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https://github.com/vcmi/vcmi.git
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13a5a820d0
- Fixed upgrades not working after recent changes. Now all upgrades will be handled by creature names.
1137 lines
32 KiB
C++
1137 lines
32 KiB
C++
#include "StdInc.h"
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#include "CCreatureHandler.h"
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#include "CGeneralTextHandler.h"
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#include "Filesystem/CResourceLoader.h"
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#include "VCMI_Lib.h"
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#include "CGameState.h"
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#include "CTownHandler.h"
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#include "CModHandler.h"
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using namespace boost::assign;
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/*
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* CCreatureHandler.cpp, 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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CCreatureHandler::CCreatureHandler()
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{
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VLC->creh = this;
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doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //according to Strategija
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allCreatures.setDescription("All creatures");
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creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
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for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
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creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
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}
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int CCreature::getQuantityID(const int & quantity)
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{
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if (quantity<5)
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return 1;
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if (quantity<10)
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return 2;
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if (quantity<20)
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return 3;
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if (quantity<50)
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return 4;
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if (quantity<100)
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return 5;
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if (quantity<250)
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return 6;
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if (quantity<500)
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return 7;
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if (quantity<1000)
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return 8;
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return 9;
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}
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int CCreature::estimateCreatureCount(ui32 countID)
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{
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static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
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if (countID > 9)
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assert("Wrong countID!");
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return creature_count[countID];
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}
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bool CCreature::isDoubleWide() const
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{
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return doubleWide;
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}
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bool CCreature::isFlying() const
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{
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return hasBonusOfType(Bonus::FLYING);
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}
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bool CCreature::isShooting() const
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{
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return hasBonusOfType(Bonus::SHOOTER);
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}
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bool CCreature::isUndead() const
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{
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return hasBonusOfType(Bonus::UNDEAD);
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}
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/**
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* Determines if the creature is of a good alignment.
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* @return true if the creture is good, false otherwise.
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*/
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bool CCreature::isGood () const
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{
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return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
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}
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/**
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* Determines if the creature is of an evil alignment.
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* @return true if the creature is evil, false otherwise.
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*/
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bool CCreature::isEvil () const
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{
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return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
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}
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si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
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{
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int ret = 2147483645;
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int resAmnt = std::min(res.size(),cost.size());
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for(int i=0;i<resAmnt;i++)
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if(cost[i])
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ret = std::min(ret,(int)(res[i]/cost[i]));
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return ret;
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}
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CCreature::CCreature()
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{
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doubleWide = false;
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setNodeType(CBonusSystemNode::CREATURE);
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}
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void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
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{
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Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
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addNewBonus(added);
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}
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// void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
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// {
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// out.insert (VLC->creh->globalEffects);
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// }
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bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
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{
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//TODO upgrade of upgrade?
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return vstd::contains(upgrades, anotherCre->idNumber);
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}
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bool CCreature::valid() const
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{
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return this == VLC->creh->creatures[idNumber];
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}
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std::string CCreature::nodeName() const
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{
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return "\"" + namePl + "\"";
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}
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bool CCreature::isItNativeTerrain(int terrain) const
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{
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return VLC->townh->factions[faction].nativeTerrain == terrain;
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}
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static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
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{
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Bonus *nsf = new Bonus();
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std::string type = ability_vec[0].String();
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std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
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if (it == bonusNameMap.end()) {
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if (type == "DOUBLE_WIDE")
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cre->doubleWide = true;
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else if (type == "ENEMY_MORALE_DECREASING") {
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cre->addBonus(-1, Bonus::MORALE);
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cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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}
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else if (type == "ENEMY_LUCK_DECREASING") {
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cre->addBonus(-1, Bonus::LUCK);
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cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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} else
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tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
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return;
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}
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nsf->type = it->second;
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nsf->val = ability_vec[1].Float();
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nsf->subtype = ability_vec[2].Float();
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nsf->additionalInfo = ability_vec[3].Float();
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nsf->source = Bonus::CREATURE_ABILITY;
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nsf->sid = cre->idNumber;
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//nsf->duration = Bonus::ONE_BATTLE; //what the?
