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vcmi/lib/CHeroHandler.cpp
Ivan Savenko 08417cd42a - fixed battle obstacles positioning (#769)
- removed unused Makefile.amiga and Makefile.x
2012-02-22 12:44:46 +00:00

493 lines
11 KiB
C++

#include "StdInc.h"
#include "CHeroHandler.h"
#include "CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/JsonNode.h"
#include "GameConstants.h"
#include <boost/version.hpp>
#if BOOST_VERSION >= 103800
#include <boost/spirit/include/classic.hpp>
#else
#include <boost/spirit.hpp>
#endif
using namespace boost::spirit;
extern CLodHandler * bitmaph;
void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);
/*
* 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
*
*/
CHeroClass::CHeroClass()
{
skillLimit = 8;
}
CHeroClass::~CHeroClass()
{
}
int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks secondary skill out from given possibilities
{
if(possibles.size()==1)
return *possibles.begin();
int totalProb = 0;
for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
{
totalProb += proSec[*i];
}
int ran = rand()%totalProb;
for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
{
ran -= proSec[*i];
if(ran<0)
return *i;
}
throw std::string("Cannot pick secondary skill!");
}
EAlignment::EAlignment CHeroClass::getAlignment()
{
return (EAlignment::EAlignment)alignment;
}
int CObstacleInfo::getWidth() const
{
int ret = 1;
int line = 1;
for(int h=0; h<blockmap.size(); ++h)
{
int cur = - line/2;
switch(blockmap[h])
{
case 'X' : case 'N':
++cur;
break;
case 'L':
if(cur > ret)
ret = cur;
++line;
break;
}
}
return ret;
}
int CObstacleInfo::getHeight() const
{
int ret = 1;
for(int h=0; h<blockmap.size(); ++h)
{
if(blockmap[h] == 'L')
{
++ret;
}
}
return ret;
}
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
std::vector<BattleHex> ret;
int cur = hex; //currently browsed hex
int curBeg = hex; //beginning of current line
for(int h=0; h<blockmap.size(); ++h)
{
switch(blockmap[h])
{
case 'X':
ret.push_back(cur);
++cur;
break;
case 'L':
cur = curBeg + GameConstants::BFIELD_WIDTH;
if((cur/GameConstants::BFIELD_WIDTH)%2 != 1)
{
cur--;
}
curBeg = cur;
break;
case 'N':
++cur;
break;
}
}
return ret;
}
BattleHex CObstacleInfo::getMaxBlocked(BattleHex hex) const
{
std::vector<BattleHex> blocked = getBlocked(hex);
return *std::max_element(blocked.begin(), blocked.end());
}
CHeroHandler::~CHeroHandler()
{
for (int i = 0; i < heroes.size(); i++)
heroes[i].dellNull();
for (int i = 0; i < heroClasses.size(); i++)
delete heroClasses[i];
}
CHeroHandler::CHeroHandler()
{}
void CHeroHandler::loadObstacles()
{
const JsonNode config(GameConstants::DATA_DIR + "/config/obstacles.json");
BOOST_FOREACH(const JsonNode &obs, config["obstacles"].Vector()) {
CObstacleInfo obi;
obi.ID = obs["id"].Float();
obi.defName = obs["defname"].String();
obi.blockmap = obs["blockmap"].String();
obi.allowedTerrains = obs["terrains"].String();
assert(obi.allowedTerrains.size() >= 25);
obi.posShift.first = obs["shift_x"].Float();
obi.posShift.second = obs["shift_y"].Float();
obstacles[obi.ID] = obi;
}
}
void CHeroHandler::loadPuzzleInfo()
{
const JsonNode config(GameConstants::DATA_DIR + "/config/puzzle_map.json");
