mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
2eb8263e51
* introduced new handler BonusTypeHandler * config\bonusnames.json converted to common format and splitted info main and localizable parts * hanlders initialization refactored
1096 lines
30 KiB
C++
1096 lines
30 KiB
C++
#include "StdInc.h"
|
|
#include "CCreatureHandler.h"
|
|
|
|
#include "CGeneralTextHandler.h"
|
|
#include "Filesystem/CResourceLoader.h"
|
|
#include "VCMI_Lib.h"
|
|
#include "CGameState.h"
|
|
#include "CTownHandler.h"
|
|
#include "CModHandler.h"
|
|
|
|
using namespace boost::assign;
|
|
|
|
/*
|
|
* 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
|
|
*
|
|
*/
|
|
|
|
static inline void registerCreature(const std::string &name, const si32 id)
|
|
{
|
|
const std::string fullname = "creature." + name;
|
|
VLC->modh->identifiers.registerObject(fullname,id);
|
|
}
|
|
|
|
///CCreatureHandler
|
|
|
|
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));
|
|
}
|
|
|
|
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*/)
|
|
{
|
|
Bonus *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;
|
|
}
|
|
|
|
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
|
|
{
|
|
Bonus *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
|
|
tlog1 << "Error: invalid ability type " << type << " in creatures config" << std::endl;
|
|
|
|
return;
|
|
}
|
|
|
|
nsf->type = it->second;
|
|
|
|
JsonUtils::parseTypedBonusShort(ability_vec,nsf);
|
|
|
|
nsf->source = Bonus::CREATURE_ABILITY;
|
|
nsf->sid = cre->idNumber;
|
|
|
|
cre->addNewBonus(nsf);
|
|
}
|
|
|
|
static void RemoveAbility(CCreature *cre, const JsonNode &ability)
|
|
{
|
|
const std::string type = ability.String();
|
|
|
|
auto it = bonusNameMap.find(type);
|
|
|
|
if (it == bonusNameMap.end()) {
|
|
if (type == "DOUBLE_WIDE")
|
|
cre->doubleWide = false;
|
|
else
|
|
tlog1 << "Error: invalid ability type " << type << " in creatures config" << std::endl;
|
|
|
|
return;
|
|
}
|
|
|
|
const int typeNo = it->second;
|
|
|
|
Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
|
|
|
|
Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
|
|
cre->removeBonus(b);
|
|
}
|
|
|
|
void CCreatureHandler::loadBonuses(CCreature & ncre, std::string bonuses)
|
|
{
|
|
static const std::map<std::string,Bonus::BonusType> abilityMap =
|
|
boost::assign::map_list_of
|
|
("FLYING_ARMY", Bonus::FLYING)
|
|
("SHOOTING_ARMY", Bonus::SHOOTER)
|
|
("SIEGE_WEAPON", Bonus::SIEGE_WEAPON)
|
|
("const_free_attack", Bonus::BLOCKS_RETALIATION)
|
|
("IS_UNDEAD", Bonus::UNDEAD)
|
|
("const_no_melee_penalty",Bonus::NO_MELEE_PENALTY)
|
|
("const_jousting",Bonus::JOUSTING)
|
|
("KING_1",Bonus::KING1)
|
|
("KING_2",Bonus::KING2)
|
|
("KING_3",Bonus::KING3)
|
|
("const_no_wall_penalty",Bonus::NO_WALL_PENALTY)
|
|
("CATAPULT",Bonus::CATAPULT)
|
|
("MULTI_HEADED",Bonus::ATTACKS_ALL_ADJACENT)
|
|
("IMMUNE_TO_MIND_SPELLS",Bonus::MIND_IMMUNITY)
|
|
("HAS_EXTENDED_ATTACK",Bonus::TWO_HEX_ATTACK_BREATH);
|
|
|
|
auto hasAbility = [&](const std::string name) -> bool
|
|
{
|
|
return boost::algorithm::find_first(bonuses, name);
|
|
};
|
|
BOOST_FOREACH(auto a, abilityMap)
|
|
{
|
|
if(hasAbility(a.first))
|
|
ncre.addBonus(0, a.second);
|
|
}
|
|
if(hasAbility("DOUBLE_WIDE"))
|
|
ncre.doubleWide = true;
|
|
if(hasAbility("const_raises_morale"))
|
|
{
|
|
ncre.addBonus(+1, Bonus::MORALE);;
|
|
ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
|
|
}
|
|
if(hasAbility("const_lowers_morale"))
|
|
{
|
|
ncre.addBonus(-1, Bonus::MORALE);;
|
|
ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
|
|
}
|
|
}
|
|
|
|
|
|
void CCreatureHandler::load()
|
|
{
|
|
tlog5 << "\t\tReading ZCRTRAIT.TXT" << std::endl;
|
|
|
|
////////////reading ZCRTRAIT.TXT ///////////////////
|
|
CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
|
|
|
|
parser.endLine(); // header
|
|
parser.endLine();
|
|
|
|
do
|
|
{
|
|
//loop till non-empty line
|
|
while (parser.isNextEntryEmpty())
|
|
parser.endLine();
|
|
|
|
CCreature &ncre = *new CCreature;
