1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00
vcmi/lib/CCreatureHandler.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

1153 lines
32 KiB
C++

#include "StdInc.h"
#include "CCreatureHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "CGameState.h"
#include "CTownHandler.h"
#include "CModHandler.h"
#include "StringConstants.h"
#include "mapObjects/CObjectClassesHandler.h"
/*
* CCreatureHandler.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
*
*/
int CCreature::getQuantityID(const int & quantity)
{
if (quantity<5)
return 1;
if (quantity<10)
return 2;
if (quantity<20)
return 3;
if (quantity<50)
return 4;
if (quantity<100)
return 5;
if (quantity<250)
return 6;
if (quantity<500)
return 7;
if (quantity<1000)
return 8;
return 9;
}
int CCreature::estimateCreatureCount(ui32 countID)
{
static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
if (countID > 9)
assert("Wrong countID!");
return creature_count[countID];
}
bool CCreature::isDoubleWide() const
{
return doubleWide;
}
bool CCreature::isFlying() const
{
return hasBonusOfType(Bonus::FLYING);
}
bool CCreature::isShooting() const
{
return hasBonusOfType(Bonus::SHOOTER);
}
bool CCreature::isUndead() const
{
return hasBonusOfType(Bonus::UNDEAD);
}
/**
* Determines if the creature is of a good alignment.
* @return true if the creture is good, false otherwise.
*/
bool CCreature::isGood () const
{
return VLC->townh->factions[faction]->alignment == EAlignment::GOOD;
}
/**
* Determines if the creature is of an evil alignment.
* @return true if the creature is evil, false otherwise.
*/
bool CCreature::isEvil () const
{
return VLC->townh->factions[faction]->alignment == EAlignment::EVIL;
}
si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
{
int ret = 2147483645;
int resAmnt = std::min(res.size(),cost.size());
for(int i=0;i<resAmnt;i++)
if(cost[i])
ret = std::min(ret,(int)(res[i]/cost[i]));
return ret;
}
CCreature::CCreature()
{
doubleWide = false;
setNodeType(CBonusSystemNode::CREATURE);
}
void CCreature::addBonus(int val, Bonus::BonusType type, int subtype /*= -1*/)
{
auto added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
addNewBonus(added);
}
bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
{
//TODO upgrade of upgrade?
return vstd::contains(upgrades, anotherCre->idNumber);
}
bool CCreature::valid() const
{
return this == VLC->creh->creatures[idNumber];
}
std::string CCreature::nodeName() const
{
return "\"" + namePl + "\"";
}
bool CCreature::isItNativeTerrain(int terrain) const
{
return VLC->townh->factions[faction]->nativeTerrain == terrain;
}
void CCreature::setId(CreatureID ID)
{
idNumber = ID;
for(auto bonus : getExportedBonusList())
{
if(bonus->source == Bonus::CREATURE_ABILITY)
bonus->sid = ID;
}
CBonusSystemNode::treeHasChanged();
}
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
auto nsf = new Bonus();
std::string type = ability_vec[0].String();
auto it = bonusNameMap.find(type);
if (it == bonusNameMap.end()) {
if (type == "DOUBLE_WIDE")
cre->doubleWide = true;
else if (type == "ENEMY_MORALE_DECREASING") {
cre->addBonus(-1, Bonus::MORALE);
cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else if (type == "ENEMY_LUCK_DECREASING") {
cre->addBonus(-1, Bonus::LUCK);
cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
} else
