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vcmi/lib/CCreatureHandler.cpp

1240 lines
35 KiB
C++

/*
* 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
*
*/
#include "StdInc.h"
#include "CCreatureHandler.h"
#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "CGameState.h"
#include "CTownHandler.h"
#include "CModHandler.h"
#include "StringConstants.h"
#include "mapObjects/CObjectClassesHandler.h"
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)
{
logGlobal->error("Wrong countID %d!", countID);
return 0;
}
else
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 = static_cast<int>(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()
{
setNodeType(CBonusSystemNode::CREATURE);
faction = 0;
level = 0;
fightValue = AIValue = growth = hordeGrowth = ammMin = ammMax = 0;
doubleWide = false;
special = true;
iconIndex = -1;
}
void CCreature::addBonus(int val, Bonus::BonusType type, int subtype)
{
auto added = std::make_shared<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(ETerrainType::EETerrainType terrain) const
{
auto native = getNativeTerrain();
return native == terrain || native == ETerrainType::ANY_TERRAIN;
}
ETerrainType::EETerrainType CCreature::getNativeTerrain() const
{
//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
//and in the CGHeroInstance::getNativeTerrain() to setup mevement bonuses or/and penalties.
return hasBonusOfType(Bonus::NO_TERRAIN_PENALTY) ?
ETerrainType::ANY_TERRAIN
: (ETerrainType::EETerrainType)VLC->townh->factions[faction]->nativeTerrain;
}
void CCreature::setId(CreatureID ID)
{
idNumber = ID;
for(auto bonus : getExportedBonusList())
{
if(bonus->source == Bonus::CREATURE_ABILITY)
bonus->sid = ID;
}
CBonusSystemNode::treeHasChanged();
}
void CCreature::fillWarMachine()
{
switch (idNumber)
{
case CreatureID::CATAPULT: //Catapult
warMachine = ArtifactID::CATAPULT;
break;
case CreatureID::BALLISTA: //Ballista
warMachine = ArtifactID::BALLISTA;
break;
case CreatureID::FIRST_AID_TENT: //First Aid tent
warMachine = ArtifactID::FIRST_AID_TENT;
break;
case CreatureID::AMMO_CART: //Ammo cart
warMachine = ArtifactID::AMMO_CART;
break;
}
warMachine = ArtifactID::NONE; //this creature is not artifact
}
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
auto nsf = std::make_shared<Bonus>();
std::string type = ability_vec[0].String();
auto it = bonusNameMap.find(type);
if (it == bonusNameMap.end()) {
if (type == "DOUBLE_WIDE")
cre->doubleWide = true;
else if (type == "ENEMY_MORALE_DECREASING") {
cre->addBonus(-1, Bonus::MORALE);
cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
}
else if (type == "ENEMY_LUCK_DECREASING") {
cre->addBonus(-1, Bonus::LUCK);
cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
} else
logGlobal->error("Error: invalid ability type %s in creatures config", type);
return;
}
nsf->type = it->second;
JsonUtils::parseTypedBonusShort(ability_vec,nsf);
nsf->source = Bonus::CREATURE_ABILITY;
nsf->sid = cre->idNumber;
cre->addNewBonus(nsf);
}
CCreatureHandler::CCreatureHandler()
: expAfterUpgrade(0)
{
VLC->creh = this;
allCreatures.setDescription("All creatures");
allCreatures.setNodeType(CBonusSystemNode::ENodeTypes::ALL_CREATURES);
creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
loadCommanders();
}