|
|
ncre.idNumber = CreatureID(creatures.size());
|
|
ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
|
|
ncre.level=0;
|
|
ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
|
|
|
|
ncre.nameSing = parser.readString();
|
|
ncre.namePl = parser.readString();
|
|
|
|
for(int v=0; v<7; ++v)
|
|
{
|
|
ncre.cost[v] = parser.readNumber();
|
|
}
|
|
ncre.fightValue = parser.readNumber();
|
|
ncre.AIValue = parser.readNumber();
|
|
ncre.growth = parser.readNumber();
|
|
ncre.hordeGrowth = parser.readNumber();
|
|
|
|
ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
|
|
ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
|
|
ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
|
|
ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
|
|
ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
|
|
ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
|
|
ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
|
|
|
|
//spells - not used?
|
|
parser.readNumber();
|
|
ncre.ammMin = parser.readNumber();
|
|
ncre.ammMax = parser.readNumber();
|
|
|
|
std::string abilities = parser.readString();
|
|
loadBonuses(ncre, parser.readString());
|
|
|
|
{ //adding abilities from ZCRTRAIT.TXT
|
|
static const std::map < std::string,Bonus::BonusType> abilityMap = boost::assign::map_list_of
|
|
("FLYING_ARMY", Bonus::FLYING)
|
|
("SHOOTING_ARMY", Bonus::SHOOTER)
|
|
("SIEGE_WEAPON", Bonus::SIEGE_WEAPON)
|
|
("const_free_attack", Bonus::BLOCKS_RETALIATION)
|
|
("IS_UNDEAD", Bonus::UNDEAD)
|
|
("const_no_melee_penalty",Bonus::NO_MELEE_PENALTY)
|
|
("const_jousting",Bonus::JOUSTING)
|
|
("KING_1",Bonus::KING1)
|
|
("KING_2",Bonus::KING2)
|
|
("KING_3",Bonus::KING3)
|
|
("const_no_wall_penalty",Bonus::NO_WALL_PENALTY)
|
|
("CATAPULT",Bonus::CATAPULT)
|
|
("MULTI_HEADED",Bonus::ATTACKS_ALL_ADJACENT)
|
|
("IMMUNE_TO_MIND_SPELLS",Bonus::MIND_IMMUNITY)
|
|
("IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY)
|
|
("IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY)
|
|
("HAS_EXTENDED_ATTACK",Bonus::TWO_HEX_ATTACK_BREATH);
|
|
|
|
auto hasAbility = [&](const std::string name) -> bool
|
|
{
|
|
return boost::algorithm::find_first(abilities, name);
|
|
};
|
|
BOOST_FOREACH(auto a, abilityMap)
|
|
{
|
|
if(hasAbility(a.first))
|
|
ncre.addBonus(0, a.second);
|
|
}
|
|
if(hasAbility("DOUBLE_WIDE"))
|
|
ncre.doubleWide = true;
|
|
if(hasAbility("const_raises_morale"))
|
|
{
|
|
ncre.addBonus(+1, Bonus::MORALE);;
|
|
ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
|
|
}
|
|
if(hasAbility("const_lowers_morale"))
|
|
{
|
|
ncre.addBonus(-1, Bonus::MORALE);;
|
|
ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
|
|
}
|
|
}
|
|
creatures.push_back(&ncre);
|
|
}
|
|
while (parser.endLine());
|
|
|
|
// loading creatures properties
|
|
tlog5 << "\t\tReading creatures json configs" << std::endl;
|
|
|
|
const JsonNode gameConf(ResourceID("config/gameConfig.json"));
|
|
const JsonNode config(JsonUtils::assembleFromFiles(gameConf["creatures"].convertTo<std::vector<std::string> >()));
|
|
|
|
BOOST_FOREACH(auto & node, config.Struct())
|
|
{
|
|
int creatureID = node.second["id"].Float();
|
|
CCreature *c = creatures[creatureID];
|
|
|
|
loadCreatureJson(c, node.second);
|
|
|
|
// Main reference name, e.g. royalGriffin
|
|
c->nameRef = node.first;
|
|
registerCreature(node.first, c->idNumber);
|
|
|
|
// Alternative names, if any
|
|
BOOST_FOREACH(const JsonNode &name, node.second["extraNames"].Vector())
|
|
{
|
|
registerCreature(name.String(), c->idNumber);
|
|
}
|
|
}
|
|
|
|
loadAnimationInfo();
|
|
|
|
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);
|
|
BOOST_FOREACH(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);
|
|
BOOST_FOREACH(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);
|
|
BOOST_FOREACH(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
|
|
{
|
|
b.sid = parser.readNumber(); //id = this particular creature ID
|
|
loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //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