logGlobal->errorStream() << "Error: invalid ability type " << type << " in creatures config";
return;
}
nsf->type = it->second;
JsonUtils::parseTypedBonusShort(ability_vec,nsf);
nsf->source = Bonus::CREATURE_ABILITY;
nsf->sid = cre->idNumber;
cre->addNewBonus(nsf);
}
CCreatureHandler::CCreatureHandler()
{
VLC->creh = this;
allCreatures.setDescription("All creatures");
creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
loadCommanders();
}
void CCreatureHandler::loadCommanders()
{
JsonNode data(ResourceID("config/commanders.json"));
data.setMeta("core"); // assume that commanders are in core mod (for proper bonuses resolution)
const JsonNode & config = data; // switch to const data accessors
for (auto bonus : config["bonusPerLevel"].Vector())
{
commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
}
int i = 0;
for (auto skill : config["skillLevels"].Vector())
{
skillLevels.push_back (std::vector<ui8>());
for (auto skillLevel : skill["levels"].Vector())
{
skillLevels[i].push_back (skillLevel.Float());
}
++i;
}
for (auto ability : config["abilityRequirements"].Vector())
{
std::pair <Bonus*, std::pair <ui8, ui8> > a;
a.first = JsonUtils::parseBonus (ability["ability"].Vector());
a.second.first = ability["skills"].Vector()[0].Float();
a.second.second = ability["skills"].Vector()[1].Float();
skillRequirements.push_back (a);
}
}
void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses)
{
auto makeBonusNode = [&](std::string type) -> JsonNode
{
JsonNode ret;
ret["type"].String() = type;
return ret;
};
static const std::map<std::string, JsonNode> abilityMap =
{
{"FLYING_ARMY", makeBonusNode("FLYING")},
{"SHOOTING_ARMY", makeBonusNode("SHOOTER")},
{"SIEGE_WEAPON", makeBonusNode("SIEGE_WEAPON")},
{"const_free_attack", makeBonusNode("BLOCKS_RETALIATION")},
{"IS_UNDEAD", makeBonusNode("UNDEAD")},
{"const_no_melee_penalty", makeBonusNode("NO_MELEE_PENALTY")},
{"const_jousting", makeBonusNode("JOUSTING")},
{"KING_1", makeBonusNode("KING1")},
{"KING_2", makeBonusNode("KING2")},
{"KING_3", makeBonusNode("KING3")},
{"const_no_wall_penalty", makeBonusNode("NO_WALL_PENALTY")},
{"CATAPULT", makeBonusNode("CATAPULT")},
{"MULTI_HEADED", makeBonusNode("ATTACKS_ALL_ADJACENT")},
{"IMMUNE_TO_MIND_SPELLS", makeBonusNode("MIND_IMMUNITY")},
{"HAS_EXTENDED_ATTACK", makeBonusNode("TWO_HEX_ATTACK_BREATH")}
};
auto hasAbility = [&](const std::string name) -> bool
{
return boost::algorithm::find_first(bonuses, name);
};
for(auto a : abilityMap)
{
if(hasAbility(a.first))
creature["abilities"][a.first] = a.second;
}
if(hasAbility("DOUBLE_WIDE"))
creature["doubleWide"].Bool() = true;
if(hasAbility("const_raises_morale"))
{
JsonNode node = makeBonusNode("MORALE");
node["val"].Float() = 1;
node["propagator"].String() = "HERO";
creature["abilities"]["const_raises_morale"] = node;
}
if(hasAbility("const_lowers_morale"))
{
JsonNode node = makeBonusNode("MORALE");
node["val"].Float() = -1;
node["effectRange"].String() = "ONLY_ENEMY_ARMY";
creature["abilities"]["const_lowers_morale"] = node;
}
}
std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
{
creatures.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
CLegacyConfigParser parser("DATA/CRTRAITS.TXT");
parser.endLine(); // header
// this file is a bit different in some of Russian localisations:
//ENG: Singular Plural Wood ...
//RUS: Singular Plural Plural2 Wood ...
