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vcmi/lib/CBonusTypeHandler.cpp
Vadim Markovtsev 2c1dddde33 Fix memory problems with BonusList
Bonus * -> std::shared_ptr<Bonus>

This cures the following problems:

1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?).
2) Memory leaks. Some Bonuses were not deleted.
3) Reduce the number of "Orphaned child" messages.

Valgrind reports 0 leaked memory now and no invalid reads/writes.
2016-09-29 15:08:00 +02:00

316 lines
6.8 KiB
C++

/*
* CBonusTypeHandler.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
*
*/
#include "StdInc.h"
#include "CBonusTypeHandler.h"
#include "JsonNode.h"
#include "filesystem/Filesystem.h"
#include "GameConstants.h"
#include "CCreatureHandler.h"
#include "spells/CSpellHandler.h"
///MacroString
MacroString::MacroString(const std::string &format)
{
static const std::string MACRO_START = "${";
static const std::string MACRO_END = "}";
static const size_t MACRO_START_L = 2;
static const size_t MACRO_END_L = 1;
size_t end_pos = 0;
size_t start_pos = std::string::npos;
do
{
start_pos = format.find(MACRO_START, end_pos);
if (!(start_pos == std::string::npos))
{
//chunk before macro
items.push_back(Item(Item::STRING,format.substr(end_pos, start_pos-end_pos)));
start_pos += MACRO_START_L;
end_pos = format.find(MACRO_END, start_pos);
if (end_pos == std::string::npos)
{
logBonus->warnStream() << "Format error in: " << format;
end_pos = start_pos;
break;
}
else
{
items.push_back(Item(Item::MACRO,format.substr(start_pos,end_pos-start_pos)));
end_pos += MACRO_END_L;
}
}
}
while (start_pos != std::string::npos);
//no more macros
items.push_back(Item(Item::STRING,format.substr(end_pos)));
}
std::string MacroString::build(const GetValue& getValue) const
{
std::string result;
for(const Item &i : items)
{
switch (i.type)
{
case Item::MACRO:
{
result += getValue(i.value);
break;
}
case Item::STRING:
{
result += i.value;
break;
}
}
}
return result;
}
///CBonusType
CBonusType::CBonusType()
{
hidden = true;
icon = nameTemplate = descriptionTemplate = "";
}
CBonusType::~CBonusType()
{
}
void CBonusType::buildMacros()
{
name = MacroString(nameTemplate);
description = MacroString(descriptionTemplate);
}
///CBonusTypeHandler
CBonusTypeHandler::CBonusTypeHandler()
{
//register predefined bonus types
#define BONUS_NAME(x) \
do{\
bonusTypes.push_back(CBonusType());\
}while (0);
BONUS_LIST;
#undef BONUS_NAME
load();
}
CBonusTypeHandler::~CBonusTypeHandler()
{
//dtor
}
std::string CBonusTypeHandler::bonusToString(const std::shared_ptr<Bonus>& bonus, const IBonusBearer *bearer, bool description) const
{
auto getValue = [=](const std::string &name) -> std::string
{
if (name == "val")
{
return boost::lexical_cast<std::string>(bearer->valOfBonuses(Selector::typeSubtype(bonus->type, bonus->subtype)));
}
else if (name == "subtype.creature")
{
const CreatureID cre(bonus->subtype);
return cre.toCreature()->namePl;
}
else if (name == "subtype.spell")
{
const SpellID sp(bonus->subtype);
return sp.toSpell()->name;
}
else if (name == "MR")
{
return boost::lexical_cast<std::string>(bearer->magicResistance());
}
else
{
logBonus->warnStream() << "Unknown macro in bonus config: " << name;
return "[error]";
}
};
const CBonusType& bt = bonusTypes[bonus->type];
if(bt.hidden)
return "";
const MacroString& macro = description ? bt.description : bt.name;
return macro.build(getValue);
}
std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus>& bonus) const
{
std::string fileName;
bool fullPath = false;
switch (bonus->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
if (bonus->subtype == SecondarySkill::RESISTANCE)
{
fileName = "E_DWARF.bmp";
}
break;
case Bonus::SPELL_IMMUNITY:
{
fullPath = true;
const CSpell * sp = SpellID(bonus->subtype).toSpell();
fileName = sp->getIconImmune();
break;
}
case Bonus::FIRE_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPFIRE.bmp"; break; //all
case 1:
fileName = "E_SPFIRE1.bmp"; break; //not positive
case 2:
fileName = "E_FIRE.bmp"; break; //direct damage
}
break;
case Bonus::WATER_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPWATER.bmp"; break; //all
case 1:
fileName = "E_SPWATER1.bmp"; break; //not positive
case 2:
fileName = "E_SPCOLD.bmp"; break; //direct damage
}
break;
case Bonus::AIR_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPAIR.bmp"; break; //all
case 1:
fileName = "E_SPAIR1.bmp"; break; //not positive
case 2:
fileName = "E_LIGHT.bmp"; break;//direct damage
}
break;
case Bonus::EARTH_IMMUNITY:
switch (bonus->subtype)
{
case 0:
fileName = "E_SPEATH.bmp"; break; //all
case 1:
case 2: //no specific icon for direct damage immunity
fileName = "E_SPEATH1.bmp"; break; //not positive
}
break;
case Bonus::LEVEL_SPELL_IMMUNITY:
{
if (vstd::iswithin(bonus->val, 1 , 5))
{
fileName = "E_SPLVL" + boost::lexical_cast<std::string>(bonus->val) + ".bmp";
}
break;
}
case Bonus::GENERAL_DAMAGE_REDUCTION:
{
switch (bonus->subtype)
{
case 0:
fileName = "DamageReductionMelee.bmp"; break;
case 1:
fileName = "DamageReductionRanged.bmp"; break;
}
break;
}
default:
{
const CBonusType& bt = bonusTypes[bonus->type];
fileName = bt.icon;
fullPath = true;
break;
}
}
if(!fileName.empty() && !fullPath)
fileName = "zvs/Lib1.res/" + fileName;
return fileName;
}
void CBonusTypeHandler::load()
{
const JsonNode gameConf(ResourceID("config/gameConfig.json"));
const JsonNode config(JsonUtils::assembleFromFiles(gameConf["bonuses"].convertTo<std::vector<std::string> >()));
load(config);
}
void CBonusTypeHandler::load(const JsonNode& config)
{
for(auto & node : config.Struct())
{
auto it = bonusNameMap.find(node.first);
if(it == bonusNameMap.end())
{
//TODO: new bonus
// CBonusType bt;
// loadItem(node.second, bt);
//
// auto new_id = bonusTypes.size();
//
// bonusTypes.push_back(bt);
logBonus->warnStream() << "Adding new bonuses not implemented (" << node.first << ")";
}
else
{
CBonusType& bt = bonusTypes[it->second];
loadItem(node.second, bt);
logBonus->traceStream() << "Loaded bonus type " << node.first;
}
}
}
void CBonusTypeHandler::loadItem(const JsonNode& source, CBonusType& dest)
{
dest.nameTemplate = source["name"].String();
dest.descriptionTemplate = source["description"].String();
dest.hidden = source["hidden"].Bool(); //Null -> false
const JsonNode& graphics = source["graphics"];
if(!graphics.isNull())
{
dest.icon = graphics["icon"].String();
}
dest.buildMacros();
}