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nsf->duration = Bonus::PERMANENT;
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nsf->turnsRemain = 0;
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cre->addNewBonus(nsf);
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}
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static void RemoveAbility(CCreature *cre, const JsonNode &ability)
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{
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std::string type = ability.String();
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std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
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if (it == bonusNameMap.end()) {
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if (type == "DOUBLE_WIDE")
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cre->doubleWide = false;
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else
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tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
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return;
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}
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int typeNo = it->second;
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Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
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Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
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cre->removeBonus(b);
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}
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void CCreatureHandler::loadCreatures()
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{
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tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
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////////////reading ZCRTRAIT.TXT ///////////////////
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CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
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parser.endLine(); // header
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parser.endLine();
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do
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{
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//loop till non-empty line
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while (parser.isNextEntryEmpty())
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parser.endLine();
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CCreature &ncre = *new CCreature;
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ncre.idNumber = creatures.size();
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ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
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ncre.level=0;
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ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
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ncre.nameSing = parser.readString();
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ncre.namePl = parser.readString();
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for(int v=0; v<7; ++v)
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{
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ncre.cost[v] = parser.readNumber();
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}
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ncre.fightValue = parser.readNumber();
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ncre.AIValue = parser.readNumber();
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ncre.growth = parser.readNumber();
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ncre.hordeGrowth = parser.readNumber();
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ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
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ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
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ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
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ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
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ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
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ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
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ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
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//spells - not used?
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parser.readNumber();
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ncre.ammMin = parser.readNumber();
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ncre.ammMax = parser.readNumber();
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ncre.abilityText = parser.readString();
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ncre.abilityRefs = parser.readString();
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{ //adding abilities from ZCRTRAIT.TXT
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if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
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ncre.doubleWide = true;
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if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
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ncre.addBonus(0, Bonus::FLYING);
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if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
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ncre.addBonus(0, Bonus::SHOOTER);
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if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
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ncre.addBonus(0, Bonus::SIEGE_WEAPON);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
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ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
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ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
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if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
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ncre.addBonus(0, Bonus::UNDEAD);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
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ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
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ncre.addBonus(0, Bonus::JOUSTING);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
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{
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ncre.addBonus(+1, Bonus::MORALE);;
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ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
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}
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
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{
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ncre.addBonus(-1, Bonus::MORALE);;
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ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
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}
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if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
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ncre.addBonus(0, Bonus::KING1);
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if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
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ncre.addBonus(0, Bonus::KING2);
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if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
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ncre.addBonus(0, Bonus::KING3);
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if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
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ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
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if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
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ncre.addBonus(0, Bonus::CATAPULT);
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if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