const CCreature * CCreatureHandler::getCreature(const std::string & scope, const std::string & identifier) const
{
boost::optional<si32> index = VLC->modh->identifiers.getIdentifier(scope, "creature", identifier);
if(!index)
throw std::runtime_error("Creature not found "+identifier);
return creatures[*index];
}
void CCreatureHandler::loadCommanders()
{
JsonNode data(ResourceID("config/commanders.json"));
data.setMeta("core"); // assume that commanders are in core mod (for proper bonuses resolution)
const JsonNode & config = data; // switch to const data accessors
for (auto bonus : config["bonusPerLevel"].Vector())
{
commanderLevelPremy.push_back(JsonUtils::parseBonus(bonus.Vector()));
}
int i = 0;
for (auto skill : config["skillLevels"].Vector())
{
skillLevels.push_back (std::vector<ui8>());
for (auto skillLevel : skill["levels"].Vector())
{
skillLevels[i].push_back ((ui8)skillLevel.Float());
}
++i;
}
for (auto ability : config["abilityRequirements"].Vector())
{
std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > a;
a.first = JsonUtils::parseBonus (ability["ability"].Vector());
a.second.first = static_cast<ui8>(ability["skills"].Vector()[0].Float());
a.second.second = static_cast<ui8>(ability["skills"].Vector()[1].Float());
skillRequirements.push_back (a);
}
}
void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses)
{
auto makeBonusNode = [&](std::string type) -> JsonNode
{
JsonNode ret;
ret["type"].String() = type;
return ret;
};
static const std::map<std::string, JsonNode> abilityMap =
{
{"FLYING_ARMY", makeBonusNode("FLYING")},
{"SHOOTING_ARMY", makeBonusNode("SHOOTER")},
{"SIEGE_WEAPON", makeBonusNode("SIEGE_WEAPON")},
{"const_free_attack", makeBonusNode("BLOCKS_RETALIATION")},
{"IS_UNDEAD", makeBonusNode("UNDEAD")},
{"const_no_melee_penalty", makeBonusNode("NO_MELEE_PENALTY")},
{"const_jousting", makeBonusNode("JOUSTING")},
{"KING_1", makeBonusNode("KING1")},
{"KING_2", makeBonusNode("KING2")},
{"KING_3", makeBonusNode("KING3")},
{"const_no_wall_penalty", makeBonusNode("NO_WALL_PENALTY")},
{"CATAPULT", makeBonusNode("CATAPULT")},
{"MULTI_HEADED", makeBonusNode("ATTACKS_ALL_ADJACENT")},
{"IMMUNE_TO_MIND_SPELLS", makeBonusNode("MIND_IMMUNITY")},
{"HAS_EXTENDED_ATTACK", makeBonusNode("TWO_HEX_ATTACK_BREATH")}
};
auto hasAbility = [&](const std::string name) -> bool
{
return boost::algorithm::find_first(bonuses, name);
};
for(auto a : abilityMap)
{
if(hasAbility(a.first))
creature["abilities"][a.first] = a.second;
}
if(hasAbility("DOUBLE_WIDE"))
creature["doubleWide"].Bool() = true;
if(hasAbility("const_raises_morale"))
{
JsonNode node = makeBonusNode("MORALE");
node["val"].Float() = 1;
node["propagator"].String() = "HERO";
creature["abilities"]["const_raises_morale"] = node;
}
if(hasAbility("const_lowers_morale"))
{
JsonNode node = makeBonusNode("MORALE");
node["val"].Float() = -1;
node["effectRange"].String() = "ONLY_ENEMY_ARMY";
creature["abilities"]["const_lowers_morale"] = node;
}
}
std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
{
creatures.resize(dataSize);
std::vector<JsonNode> h3Data;
h3Data.reserve(dataSize);
CLegacyConfigParser parser("DATA/CRTRAITS.TXT");
parser.endLine(); // header
// this file is a bit different in some of Russian localisations:
//ENG: Singular Plural Wood ...
//RUS: Singular Plural Plural2 Wood ...