// Try to detect which version this is by header
// TODO: use 3rd name? Stand for "whose", e.g. pikemans'
size_t namesCount;
{
if ( parser.readString() != "Singular" || parser.readString() != "Plural" )
throw std::runtime_error("Incorrect format of CrTraits.txt");
if (parser.readString() == "Plural2")
namesCount = 3;
else
namesCount = 2;
parser.endLine();
}
for (size_t i=0; i<dataSize; i++)
{
//loop till non-empty line
while (parser.isNextEntryEmpty())
parser.endLine();
JsonNode data;
data["name"]["singular"].String() = parser.readString();
if (namesCount == 3)
parser.readString();
data["name"]["plural"].String() = parser.readString();
for(int v=0; v<7; ++v)
data["cost"][GameConstants::RESOURCE_NAMES[v]].Float() = parser.readNumber();
data["fightValue"].Float() = parser.readNumber();
data["aiValue"].Float() = parser.readNumber();
data["growth"].Float() = parser.readNumber();
data["horde"].Float() = parser.readNumber();
data["hitPoints"].Float() = parser.readNumber();
data["speed"].Float() = parser.readNumber();
data["attack"].Float() = parser.readNumber();
data["defense"].Float() = parser.readNumber();
data["damage"]["min"].Float() = parser.readNumber();
data["damage"]["max"].Float() = parser.readNumber();
if (float shots = parser.readNumber())
data["shots"].Float() = shots;
if (float spells = parser.readNumber())
data["spellPoints"].Float() = spells;
data["advMapAmount"]["min"].Float() = parser.readNumber();
data["advMapAmount"]["max"].Float() = parser.readNumber();
data["abilityText"].String() = parser.readString();
loadBonuses(data, parser.readString()); //Attributes
h3Data.push_back(data);
}
loadAnimationInfo(h3Data);
return h3Data;
}
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data);
object->setId(CreatureID(creatures.size()));
object->iconIndex = object->idNumber + 2;
creatures.push_back(object);
VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
for(auto node : data["extraNames"].Vector())
{
VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
}
}
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data);
object->setId(CreatureID(index));
object->iconIndex = object->idNumber + 2;
if(data["hasDoubleWeek"].Bool()) //
{
doubledCreatures.insert (object->idNumber); //we need to have id (or identifier) before it is inserted
}
assert(creatures[index] == nullptr); // ensure that this id was not loaded before
creatures[index] = object;
VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
for(auto & node : data["extraNames"].Vector())
{
VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
}
}
std::vector<bool> CCreatureHandler::getDefaultAllowed() const
{
std::vector<bool> ret;
for(const CCreature * crea : creatures)
{
ret.push_back(crea ? !crea->special : false);
}
return ret;
}
void CCreatureHandler::loadCrExpBon()
{
if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
{
CLegacyConfigParser parser("DATA/CREXPBON.TXT");
Bonus b; //prototype with some default properties
b.source = Bonus::STACK_EXPERIENCE;
b.duration = Bonus::PERMANENT;
b.valType = Bonus::ADDITIVE_VALUE;
b.effectRange = Bonus::NO_LIMIT;
b.additionalInfo = 0;
b.turnsRemain = 0;
BonusList bl;
parser.endLine();
parser.readString(); //ignore index
loadStackExp(b, bl, parser);
for(Bonus * b : bl)
addBonusForAllCreatures(b); //health bonus is common for all
parser.endLine();
for (int i = 1; i < 7; ++i)
{
for (int j = 0; j < 4; ++j) //four modifiers common for tiers
{
parser.readString(); //ignore index
bl.clear();
loadStackExp(b, bl, parser);
for(Bonus * b : bl)
addBonusForTier(i, b);
parser.endLine();
}
}
for (int j = 0; j < 4; ++j) //tier 7
{
parser.readString(); //ignore index
bl.clear();
loadStackExp(b, bl, parser);
for(Bonus * b : bl)
{
addBonusForTier(7, b);
creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
}
parser.endLine();
}
do //parse everything that's left
{
auto sid = parser.readNumber(); //id = this particular creature ID
b.sid = sid;
bl.clear();
loadStackExp(b, bl, parser);
for(Bonus * b : bl)
{
creatures[sid]->addNewBonus(b); //add directly to CCreature Node
}
}
while (parser.endLine());
//Calculate rank exp values, formula appears complicated bu no parsing needed
expRanks.resize(8);
int dif = 0;
int it = 8000; //ignore name of this variable
expRanks[0].push_back(it);
for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
