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vcmi/lib/CHeroHandler.cpp
Michał W. Urbańczyk 7dc0d6878e Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
Now obstacles should be placed exactly like they were in OH3. 
All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. 
If there are still some discrepancies, please report them.
2012-04-23 19:56:37 +00:00

456 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>
#include "BattleHex.h"
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::runtime_error("Cannot pick secondary skill!");
}
EAlignment::EAlignment CHeroClass::getAlignment()
{
return (EAlignment::EAlignment)alignment;
}
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
std::vector<BattleHex> ret;
if(isAbsoluteObstacle)
{
assert(!hex.isValid());
range::copy(blockedTiles, std::back_inserter(ret));
return ret;
}
BOOST_FOREACH(int offset, blockedTiles)
{
BattleHex toBlock = hex + offset;
if((hex.getY() & 1) && !(toBlock.getY() & 1))
toBlock += BattleHex::LEFT;
if(!toBlock.isValid())
tlog1 << "Misplaced obstacle!\n";
else
ret.push_back(toBlock);
}
return ret;
}
bool CObstacleInfo::isAppropriate(int terrainType, int specialBattlefield /*= -1*/) const
{
if(specialBattlefield != -1)
return vstd::contains(allowedSpecialBfields, specialBattlefield);
return vstd::contains(allowedTerrains, terrainType);
}
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()
{
auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
{
BOOST_FOREACH(const JsonNode &obs, node.Vector())
{
int ID = obs["id"].Float();
CObstacleInfo & obi = out[ID];
obi.ID = ID;
obi.defName = obs["defname"].String();
obi.width = obs["width"].Float();
obi.height = obs["height"].Float();
obi.allowedTerrains = obs["allowedTerrain"].StdVector<ui8>();
obi.allowedSpecialBfields = obs["specialBattlefields"].StdVector<ui8>();
obi.blockedTiles = obs["blockedTiles"].StdVector<si16>();
obi.isAbsoluteObstacle = absolute;
}
};
const JsonNode config(GameConstants::DATA_DIR + "/config/obstacles.json");
loadObstacles(config["obstacles"], false, obstacles);
loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
}
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()
{
}