// Try to detect which version this is by header
// TODO: use 3rd name? Stand for "whose", e.g. pikemans'
size_t namesCount;
{
if ( parser.readString() != "Singular" || parser.readString() != "Plural" )
throw std::runtime_error("Incorrect format of CrTraits.txt");
if (parser.readString() == "Plural2")
namesCount = 3;
else
namesCount = 2;
parser.endLine();
}
for (size_t i=0; i<dataSize; i++)
{
//loop till non-empty line
while (parser.isNextEntryEmpty())
parser.endLine();
JsonNode data;
data["name"]["singular"].String() = parser.readString();
if (namesCount == 3)
parser.readString();
data["name"]["plural"].String() = parser.readString();
for(int v=0; v<7; ++v)
data["cost"][GameConstants::RESOURCE_NAMES[v]].Float() = parser.readNumber();
data["fightValue"].Float() = parser.readNumber();
data["aiValue"].Float() = parser.readNumber();
data["growth"].Float() = parser.readNumber();
data["horde"].Float() = parser.readNumber();
data["hitPoints"].Float() = parser.readNumber();
data["speed"].Float() = parser.readNumber();
data["attack"].Float() = parser.readNumber();
data["defense"].Float() = parser.readNumber();
data["damage"]["min"].Float() = parser.readNumber();
data["damage"]["max"].Float() = parser.readNumber();
if (float shots = parser.readNumber())
data["shots"].Float() = shots;
if (float spells = parser.readNumber())
data["spellPoints"].Float() = spells;
data["advMapAmount"]["min"].Float() = parser.readNumber();
data["advMapAmount"]["max"].Float() = parser.readNumber();
data["abilityText"].String() = parser.readString();
loadBonuses(data, parser.readString()); //Attributes
h3Data.push_back(data);
}
loadAnimationInfo(h3Data);
return h3Data;
}
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
object->setId(CreatureID((si32)creatures.size()));
object->iconIndex = object->idNumber + 2;
creatures.push_back(object);
VLC->modh->identifiers.requestIdentifier(scope, "object", "monster", [=](si32 index)
{
JsonNode conf;
conf.setMeta(scope);
VLC->objtypeh->loadSubObject(object->identifier, conf, Obj::MONSTER, object->idNumber.num);
if (!object->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = object->advMapDef;
VLC->objtypeh->getHandlerFor(Obj::MONSTER, object->idNumber.num)->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, object->idNumber.num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, object->idNumber.num);
});
registerObject(scope, "creature", name, object->idNumber);
for(auto node : data["extraNames"].Vector())
{
registerObject(scope, "creature", node.String(), object->idNumber);
}
}
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data, normalizeIdentifier(scope, "core", name));
object->setId(CreatureID((si32)index));
object->iconIndex = object->idNumber + 2;
if(data["hasDoubleWeek"].Bool()) //
{
doubledCreatures.insert (object->idNumber); //we need to have id (or identifier) before it is inserted
}
assert(creatures[index] == nullptr); // ensure that this id was not loaded before
creatures[index] = object;
VLC->modh->identifiers.requestIdentifier(scope, "object", "monster", [=](si32 index)
{
JsonNode conf;
conf.setMeta(scope);
VLC->objtypeh->loadSubObject(object->identifier, conf, Obj::MONSTER, object->idNumber.num);
if (!object->advMapDef.empty())
{
JsonNode templ;
templ["animation"].String() = object->advMapDef;
VLC->objtypeh->getHandlerFor(Obj::MONSTER, object->idNumber.num)->addTemplate(templ);
}
// object does not have any templates - this is not usable object (e.g. pseudo-creature like Arrow Tower)
if (VLC->objtypeh->getHandlerFor(Obj::MONSTER, object->idNumber.num)->getTemplates().empty())
VLC->objtypeh->removeSubObject(Obj::MONSTER, object->idNumber.num);
});
registerObject(scope, "creature", name, object->idNumber);
for(auto & node : data["extraNames"].Vector())
{
registerObject(scope, "creature", node.String(), object->idNumber);
}
}
std::vector<bool> CCreatureHandler::getDefaultAllowed() const
{
std::vector<bool> ret;
for(const CCreature * crea : creatures)
{
ret.push_back(crea ? !crea->special : false);
}
return ret;
}
void CCreatureHandler::loadCrExpBon()
{
if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
{
CLegacyConfigParser parser("DATA/CREXPBON.TXT");
Bonus b; //prototype with some default properties
b.source = Bonus::STACK_EXPERIENCE;
b.duration = Bonus::PERMANENT;
b.valType = Bonus::ADDITIVE_VALUE;
b.effectRange = Bonus::NO_LIMIT;
b.additionalInfo = 0;
b.turnsRemain = 0;
BonusList bl;
parser.endLine();
parser.readString(); //ignore index
loadStackExp(b, bl, parser);
for(auto b : bl)
addBonusForAllCreatures(b); //health bonus is common for all
parser.endLine();