{
expRanks[0].push_back(expRanks[0][j-1] + it + dif);
dif += it/5;
}
for (int i = 1; i < 8; ++i)
{
dif = 0;
it = 1000 * i;
expRanks[i].push_back(it);
for (int j = 1; j < 10; ++j)
{
expRanks[i].push_back(expRanks[i][j-1] + it + dif);
dif += it/5;
}
}
CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
expBonParser.endLine(); //header
maxExpPerBattle.resize(8);
for (int i = 1; i < 8; ++i)
{
expBonParser.readString(); //index
expBonParser.readString(); //float multiplier -> hardcoded
expBonParser.readString(); //ignore upgrade mod? ->hardcoded
expBonParser.readString(); //already calculated
maxExpPerBattle[i] = expBonParser.readNumber();
expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
expBonParser.endLine();
}
//skeleton gets exp penalty
creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
//exp for tier >7, rank 11
expRanks[0].push_back(147000);
expAfterUpgrade = 75; //percent
maxExpPerBattle[0] = maxExpPerBattle[7];
}//end of Stack Experience
}
void CCreatureHandler::loadAnimationInfo(std::vector<JsonNode> &h3Data)
{
CLegacyConfigParser parser("DATA/CRANIM.TXT");
parser.endLine(); // header
parser.endLine();
for(int dd=0; dd<VLC->modh->settings.data["textData"]["creature"].Float(); ++dd)
{
while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
;
loadUnitAnimInfo(h3Data[dd]["graphics"], parser);
parser.endLine();
}
}
void CCreatureHandler::loadUnitAnimInfo(JsonNode & graphics, CLegacyConfigParser & parser)
{
graphics["timeBetweenFidgets"].Float() = parser.readNumber();
JsonNode & animationTime = graphics["animationTime"];
animationTime["walk"].Float() = parser.readNumber();
animationTime["attack"].Float() = parser.readNumber();
animationTime["flight"].Float() = parser.readNumber();
animationTime["idle"].Float() = 10.0;
JsonNode & missile = graphics["missile"];
JsonNode & offsets = missile["offset"];
offsets["upperX"].Float() = parser.readNumber();
offsets["upperY"].Float() = parser.readNumber();
offsets["middleX"].Float() = parser.readNumber();
offsets["middleY"].Float() = parser.readNumber();
offsets["lowerX"].Float() = parser.readNumber();
offsets["lowerY"].Float() = parser.readNumber();
for(int i=0; i<12; i++)
{
JsonNode entry;
entry.Float() = parser.readNumber();
missile["frameAngles"].Vector().push_back(entry);
}
graphics["troopCountLocationOffset"].Float() = parser.readNumber();
missile["attackClimaxFrame"].Float() = parser.readNumber();
// assume that creature is not a shooter and should not have whole missile field
if (missile["frameAngles"].Vector()[0].Float() == 0 &&
missile["attackClimaxFrame"].Float() == 0)
graphics.Struct().erase("missile");
}
CCreature * CCreatureHandler::loadFromJson(const JsonNode & node)
{
auto cre = new CCreature();
const JsonNode & name = node["name"];
cre->nameSing = name["singular"].String();
cre->namePl = name["plural"].String();
cre->cost = Res::ResourceSet(node["cost"]);
cre->fightValue = node["fightValue"].Float();
cre->AIValue = node["aiValue"].Float();
cre->growth = node["growth"].Float();
cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
cre->addBonus(node["damage"]["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
cre->addBonus(node["damage"]["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
assert(node["damage"]["min"].Float() <= node["damage"]["max"].Float());
cre->ammMin = node["advMapAmount"]["min"].Float();
cre->ammMax = node["advMapAmount"]["max"].Float();
assert(cre->ammMin <= cre->ammMax);
if (!node["shots"].isNull())
cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
if (node["spellPoints"].isNull())
cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
cre->doubleWide = node["doubleWide"].Bool();
loadStackExperience(cre, node["stackExperience"]);
loadJsonAnimation(cre, node["graphics"]);
loadCreatureJson(cre, node);
return cre;
}
void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graphics)
{
cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
cre->animation.troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
const JsonNode & animationTime = graphics["animationTime"];
cre->animation.walkAnimationTime = animationTime["walk"].Float();
cre->animation.idleAnimationTime = animationTime["idle"].Float();
cre->animation.attackAnimationTime = animationTime["attack"].Float();
cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?