int faction = 0;
BOOST_FOREACH(const JsonNode &puzzle, config["puzzles"].Vector()) {
int idx = 0;
BOOST_FOREACH(const JsonNode &piece, puzzle.Vector()) {
SPuzzleInfo spi;
spi.x = piece["x"].Float();
spi.y = piece["y"].Float();
spi.whenUncovered = piece["order"].Float();
spi.number = idx;
// filename calculation
std::ostringstream suffix;
suffix << std::setfill('0') << std::setw(2);
suffix << idx << ".BMP";
static const std::string factionToInfix[GameConstants::F_NUMBER] = {"CAS", "RAM", "TOW", "INF", "NEC", "DUN", "STR", "FOR", "ELE"};
spi.filename = "PUZ" + factionToInfix[faction] + suffix.str();
puzzleInfo[faction].push_back(spi);
idx ++;
}
assert(idx == PUZZLES_PER_FACTION);
faction ++;
}
assert(faction == GameConstants::F_NUMBER);
}
void CHeroHandler::loadHeroes()
{
VLC->heroh = this;
std::string buf = bitmaph->getTextFile("HOTRAITS.TXT");
int it=0;
std::string dump;
for(int i=0; i<2; ++i)
{
loadToIt(dump,buf,it,3);
}
int numberOfCurrentClassHeroes = 0;
int currentClass = 0;
int additHero = 0;
CHero::EHeroClasses addTab[12];
addTab[0] = CHero::KNIGHT;
addTab[1] = CHero::WITCH;
addTab[2] = CHero::KNIGHT;
addTab[3] = CHero::WIZARD;
addTab[4] = CHero::RANGER;
addTab[5] = CHero::BARBARIAN;
addTab[6] = CHero::DEATHKNIGHT;
addTab[7] = CHero::WARLOCK;
addTab[8] = CHero::KNIGHT;
addTab[9] = CHero::WARLOCK;
addTab[10] = CHero::BARBARIAN;
addTab[11] = CHero::DEMONIAC;
for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
{
CHero * nher = new CHero;
if(currentClass<18)
{
nher->heroType = static_cast<CHero::EHeroClasses>(currentClass);
++numberOfCurrentClassHeroes;
if(numberOfCurrentClassHeroes==8)
{
numberOfCurrentClassHeroes = 0;
++currentClass;
}
}
else
{
nher->heroType = addTab[additHero++];
}
std::string pom ;
loadToIt(nher->name,buf,it,4);
for(int x=0;x<3;x++)
{
loadToIt(pom,buf,it,4);
nher->lowStack[x] = atoi(pom.c_str());
loadToIt(pom,buf,it,4);
nher->highStack[x] = atoi(pom.c_str());
loadToIt(nher->refTypeStack[x],buf,it,(x==2) ? (3) : (4));
int hlp = nher->refTypeStack[x].find_first_of(' ',0);
if(hlp>=0)
nher->refTypeStack[x].replace(hlp,1,"");
}
nher->ID = heroes.size();
heroes.push_back(nher);
}
// Load heroes information
const JsonNode config(GameConstants::DATA_DIR + "/config/heroes.json");
BOOST_FOREACH(const JsonNode &hero, config["heroes"].Vector()) {
int hid = hero["id"].Float();
const JsonNode *value;
// sex: 0=male, 1=female
heroes[hid]->sex = !!hero["female"].Bool();
BOOST_FOREACH(const JsonNode &set, hero["skill_set"].Vector()) {
heroes[hid]->secSkillsInit.push_back(std::make_pair(set["skill"].Float(), set["level"].Float()));
}
value = &hero["spell"];
if (!value->isNull()) {
heroes[hid]->startingSpell = value->Float();
}
value = &hero["specialties"];
if (!value->isNull()) {
BOOST_FOREACH(const JsonNode &specialty, value->Vector()) {
SSpecialtyInfo dummy;
dummy.type = specialty["type"].Float();
dummy.val = specialty["val"].Float();
dummy.subtype = specialty["subtype"].Float();
dummy.additionalinfo = specialty["info"].Float();
heroes[hid]->spec.push_back(dummy); //put a copy of dummy
}
}
}
loadHeroClasses();
initHeroClasses();
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