for (int i = 1; i < 7; ++i)
{
for (int j = 0; j < 4; ++j) //four modifiers common for tiers
{
parser.readString(); //ignore index
bl.clear();
loadStackExp(b, bl, parser);
for(auto b : bl)
addBonusForTier(i, b);
parser.endLine();
}
}
for (int j = 0; j < 4; ++j) //tier 7
{
parser.readString(); //ignore index
bl.clear();
loadStackExp(b, bl, parser);
for(auto b : bl)
{
addBonusForTier(7, b);
creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
}
parser.endLine();
}
do //parse everything that's left
{
auto sid = static_cast<ui32>(parser.readNumber()); //id = this particular creature ID
b.sid = sid;
bl.clear();
loadStackExp(b, bl, parser);
for(auto b : bl)
{
creatures[sid]->addNewBonus(b); //add directly to CCreature Node
}
}
while (parser.endLine());
//Calculate rank exp values, formula appears complicated bu no parsing needed
expRanks.resize(8);
int dif = 0;
int it = 8000; //ignore name of this variable
expRanks[0].push_back(it);
for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
{
expRanks[0].push_back(expRanks[0][j-1] + it + dif);
dif += it/5;
}
for (int i = 1; i < 8; ++i)
{
dif = 0;
it = 1000 * i;
expRanks[i].push_back(it);
for (int j = 1; j < 10; ++j)
{
expRanks[i].push_back(expRanks[i][j-1] + it + dif);
dif += it/5;
}
}
CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
expBonParser.endLine(); //header
maxExpPerBattle.resize(8);
for (int i = 1; i < 8; ++i)
{
expBonParser.readString(); //index
expBonParser.readString(); //float multiplier -> hardcoded
expBonParser.readString(); //ignore upgrade mod? ->hardcoded
expBonParser.readString(); //already calculated
maxExpPerBattle[i] = static_cast<ui32>(expBonParser.readNumber());
expRanks[i].push_back(expRanks[i].back() + (ui32)expBonParser.readNumber());
expBonParser.endLine();
}
//skeleton gets exp penalty
creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
//exp for tier >7, rank 11
expRanks[0].push_back(147000);
expAfterUpgrade = 75; //percent
maxExpPerBattle[0] = maxExpPerBattle[7];
}//end of Stack Experience
}
void CCreatureHandler::loadAnimationInfo(std::vector<JsonNode> &h3Data)
{
CLegacyConfigParser parser("DATA/CRANIM.TXT");
parser.endLine(); // header
parser.endLine();
for(int dd=0; dd<VLC->modh->settings.data["textData"]["creature"].Float(); ++dd)
{
while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
;
loadUnitAnimInfo(h3Data[dd]["graphics"], parser);
parser.endLine();
}
}
void CCreatureHandler::loadUnitAnimInfo(JsonNode & graphics, CLegacyConfigParser & parser)
{
graphics["timeBetweenFidgets"].Float() = parser.readNumber();
JsonNode & animationTime = graphics["animationTime"];
animationTime["walk"].Float() = parser.readNumber();
animationTime["attack"].Float() = parser.readNumber();
animationTime["flight"].Float() = parser.readNumber();
animationTime["idle"].Float() = 10.0;
JsonNode & missile = graphics["missile"];
JsonNode & offsets = missile["offset"];
offsets["upperX"].Float() = parser.readNumber();
offsets["upperY"].Float() = parser.readNumber();
offsets["middleX"].Float() = parser.readNumber();
offsets["middleY"].Float() = parser.readNumber();
offsets["lowerX"].Float() = parser.readNumber();
offsets["lowerY"].Float() = parser.readNumber();
for(int i=0; i<12; i++)
{
JsonNode entry;
entry.Float() = parser.readNumber();
missile["frameAngles"].Vector().push_back(entry);
}
graphics["troopCountLocationOffset"].Float() = parser.readNumber();
missile["attackClimaxFrame"].Float() = parser.readNumber();
// assume that creature is not a shooter and should not have whole missile field
if (missile["frameAngles"].Vector()[0].Float() == 0 &&
missile["attackClimaxFrame"].Float() == 0)
graphics.Struct().erase("missile");
}
CCreature * CCreatureHandler::loadFromJson(const JsonNode & node, const std::string & identifier)
{
auto cre = new CCreature();
const JsonNode & name = node["name"];
cre->identifier = identifier;
cre->nameSing = name["singular"].String();
cre->namePl = name["plural"].String();
cre->cost = Res::ResourceSet(node["cost"]);
cre->fightValue = static_cast<ui32>(node["fightValue"].Float());
cre->AIValue = static_cast<ui32>(node["aiValue"].Float());
cre->growth = static_cast<ui32>(node["growth"].Float());
cre->hordeGrowth = static_cast<ui32>(node["horde"].Float()); // Needed at least until configurable buildings
cre->addBonus((int)node["hitPoints"].Float(), Bonus::STACK_HEALTH);
cre->addBonus((int)node["speed"].Float(), Bonus::STACKS_SPEED);
cre->addBonus((int)node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
cre->addBonus((int)node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