const JsonNode & missile = graphics["missile"];
const JsonNode & offsets = missile["offset"];
cre->animation.upperRightMissleOffsetX = offsets["upperX"].Float();
cre->animation.upperRightMissleOffsetY = offsets["upperY"].Float();
cre->animation.rightMissleOffsetX = offsets["middleX"].Float();
cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
cre->animation.attackClimaxFrame = missile["attackClimaxFrame"].Float();
cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double> >();
cre->advMapDef = graphics["map"].String();
cre->smallIconName = graphics["iconSmall"].String();
cre->largeIconName = graphics["iconLarge"].String();
}
void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
{
creature->level = config["level"].Float();
creature->animDefName = config["graphics"]["animation"].String();
//FIXME: MOD COMPATIBILITY
if (config["abilities"].getType() == JsonNode::DATA_STRUCT)
{
for(auto &ability : config["abilities"].Struct())
{
if (!ability.second.isNull())
{
auto b = JsonUtils::parseBonus(ability.second);
b->source = Bonus::CREATURE_ABILITY;
b->duration = Bonus::PERMANENT;
creature->addNewBonus(b);
}
}
}
else
{
for(const JsonNode &ability : config["abilities"].Vector())
{
if (ability.getType() == JsonNode::DATA_VECTOR)
{
assert(0); // should be unused now
AddAbility(creature, ability.Vector()); // used only for H3 creatures
}
else
{
auto b = JsonUtils::parseBonus(ability);
b->source = Bonus::CREATURE_ABILITY;
b->duration = Bonus::PERMANENT;
creature->addNewBonus(b);
}
}
}
VLC->modh->identifiers.requestIdentifier("faction", config["faction"], [=](si32 faction)
{
creature->faction = faction;
});
for(const JsonNode &value : config["upgrades"].Vector())
{
VLC->modh->identifiers.requestIdentifier("creature", value, [=](si32 identifier)
{
creature->upgrades.insert(CreatureID(identifier));
});
}
creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
creature->special = config["special"].Bool() || config["disabled"].Bool();
const JsonNode & sounds = config["sound"];
#define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
GET_SOUND_VALUE(attack);
GET_SOUND_VALUE(defend);
GET_SOUND_VALUE(killed);
GET_SOUND_VALUE(move);
GET_SOUND_VALUE(shoot);
GET_SOUND_VALUE(wince);
GET_SOUND_VALUE(startMoving);
GET_SOUND_VALUE(endMoving);
#undef GET_SOUND_VALUE
}
void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input)
{
for (const JsonNode &exp : input.Vector())
{
auto bonus = JsonUtils::parseBonus (exp["bonus"]);
bonus->source = Bonus::STACK_EXPERIENCE;
bonus->duration = Bonus::PERMANENT;
const JsonVector &values = exp["values"].Vector();
int lowerLimit = 1;//, upperLimit = 255;
if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
{
for (const JsonNode &val : values)
{
if (val.Bool() == true)
{
bonus->limiter = std::make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
creature->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
break; //TODO: allow bonuses to turn off?
}
++lowerLimit;
}
}
else
{
int lastVal = 0;
for (const JsonNode &val : values)
{
if (val.Float() != lastVal)
{
bonus->val = val.Float() - lastVal;
bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
creature->addNewBonus (new Bonus(*bonus));
}
lastVal = val.Float();
++lowerLimit;
}
}
delete bonus;
}
}
void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
{
bool enable = false; //some bonuses are activated with values 2 or 1
std::string buf = parser.readString();
std::string mod = parser.readString();
switch (buf[0])
{
case 'H':
b.type = Bonus::STACK_HEALTH;
b.valType = Bonus::PERCENT_TO_BASE;
break;
case 'A':
b.type = Bonus::PRIMARY_SKILL;
b.subtype = PrimarySkill::ATTACK;
break;
case 'D':
b.type = Bonus::PRIMARY_SKILL;
b.subtype = PrimarySkill::DEFENSE;
break;
case 'M': //Max damage
b.type = Bonus::CREATURE_DAMAGE;
b.subtype = 2;
break;
case 'm': //Min damage
b.type = Bonus::CREATURE_DAMAGE;
b.subtype = 1;
break;
case 'S':
b.type = Bonus::STACKS_SPEED; break;
case 'O':
b.type = Bonus::SHOTS; break;
case 'b':
b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
case 'C':
b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
case 'd':
b.type = Bonus::DEFENSIVE_STANCE; break;
case 'e':
b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
b.subtype = 0;
break;