|
|
|
|
tlog5 << "\t\tReading config/commanders.json" << std::endl;
|
|
const JsonNode config3(ResourceID("config/commanders.json"));
|
|
|
|
BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
|
|
{
|
|
commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
|
|
}
|
|
|
|
int i = 0;
|
|
BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
|
|
{
|
|
skillLevels.push_back (std::vector<ui8>());
|
|
BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
|
|
{
|
|
skillLevels[i].push_back (skillLevel.Float());
|
|
}
|
|
++i;
|
|
}
|
|
|
|
BOOST_FOREACH (auto ability, config3["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::loadAnimationInfo()
|
|
{
|
|
CLegacyConfigParser parser("DATA/CRANIM.TXT");
|
|
|
|
parser.endLine(); // header
|
|
parser.endLine();
|
|
|
|
for(int dd=0; dd<creatures.size(); ++dd)
|
|
{
|
|
while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
|
|
;
|
|
|
|
loadUnitAnimInfo(*creatures[dd], parser);
|
|
}
|
|
}
|
|
|
|
void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
|
|
{
|
|
unit.animation.timeBetweenFidgets = parser.readNumber();
|
|
unit.animation.walkAnimationTime = parser.readNumber();
|
|
unit.animation.attackAnimationTime = parser.readNumber();
|
|
unit.animation.flightAnimationDistance = parser.readNumber();
|
|
///////////////////////
|
|
|
|
unit.animation.upperRightMissleOffsetX = parser.readNumber();
|
|
unit.animation.upperRightMissleOffsetY = parser.readNumber();
|
|
unit.animation.rightMissleOffsetX = parser.readNumber();
|
|
unit.animation.rightMissleOffsetY = parser.readNumber();
|
|
unit.animation.lowerRightMissleOffsetX = parser.readNumber();
|
|
unit.animation.lowerRightMissleOffsetY = parser.readNumber();
|
|
|
|
///////////////////////
|
|
|
|
for(int jjj=0; jjj<12; ++jjj)
|
|
{
|
|
unit.animation.missleFrameAngles[jjj] = parser.readNumber();
|
|
}
|
|
|
|
unit.animation.troopCountLocationOffset= parser.readNumber();
|
|
unit.animation.attackClimaxFrame = parser.readNumber();
|
|
|
|
parser.endLine();
|
|
}
|
|
|
|
void CCreatureHandler::load(std::string creatureID, const JsonNode & node)
|
|
{
|
|
CCreature * creature = loadCreature(node);
|
|
creature->nameRef = creatureID;
|
|
creature->idNumber = CreatureID(creatures.size());
|
|
|
|
creatures.push_back(creature);
|
|
tlog5 << "Added creature: " << creatureID << "\n";
|
|
registerCreature(creature->nameRef, creature->idNumber);
|
|
}
|
|
|
|
CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
|
|
{
|
|
CCreature * 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);
|
|
const JsonNode & vec = node["damage"];
|
|
cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
|
|
cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
|
|
|
|
auto & amounts = node ["advMapAmount"];
|
|
cre->ammMin = amounts["min"].Float();
|
|
cre->ammMax = amounts["max"].Float();
|
|
|
|
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();
|
|
|
|
//graphics
|
|
loadStackExperience(cre, node["stackExperience"]);
|
|
|
|
const JsonNode & graphics = node["graphics"];
|
|
cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
|
|
cre->animation.troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
|
|
cre->animation.attackClimaxFrame = graphics["attackClimaxFrame"].Float();
|
|
|
|
const JsonNode & animationTime = graphics["animationTime"];
|
|
cre->animation.walkAnimationTime = animationTime["walk"].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();
|
|
int i = 0;
|
|
BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
|
|
{
|
|
cre->animation.missleFrameAngles[i++] = angle.Float();
|
|
}
|
|
cre->advMapDef = graphics["map"].String();
|
|
cre->iconIndex = graphics["iconIndex"].Float();
|
|
|
|
loadCreatureJson(cre, node);
|
|
return cre;
|
|
}
|
|
|
|
void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
|
|
{
|
|
creature->level = config["level"].Float();
|
|
creature->animDefName = config["graphics"]["animation"].String();
|
|
|
|