//ballistics info
buf = bitmaph->getTextFile("BALLIST.TXT");
it = 0;
for(int i=0; i<22; ++i)
{
loadToIt(dump,buf,it,4);
}
for(int lvl=0; lvl<4; ++lvl)
{
CHeroHandler::SBallisticsLevelInfo bli;
si32 tempNum;
loadToIt(tempNum,buf,it,4);
bli.keep = tempNum;
loadToIt(tempNum,buf,it,4);
bli.tower = tempNum;
loadToIt(tempNum,buf,it,4);
bli.gate = tempNum;
loadToIt(tempNum,buf,it,4);
bli.wall = tempNum;
loadToIt(tempNum,buf,it,4);
bli.shots = tempNum;
loadToIt(tempNum,buf,it,4);
bli.noDmg = tempNum;
loadToIt(tempNum,buf,it,4);
bli.oneDmg = tempNum;
loadToIt(tempNum,buf,it,4);
bli.twoDmg = tempNum;
loadToIt(tempNum,buf,it,4);
bli.sum = tempNum;
if(lvl!=3)
{
loadToIt(dump,buf,it,4);
}
ballistics.push_back(bli);
}
}
void CHeroHandler::loadHeroClasses()
{
std::istringstream str(bitmaph->getTextFile("HCTRAITS.TXT")); //we'll be reading from it
const int BUFFER_SIZE = 5000;
char buffer[BUFFER_SIZE+1];
for(int i=0; i<3; ++i) str.getline(buffer, BUFFER_SIZE); //omitting rubbish
for(int ss=0; ss<18; ++ss) //18 classes of hero (including conflux)
{
CHeroClass * hc = new CHeroClass;
hc->alignment = ss / 6;
char name[BUFFER_SIZE+1];
str.get(name, BUFFER_SIZE, '\t');
hc->name = name;
//workaround for locale issue (different localisations use different decimal separator)
int intPart,fracPart;
str >> intPart;
str.ignore();//ignore decimal separator
str >> fracPart;
hc->aggression = intPart + fracPart/100.0;
str >> hc->initialAttack;
str >> hc->initialDefence;
str >> hc->initialPower;
str >> hc->initialKnowledge;
hc->primChance.resize(GameConstants::PRIMARY_SKILLS);
for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
{
str >> hc->primChance[x].first;
}
for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
{
str >> hc->primChance[x].second;
}
hc->proSec.resize(GameConstants::SKILL_QUANTITY);
for(int dd=0; dd<GameConstants::SKILL_QUANTITY; ++dd)
{
str >> hc->proSec[dd];
}
for(int dd=0; dd<ARRAY_COUNT(hc->selectionProbability); ++dd)
{
str >> hc->selectionProbability[dd];
}
heroClasses.push_back(hc);
str.getline(buffer, BUFFER_SIZE); //removing end of line characters
}
}
void CHeroHandler::initHeroClasses()
{
for(int gg=0; gg<heroes.size(); ++gg)
{
heroes[gg]->heroClass = heroClasses[heroes[gg]->heroType];
}
loadTerrains();
}
ui32 CHeroHandler::level (ui64 experience) const
{
int i;
if (experience <= expPerLevel.back())
{
for (i = expPerLevel.size()-1; experience < expPerLevel[i]; i--);
return i + 1;
}
else
{
i = expPerLevel.size() - 1;
while (experience > reqExp (i))
i++;
return i;
}
}
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()
{
int faction = 0;
const JsonNode config(GameConstants::DATA_DIR + "/config/terrains.json");
nativeTerrains.resize(GameConstants::F_NUMBER);
BOOST_FOREACH(const JsonNode &terrain, config["terrains"].Vector()) {
BOOST_FOREACH(const JsonNode &cost, terrain["costs"].Vector()) {
int curCost = cost.Float();
heroClasses[2*faction]->terrCosts.push_back(curCost);
heroClasses[2*faction+1]->terrCosts.push_back(curCost);
}
nativeTerrains[faction] = terrain["native"].Float();
faction ++;
}
assert(faction == GameConstants::F_NUMBER);
}
CHero::CHero()
{
startingSpell = -1;
sex = 0xff;
}
CHero::~CHero()
{
}