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ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
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if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
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ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
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if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
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ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
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if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
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ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
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}
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creatures.push_back(&ncre);
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}
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while (parser.endLine());
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// loading creatures properties
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tlog5 << "\t\tReading config/creatures.json" << std::endl;
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const JsonNode config(ResourceID("config/creatures.json"));
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BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
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{
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int creatureID = creature["id"].Float();
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const JsonNode *value;
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/* A creature can have several names. */
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BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
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{
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boost::assign::insert(nameToID)(name.String(), creatureID);
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}
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// Set various creature properties
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CCreature *c = creatures[creatureID];
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c->level = creature["level"].Float();
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c->faction = creature["faction"].Float();
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c->animDefName = creature["defname"].String();
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BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
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{
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c->upgradeNames.insert(value.String());
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}
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value = &creature["projectile_defname"];
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if (!value->isNull())
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{
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c->projectile = value->String();
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value = &creature["projectile_spin"];
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c->projectileSpin = value->Bool();
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}
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value = &creature["ability_remove"];//remove first - arch devil
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if (!value->isNull())
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{
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BOOST_FOREACH(const JsonNode &ability, value->Vector())
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{
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RemoveAbility(c, ability);
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}
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}
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value = &creature["ability_add"];
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if (!value->isNull()) {
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BOOST_FOREACH(const JsonNode &ability, value->Vector())
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{
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AddAbility(c, ability.Vector());
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}
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}
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}
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BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
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{
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notUsedMonsters += creature.Float();
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}
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loadAnimationInfo();
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loadSoundsInfo();
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//reading creature ability names
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const JsonNode config2(ResourceID("config/bonusnames.json"));
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BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
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{
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std::map<std::string,int>::const_iterator it_map;
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std::string bonusID = bonus["id"].String();
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it_map = bonusNameMap.find(bonusID);
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if (it_map != bonusNameMap.end())
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stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
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else
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tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
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}
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//handle magic resistance secondary skill premy, potentialy may be buggy
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//std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
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//stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
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if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
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{
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CLegacyConfigParser parser("DATA/CREXPBON.TXT");
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Bonus b; //prototype with some default properties
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b.source = Bonus::STACK_EXPERIENCE;
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b.duration = Bonus::PERMANENT;
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b.valType = Bonus::ADDITIVE_VALUE;
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b.effectRange = Bonus::NO_LIMIT;
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b.additionalInfo = 0;
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b.turnsRemain = 0;
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BonusList bl;
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parser.endLine();
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parser.readString(); //ignore index
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loadStackExp(b, bl, parser);
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BOOST_FOREACH(Bonus * b, bl)
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addBonusForAllCreatures(b); //health bonus is common for all
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parser.endLine();
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for (int i = 1; i < 7; ++i)
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{
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for (int j = 0; j < 4; ++j) //four modifiers common for tiers
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{
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parser.readString(); //ignore index
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bl.clear();
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loadStackExp(b, bl, parser);
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BOOST_FOREACH(Bonus * b, bl)