BOOST_FOREACH(const JsonNode &ability, config["ability_remove"].Vector())
|
|
{
|
|
RemoveAbility(creature, ability);
|
|
}
|
|
|
|
BOOST_FOREACH(const JsonNode &ability, config["abilities"].Vector())
|
|
{
|
|
if (ability.getType() == JsonNode::DATA_VECTOR)
|
|
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(std::string("faction.") + config["faction"].String(), [=](si32 faction)
|
|
{
|
|
creature->faction = faction;
|
|
});
|
|
|
|
BOOST_FOREACH(const JsonNode &value, config["upgrades"].Vector())
|
|
{
|
|
VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
|
|
{
|
|
creature->upgrades.insert(CreatureID(identifier));
|
|
});
|
|
}
|
|
|
|
if(config["hasDoubleWeek"].Bool())
|
|
doubledCreatures.insert(creature->idNumber);
|
|
|
|
creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
|
|
creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
|
|
|
|
creature->special = config["special"].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(ext1);
|
|
GET_SOUND_VALUE(ext2);
|
|
GET_SOUND_VALUE(startMoving);
|
|
GET_SOUND_VALUE(endMoving);
|
|
#undef GET_SOUND_VALUE
|
|
}
|
|
|
|
void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input)
|
|
{
|
|
BOOST_FOREACH (const JsonNode &exp, input.Vector())
|
|
{
|
|
auto bonus = JsonUtils::parseBonus (exp["bonus"]); // FIXME: memory leak? Only copies of bonus is added to creature
|
|
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)
|
|
{
|
|
BOOST_FOREACH (const JsonNode &val, values)
|
|
{
|
|
if (val.Bool() == true)
|
|
{
|
|
bonus->limiter = 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;
|
|
BOOST_FOREACH (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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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:
|
|
tlog5 << "Not parsed bonus " << buf << mod << "\n";
|
|
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;
|
|
break;
|
|
case 'H': //Hypnotize
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::HYPNOTIZE;
|
|
break;
|
|
case 'I': //Implosion
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::IMPLOSION;
|
|
break;
|
|
case 'K': //Berserk
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::BERSERK;
|
|
break;
|
|
case 'M': //Meteor Shower
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::METEOR_SHOWER;
|
|
break;
|
|
case 'N': //dispell beneficial spells
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
|
|
break;
|
|
case 'R': //Armageddon
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::ARMAGEDDON;
|
|
break;
|
|
case 'S': //Slow
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = SpellID::SLOW;
|
|
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:
|
|
tlog5 << "Not parsed bonus " << buf << mod << "\n";
|
|
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:
|
|
tlog5 << "Not parsed bonus " << buf << mod << "\n";
|
|
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(); //basic value, not particularly useful but existent
|
|
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()
|
|
{
|
|
}
|
|
|
|
CreatureID CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
|
|
{
|
|
int r = 0;
|
|
if(tier == -1) //pick any allowed creature
|
|
{
|
|
do
|
|
{
|
|
r = vstd::pickRandomElementOf(creatures, randGen)->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;
|
|
BOOST_FOREACH(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())
|
|
{
|
|
tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
|
|
return CreatureID::NONE;
|
|
}
|
|
|
|
return vstd::pickRandomElementOf(allowed, randGen);
|
|
}
|
|
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()
|
|
{
|
|
BOOST_FOREACH(CCreature *c, creatures)
|
|
{
|
|
if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
|
|
c->attachTo(&creaturesOfLevel[c->level]);
|
|
else
|
|
c->attachTo(&creaturesOfLevel[0]);
|
|
}
|
|
BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
|
|
b.attachTo(&allCreatures);
|
|
}
|
|
|
|
void CCreatureHandler::deserializationFix()
|
|
{
|
|
buildBonusTreeForTiers();
|
|
}
|