cre->addBonus((int)node["damage"]["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
cre->addBonus((int)node["damage"]["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
assert(node["damage"]["min"].Float() <= node["damage"]["max"].Float());
cre->ammMin = static_cast<ui32>(node["advMapAmount"]["min"].Float());
cre->ammMax = static_cast<ui32>(node["advMapAmount"]["max"].Float());
assert(cre->ammMin <= cre->ammMax);
if (!node["shots"].isNull())
cre->addBonus((int)node["shots"].Float(), Bonus::SHOTS);
if (node["spellPoints"].isNull())
cre->addBonus((int)node["spellPoints"].Float(), Bonus::CASTS);
cre->doubleWide = node["doubleWide"].Bool();
loadStackExperience(cre, node["stackExperience"]);
loadJsonAnimation(cre, node["graphics"]);
loadCreatureJson(cre, node);
return cre;
}
void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graphics)
{
cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
cre->animation.troopCountLocationOffset = static_cast<int>(graphics["troopCountLocationOffset"].Float());
const JsonNode & animationTime = graphics["animationTime"];
cre->animation.walkAnimationTime = animationTime["walk"].Float();
cre->animation.idleAnimationTime = animationTime["idle"].Float();
cre->animation.attackAnimationTime = animationTime["attack"].Float();
cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?
const JsonNode & missile = graphics["missile"];
const JsonNode & offsets = missile["offset"];
cre->animation.upperRightMissleOffsetX = static_cast<int>(offsets["upperX"].Float());
cre->animation.upperRightMissleOffsetY = static_cast<int>(offsets["upperY"].Float());
cre->animation.rightMissleOffsetX = static_cast<int>(offsets["middleX"].Float());
cre->animation.rightMissleOffsetY = static_cast<int>(offsets["middleY"].Float());
cre->animation.lowerRightMissleOffsetX = static_cast<int>(offsets["lowerX"].Float());
cre->animation.lowerRightMissleOffsetY = static_cast<int>(offsets["lowerY"].Float());
cre->animation.attackClimaxFrame = static_cast<int>(missile["attackClimaxFrame"].Float());
cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double> >();
cre->advMapDef = graphics["map"].String();
cre->smallIconName = graphics["iconSmall"].String();
cre->largeIconName = graphics["iconLarge"].String();
}
void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
{
creature->level = static_cast<ui8>(config["level"].Float());
creature->animDefName = config["graphics"]["animation"].String();
//FIXME: MOD COMPATIBILITY
if (config["abilities"].getType() == JsonNode::JsonType::DATA_STRUCT)
{
for(auto &ability : config["abilities"].Struct())
{
if (!ability.second.isNull())
{
auto b = JsonUtils::parseBonus(ability.second);
b->source = Bonus::CREATURE_ABILITY;
b->duration = Bonus::PERMANENT;
creature->addNewBonus(b);
}
}
}
else
{
for(const JsonNode &ability : config["abilities"].Vector())
{
if (ability.getType() == JsonNode::JsonType::DATA_VECTOR)
{
assert(0); // should be unused now
AddAbility(creature, ability.Vector()); // used only for H3 creatures
}
else
{
auto b = JsonUtils::parseBonus(ability);
b->source = Bonus::CREATURE_ABILITY;
b->duration = Bonus::PERMANENT;
creature->addNewBonus(b);
}
}
}
VLC->modh->identifiers.requestIdentifier("faction", config["faction"], [=](si32 faction)
{
creature->faction = faction;
});
for(const JsonNode &value : config["upgrades"].Vector())
{
VLC->modh->identifiers.requestIdentifier("creature", value, [=](si32 identifier)
{
creature->upgrades.insert(CreatureID(identifier));
});
}
creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
creature->special = config["special"].Bool() || config["disabled"].Bool();
const JsonNode & sounds = config["sound"];
#define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
GET_SOUND_VALUE(attack);
GET_SOUND_VALUE(defend);
GET_SOUND_VALUE(killed);
GET_SOUND_VALUE(move);
GET_SOUND_VALUE(shoot);
GET_SOUND_VALUE(wince);
GET_SOUND_VALUE(startMoving);
GET_SOUND_VALUE(endMoving);
#undef GET_SOUND_VALUE
}
void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input)
{
for (const JsonNode &exp : input.Vector())
{
auto bonus = JsonUtils::parseBonus (exp["bonus"]);
bonus->source = Bonus::STACK_EXPERIENCE;
bonus->duration = Bonus::PERMANENT;
const JsonVector &values = exp["values"].Vector();
int lowerLimit = 1;//, upperLimit = 255;
if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
{
for (const JsonNode &val : values)
{
if (val.Bool() == true)
{
bonus->limiter = std::make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
creature->addNewBonus (std::make_shared<Bonus>(*bonus)); //bonuses must be unique objects
break; //TODO: allow bonuses to turn off?