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addBonusForTier(i, b);
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parser.endLine();
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}
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}
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for (int j = 0; j < 4; ++j) //tier 7
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{
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parser.readString(); //ignore index
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bl.clear();
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loadStackExp(b, bl, parser);
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BOOST_FOREACH(Bonus * b, bl)
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{
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addBonusForTier(7, b);
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creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
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}
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parser.endLine();
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}
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do //parse everything that's left
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{
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b.sid = parser.readNumber(); //id = this particular creature ID
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loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
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}
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while (parser.endLine());
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//Calculate rank exp values, formula appears complicated bu no parsing needed
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expRanks.resize(8);
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int dif = 0;
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int it = 8000; //ignore name of this variable
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expRanks[0].push_back(it);
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for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
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{
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expRanks[0].push_back(expRanks[0][j-1] + it + dif);
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dif += it/5;
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}
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for (int i = 1; i < 8; ++i)
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{
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dif = 0;
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it = 1000 * i;
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expRanks[i].push_back(it);
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for (int j = 1; j < 10; ++j)
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{
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expRanks[i].push_back(expRanks[i][j-1] + it + dif);
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dif += it/5;
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}
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}
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CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
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expBonParser.endLine(); //header
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maxExpPerBattle.resize(8);
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for (int i = 1; i < 8; ++i)
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{
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expBonParser.readString(); //index
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expBonParser.readString(); //float multiplier -> hardcoded
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expBonParser.readString(); //ignore upgrade mod? ->hardcoded
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expBonParser.readString(); //already calculated
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|
|
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 creature, config3["factionCreatures"].Vector())
|
|
{
|
|
factionCommanders[creature["faction"].Float()] = creature["id"].Float();
|
|
}
|
|
BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
|
|
{
|
|
commanderLevelPremy.push_back(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 = *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.timeBetweenFidgets = parser.readNumber();
|
|
unit.walkAnimationTime = parser.readNumber();
|
|
unit.attackAnimationTime = parser.readNumber();
|
|
unit.flightAnimationDistance = parser.readNumber();
|
|
///////////////////////
|
|
|
|
unit.upperRightMissleOffsetX = parser.readNumber();
|
|
unit.upperRightMissleOffsetY = parser.readNumber();
|
|
unit.rightMissleOffsetX = parser.readNumber();
|
|
unit.rightMissleOffsetY = parser.readNumber();
|
|
unit.lowerRightMissleOffsetX = parser.readNumber();
|
|
unit.lowerRightMissleOffsetY = parser.readNumber();
|
|
|
|
///////////////////////
|
|
|
|
for(int jjj=0; jjj<12; ++jjj)
|
|
{
|
|
unit.missleFrameAngles[jjj] = parser.readNumber();
|
|
}
|
|
|
|
unit.troopCountLocationOffset= parser.readNumber();
|
|
unit.attackClimaxFrame = parser.readNumber();
|
|
|
|
parser.endLine();
|
|
}
|
|
|
|
void CCreatureHandler::loadSoundsInfo()
|
|
{
|
|
tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
|
|
const JsonNode config(ResourceID("config/cr_sounds.json"));
|
|
|
|
if (!config["creature_sounds"].isNull())
|
|
{
|
|
|
|
BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector())
|
|
{
|
|
const JsonNode *value;
|
|
int id;
|
|
|
|
value = &node["name"];
|
|
|
|
bmap<std::string,int>::const_iterator i = nameToID.find(value->String());
|
|
if (i != nameToID.end())
|
|
id = i->second;
|
|
else
|
|
{
|
|
tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
|
|
continue;
|
|
}
|
|
|
|
/* This is a bit ugly. Maybe we should use an array for
|
|
* sound ids instead of separate variables and define
|
|
* attack/defend/killed/... as indexes. */
|
|
#define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) creatures[id]->sounds.value_name = value->String(); } while(0)
|
|
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::load(const JsonNode & node)
|
|
{
|
|
BOOST_FOREACH(auto & entry, node.Struct())
|
|
{
|
|
if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
|
|
{
|
|
CCreature * creature = loadCreature(entry.second);
|
|
creature->nameRef = entry.first;
|
|
creature->idNumber = creatures.size();
|
|
nameToID[entry.first] = creatures.size();
|
|
|
|
creatures.push_back(creature);
|
|
tlog3 << "Added creature: " << entry.first << "\n";
|
|
//TODO: notify modHandler that this refName can be resolved to ID
|
|
}
|
|
}
|
|
}
|
|
|
|
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->level = node["level"].Float();
|
|
cre->faction = node["faction"].Float(); //TODO: replaced by string -> id conversion
|
|
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();
|
|
|
|
//optional
|
|
BOOST_FOREACH (auto & str, node["upgrades"].Vector())
|
|
{
|
|
cre->upgradeNames.insert (str.String());
|
|
}
|
|
|
|
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();
|
|
|
|
BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
|
|
{
|
|
auto b = ParseBonus(bonus);
|
|
b->source = Bonus::CREATURE_ABILITY;
|
|
b->duration = Bonus::PERMANENT;
|
|
cre->addNewBonus(b);
|
|
}
|
|
|
|
BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
|
|
{
|
|
auto bonus = 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)
|
|
{
|
|
BOOST_FOREACH (const JsonNode &val, values)
|
|
{
|
|
if (val.Bool() == true)
|
|
{
|
|
bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
|
|
cre->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));
|
|
cre->addNewBonus (new Bonus(*bonus));
|
|
}
|
|
lastVal = val.Float();
|
|
++lowerLimit;
|
|
}
|
|
}
|
|
}
|
|
//graphics
|
|
|
|
const JsonNode & graphics = node["graphics"];
|
|
cre->animDefName = graphics["animation"].String();
|
|
cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
|
|
cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
|
|
cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
|
|
|
|
const JsonNode & animationTime = graphics["animationTime"];
|
|
cre->walkAnimationTime = animationTime["walk"].Float();
|
|
cre->attackAnimationTime = animationTime["attack"].Float();
|
|
cre->flightAnimationDistance = animationTime["flight"].Float(); //?