case 'E':
b.type = Bonus::DEATH_STARE;
b.subtype = 0; //Gorgon
break;
case 'F':
b.type = Bonus::FEAR; break;
case 'g':
b.type = Bonus::SPELL_DAMAGE_REDUCTION;
b.subtype = -1; //all magic schools
break;
case 'P':
b.type = Bonus::CASTS; break;
case 'R':
b.type = Bonus::ADDITIONAL_RETALIATION; break;
case 'W':
b.type = Bonus::MAGIC_RESISTANCE;
b.subtype = 0; //otherwise creature window goes crazy
break;
case 'f': //on-off skill
enable = true; //sometimes format is: 2 -> 0, 1 -> 1
switch (mod[0])
{
case 'A':
b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
case 'b':
b.type = Bonus::RETURN_AFTER_STRIKE; break;
case 'B':
b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
case 'c':
b.type = Bonus::JOUSTING; break;
case 'D':
b.type = Bonus::ADDITIONAL_ATTACK; break;
case 'f':
b.type = Bonus::FEARLESS; break;
case 'F':
b.type = Bonus::FLYING; break;
case 'm':
b.type = Bonus::SELF_MORALE; break;
case 'M':
b.type = Bonus::NO_MORALE; break;
case 'p': //Mind spells
case 'P':
b.type = Bonus::MIND_IMMUNITY; break;
case 'r':
b.type = Bonus::REBIRTH; //on/off? makes sense?
b.subtype = 0;
b.val = 20; //arbitrary value
break;
case 'R':
b.type = Bonus::BLOCKS_RETALIATION; break;
case 's':
b.type = Bonus::FREE_SHOOTING; break;
case 'u':
b.type = Bonus::SPELL_RESISTANCE_AURA; break;
case 'U':
b.type = Bonus::UNDEAD; break;
default:
logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
return;
break;
}
break;
case 'w': //specific spell immunities, enabled/disabled
enable = true;
switch (mod[0])
{
case 'B': //Blind
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::BLIND;
b.additionalInfo = 0;//normal immunity
break;
case 'H': //Hypnotize
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::HYPNOTIZE;
b.additionalInfo = 0;//normal immunity
break;
case 'I': //Implosion
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::IMPLOSION;
b.additionalInfo = 0;//normal immunity
break;
case 'K': //Berserk
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::BERSERK;
b.additionalInfo = 0;//normal immunity
break;
case 'M': //Meteor Shower
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::METEOR_SHOWER;
b.additionalInfo = 0;//normal immunity
break;
case 'N': //dispell beneficial spells
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
b.additionalInfo = 0;//normal immunity
break;
case 'R': //Armageddon
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::ARMAGEDDON;
b.additionalInfo = 0;//normal immunity
break;
case 'S': //Slow
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::SLOW;
b.additionalInfo = 0;//normal immunity
break;
case '6':
case '7':
case '8':
case '9':
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
b.val = std::atoi(mod.c_str()) - 5;
break;
case ':':
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
break;
case 'F':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 1; //not positive
break;
case 'O':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'f':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 0; //all
break;
case 'C':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 1; //not positive
break;
case 'W':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'w':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 0; //all
break;
case 'E':
b.type = Bonus::EARTH_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'e':
b.type = Bonus::EARTH_IMMUNITY;
b.subtype = 0; //all
break;
case 'A':
b.type = Bonus::AIR_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'a':
b.type = Bonus::AIR_IMMUNITY;
b.subtype = 0; //all
break;
case 'D':
b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
break;
case '0':
b.type = Bonus::RECEPTIVE;
break;
case 'm':
b.type = Bonus::MIND_IMMUNITY;
break;
default:
logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
return;
}
break;
case 'i':
enable = true;
b.type = Bonus::NO_DISTANCE_PENALTY;
break;
case 'o':
enable = true;
b.type = Bonus::NO_WALL_PENALTY;
break;
case 'a':
case 'c':
case 'K':
case 'k':
b.type = Bonus::SPELL_AFTER_ATTACK;
b.subtype = stringToNumber(mod);
break;
case 'h':
b.type= Bonus::HATE;
b.subtype = stringToNumber(mod);
break;
case 'p':
case 'J':
b.type = Bonus::SPELL_BEFORE_ATTACK;
b.subtype = stringToNumber(mod);
b.additionalInfo = 3; //always expert?