}
++lowerLimit;
}
}
else
{
int lastVal = 0;
for (const JsonNode &val : values)
{
if (val.Float() != lastVal)
{
bonus->val = (int)val.Float() - lastVal;
bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
creature->addNewBonus (std::make_shared<Bonus>(*bonus));
}
lastVal = static_cast<int>(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:
logGlobal->trace("Not parsed bonus %s %s", buf, mod);
return;
break;
}
break;
case 'w': //specific spell immunities, enabled/disabled
enable = true;
switch (mod[0])
{
case 'B': //Blind
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::BLIND;
b.additionalInfo = 0;//normal immunity
break;
case 'H': //Hypnotize
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::HYPNOTIZE;
b.additionalInfo = 0;//normal immunity
break;
case 'I': //Implosion
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::IMPLOSION;
b.additionalInfo = 0;//normal immunity
break;
case 'K': //Berserk
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::BERSERK;
b.additionalInfo = 0;//normal immunity
break;
case 'M': //Meteor Shower
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::METEOR_SHOWER;
b.additionalInfo = 0;//normal immunity
break;
case 'N': //dispell beneficial spells
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
b.additionalInfo = 0;//normal immunity
break;
case 'R': //Armageddon
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::ARMAGEDDON;
b.additionalInfo = 0;//normal immunity
break;
case 'S': //Slow
b.type = Bonus::SPELL_IMMUNITY;
b.subtype = SpellID::SLOW;
b.additionalInfo = 0;//normal immunity
break;
case '6':
case '7':
case '8':
case '9':
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
b.val = std::atoi(mod.c_str()) - 5;
break;
case ':':
b.type = Bonus::LEVEL_SPELL_IMMUNITY;
b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
break;
case 'F':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 1; //not positive
break;
case 'O':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'f':
b.type = Bonus::FIRE_IMMUNITY;
b.subtype = 0; //all
break;
case 'C':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 1; //not positive
break;
case 'W':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'w':
b.type = Bonus::WATER_IMMUNITY;
b.subtype = 0; //all
break;
case 'E':
b.type = Bonus::EARTH_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'e':
b.type = Bonus::EARTH_IMMUNITY;
b.subtype = 0; //all
break;
case 'A':
b.type = Bonus::AIR_IMMUNITY;
b.subtype = 2; //only direct damage
break;
case 'a':
b.type = Bonus::AIR_IMMUNITY;
b.subtype = 0; //all
break;
case 'D':
b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
break;
case '0':
b.type = Bonus::RECEPTIVE;
break;
case 'm':
b.type = Bonus::MIND_IMMUNITY;
break;
default:
logGlobal->trace("Not parsed bonus %s %s", buf, mod);
return;
}
break;
case 'i':
enable = true;
b.type = Bonus::NO_DISTANCE_PENALTY;
break;
case 'o':
enable = true;
b.type = Bonus::NO_WALL_PENALTY;
break;
case 'a':
case 'c':
case 'K':
case 'k':
b.type = Bonus::SPELL_AFTER_ATTACK;
b.subtype = stringToNumber(mod);
break;
case 'h':
b.type= Bonus::HATE;
b.subtype = stringToNumber(mod);
break;
case 'p':
case 'J':
b.type = Bonus::SPELL_BEFORE_ATTACK;
b.subtype = stringToNumber(mod);
b.additionalInfo = 3; //always expert?