|
|
//TODO: background?
|
|
const JsonNode & missile = graphics["missile"];
|
|
//TODO: parse
|
|
cre->projectile = missile["projectile"].String();
|
|
cre->projectileSpin = missile["spinning"].Bool();
|
|
|
|
const JsonNode & offsets = missile["offset"];
|
|
cre->upperRightMissleOffsetX = offsets["upperX"].Float();
|
|
cre->upperRightMissleOffsetY = offsets["upperY"].Float();
|
|
cre->rightMissleOffsetX = offsets["middleX"].Float();
|
|
cre->rightMissleOffsetY = offsets["middleY"].Float();
|
|
cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
|
|
cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
|
|
int i = 0;
|
|
BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
|
|
{
|
|
cre->missleFrameAngles[i++] = angle.Float();
|
|
}
|
|
cre->advMapDef = graphics["map"].String();
|
|
cre->iconIndex = graphics["iconIndex"].Float();
|
|
|
|
const JsonNode & sounds = node["sound"];
|
|
|
|
#define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
|
|
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
|
|
|
|
return cre;
|
|
}
|
|
|
|
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 '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 = 74;
|
|
break;
|
|
case 'H': //Hypnotize
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 60;
|
|
break;
|
|
case 'I': //Implosion
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 18;
|
|
break;
|
|
case 'K': //Berserk
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 59;
|
|
break;
|
|
case 'M': //Meteor Shower
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 23;
|
|
break;
|
|
case 'N': //dispell beneficial spells
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 78;
|
|
break;
|
|
case 'R': //Armageddon
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 26;
|
|
break;
|
|
case 'S': //Slow
|
|
b.type = Bonus::SPELL_IMMUNITY;
|
|
b.subtype = 54;
|
|
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;
|
|
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': //some special abilities are threated as spells, work in progress
|
|
b.type = Bonus::SPELL_AFTER_ATTACK;
|
|
b.subtype = stringToNumber(mod);
|
|
break;
|
|
case 'h':
|
|
b.type= Bonus::HATE;
|
|
b.subtype = stringToNumber(mod);
|
|
break;
|
|
case 'p':
|
|
b.type = Bonus::SPELL_BEFORE_ATTACK;
|
|
b.subtype = stringToNumber(mod);
|
|
b.additionalInfo = 3; //always expert?
|
|
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()
|
|
{
|
|
}
|
|
|
|
static int retreiveRandNum(const boost::function<int()> &randGen)
|
|
{
|
|
if(randGen)
|
|
return randGen();
|
|
else
|
|
return rand();
|
|
}
|
|
|
|
template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
|
|
{
|
|
return v.at(retreiveRandNum(randGen) % v.size());
|
|
}
|
|
|
|
int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
|
|
{
|
|
int r = 0;
|
|
if(tier == -1) //pick any allowed creature
|
|
{
|
|
do
|
|
{
|
|
r = pickRandomElementOf(creatures, randGen)->idNumber;
|
|
} while (vstd::contains(VLC->creh->notUsedMonsters,r));
|
|
}
|
|
else
|
|
{
|
|
assert(vstd::iswithin(tier, 1, 7));
|
|
std::vector<int> allowed;
|
|
BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
|
|
{
|
|
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
|
|
int creid = static_cast<const CCreature*>(b)->idNumber;
|
|
if(!vstd::contains(notUsedMonsters, creid))
|
|
allowed.push_back(creid);
|
|
}
|
|
|
|
if(!allowed.size())
|
|
{
|
|
tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
|
|
return 0;
|
|
}
|
|
|
|
return pickRandomElementOf(allowed, randGen);
|
|
}
|
|
return 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();
|
|
}
|