExpPerBattle;
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h & expAfterUpgrade;
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h & skillLevels;
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h & skillRequirements;
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h & commanderLevelPremy;
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}
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};
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VCMI_LIB_NAMESPACE_END
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