break;
case 'r':
b.type = Bonus::HP_REGENERATION;
b.val = stringToNumber(mod);
break;
case 's':
b.type = Bonus::ENCHANTED;
b.subtype = stringToNumber(mod);
b.valType = Bonus::INDEPENDENT_MAX;
break;
default:
logGlobal->trace("Not parsed bonus %s %s", buf, mod);
return;
break;
}
switch (mod[0])
{
case '+':
case '=': //should we allow percent values to stack or pick highest?
b.valType = Bonus::ADDITIVE_VALUE;
break;
}
//limiters, range
si32 lastVal, curVal, lastLev = 0;
if (enable) //0 and 2 means non-active, 1 - active
{
if (b.type != Bonus::REBIRTH)
b.val = 0; //on-off ability, no value specified
curVal = static_cast<si32>(parser.readNumber());// 0 level is never active
for (int i = 1; i < 11; ++i)
{
curVal = static_cast<si32>(parser.readNumber());
if (curVal == 1)
{
b.limiter.reset (new RankRangeLimiter(i));
bl.push_back(std::make_shared<Bonus>(b));
break; //never turned off it seems
}
}
}
else
{
lastVal = static_cast<si32>(parser.readNumber());
if (b.type == Bonus::HATE)
lastVal *= 10; //odd fix
//FIXME: value for zero level should be stored in our config files (independent of stack exp)
for (int i = 1; i < 11; ++i)
{
curVal = static_cast<si32>(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(std::make_shared<Bonus>(b));
lastLev = i; //start new range from here, i = previous rank
}
else if (curVal < lastVal)
{
b.val = lastVal;
b.limiter.reset (new RankRangeLimiter(lastLev, i));
}
}
}
}
int CCreatureHandler::stringToNumber(std::string & s)
{
boost::algorithm::replace_first(s,"#",""); //drop hash character
return std::atoi(s.c_str());
}
CCreatureHandler::~CCreatureHandler()
{
for(auto & creature : creatures)
creature.dellNull();
for(auto & p : skillRequirements)
p.first = nullptr;
}
CreatureID CCreatureHandler::pickRandomMonster(CRandomGenerator & rand, int tier) const
{
int r = 0;
if(tier == -1) //pick any allowed creature
{
do
{
r = (*RandomGeneratorUtil::nextItem(creatures, rand))->idNumber;
} while (VLC->creh->creatures[r] && VLC->creh->creatures[r]->special); // find first "not special" creature
}
else
{
assert(vstd::iswithin(tier, 1, 7));
std::vector<CreatureID> allowed;
for(const CBonusSystemNode *b : creaturesOfLevel[tier].getChildrenNodes())
{
assert(b->getNodeType() == CBonusSystemNode::CREATURE);
const CCreature * crea = dynamic_cast<const CCreature*>(b);
if(crea && !crea->special)
allowed.push_back(crea->idNumber);
}
if(!allowed.size())
{
logGlobal->warn("Cannot pick a random creature of tier %d!", tier);
return CreatureID::NONE;
}
return *RandomGeneratorUtil::nextItem(allowed, rand);
}
assert (r >= 0); //should always be, but it crashed
return CreatureID(r);
}
void CCreatureHandler::addBonusForTier(int tier, std::shared_ptr<Bonus> b)
{
assert(vstd::iswithin(tier, 1, 7));
creaturesOfLevel[tier].addNewBonus(b);
}
void CCreatureHandler::addBonusForAllCreatures(std::shared_ptr<Bonus> b)
{
allCreatures.addNewBonus(b);
}
void CCreatureHandler::removeBonusesFromAllCreatures()
{
allCreatures.removeBonuses(Selector::all);
}
void CCreatureHandler::restoreAllCreaturesNodeType794()
{
allCreatures.setNodeType(CBonusSystemNode::ENodeTypes::ALL_CREATURES);
}
void CCreatureHandler::buildBonusTreeForTiers()
{
for(CCreature *c : creatures)
{
if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
c->attachTo(&creaturesOfLevel[c->level]);
else
c->attachTo(&creaturesOfLevel[0]);
}
for(CBonusSystemNode &b : creaturesOfLevel)
b.attachTo(&allCreatures);
}
void CCreatureHandler::afterLoadFinalization()
{
}
void CCreatureHandler::deserializationFix()
{
buildBonusTreeForTiers();
}