break;
case 'r':
b.type = Bonus::HP_REGENERATION;
b.val = stringToNumber(mod);
break;
case 's':
b.type = Bonus::ENCHANTED;
b.subtype = stringToNumber(mod);
b.valType = Bonus::INDEPENDENT_MAX;
break;
default:
logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
return;
break;
}
switch (mod[0])
{
case '+':
case '=': //should we allow percent values to stack or pick highest?
b.valType = Bonus::ADDITIVE_VALUE;
break;
}
//limiters, range
si32 lastVal, curVal, lastLev = 0;
if (enable) //0 and 2 means non-active, 1 - active
{
if (b.type != Bonus::REBIRTH)
b.val = 0; //on-off ability, no value specified
curVal = parser.readNumber();// 0 level is never active
for (int i = 1; i < 11; ++i)
{
curVal = parser.readNumber();
if (curVal == 1)
{
b.limiter.reset (new RankRangeLimiter(i));
bl.push_back(new Bonus(b));
break; //never turned off it seems
}
}
}
else
{
lastVal = parser.readNumber();
if (b.type == Bonus::HATE)
lastVal *= 10; //odd fix
//FIXME: value for zero level should be stored in our config files (independent of stack exp)
for (int i = 1; i < 11; ++i)
{
curVal = parser.readNumber();
if (b.type == Bonus::HATE)
curVal *= 10; //odd fix
if (curVal > lastVal) //threshold, add new bonus
{
b.val = curVal - lastVal;
lastVal = curVal;
b.limiter.reset (new RankRangeLimiter(i));
bl.push_back(new Bonus(b));
lastLev = i; //start new range from here, i = previous rank
}
else if (curVal < lastVal)
{
b.val = lastVal;
b.limiter.reset (new RankRangeLimiter(lastLev, i));
}
}
}
}
int CCreatureHandler::stringToNumber(std::string & s)
{
boost::algorithm::replace_first(s,"#",""); //drop hash character
return std::atoi(s.c_str());
}
CCreatureHandler::~CCreatureHandler()
{
for(auto & creature : creatures)
creature.dellNull();
}
CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier) const
{
int r = 0;
if(tier == -1) //pick any allowed creature
{
do
{
r = (*RandomGeneratorUtil::nextItem(creatures, rand))->idNumber;
} while (VLC->creh->creatures[r] && VLC->creh->creatures[r]->special); // find first "not special" creature
}
else
{
assert(vstd::iswithin(tier, 1, 7));
std::vector<CreatureID> allowed;
for(const CBonusSystemNode *b : creaturesOfLevel[tier].getChildrenNodes())
{
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
const CCreature * crea = dynamic_cast<const CCreature*>(b);
if(crea && !crea->special)
allowed.push_back(crea->idNumber);
}
if(!allowed.size())
{
logGlobal->warnStream() << "Cannot pick a random creature of tier " << tier << "!";
return CreatureID::NONE;
}
return *RandomGeneratorUtil::nextItem(allowed, rand);
}
assert (r >= 0); //should always be, but it crashed
return CreatureID(r);
}
void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
{
assert(vstd::iswithin(tier, 1, 7));
creaturesOfLevel[tier].addNewBonus(b);
}
void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
{
allCreatures.addNewBonus(b);
}
void CCreatureHandler::buildBonusTreeForTiers()
{
for(CCreature *c : creatures)
{
if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
c->attachTo(&creaturesOfLevel[c->level]);
else
c->attachTo(&creaturesOfLevel[0]);
}
for(CBonusSystemNode &b : creaturesOfLevel)
b.attachTo(&allCreatures);
}
void CCreatureHandler::afterLoadFinalization()
{
for (CCreature * crea : creatures)
{
VLC->objtypeh->loadSubObject(crea->nameSing, JsonNode(), Obj::MONSTER, crea->idNumber.num);
if (!crea->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = crea->advMapDef;
VLC->objtypeh->getHandlerFor(Obj::MONSTER, crea->idNumber)->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, crea->idNumber.num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, crea->idNumber.num);
}
}
void CCreatureHandler::deserializationFix()
{
buildBonusTreeForTiers();
}