mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
2c1dddde33
Bonus * -> std::shared_ptr<Bonus> This cures the following problems: 1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?). 2) Memory leaks. Some Bonuses were not deleted. 3) Reduce the number of "Orphaned child" messages. Valgrind reports 0 leaked memory now and no invalid reads/writes.
230 lines
8.3 KiB
C++
230 lines
8.3 KiB
C++
#pragma once
|
|
|
|
|
|
#include "HeroBonus.h"
|
|
#include "ConstTransitivePtr.h"
|
|
#include "ResourceSet.h"
|
|
#include "GameConstants.h"
|
|
#include "JsonNode.h"
|
|
#include "IHandlerBase.h"
|
|
#include "CRandomGenerator.h"
|
|
|
|
/*
|
|
* CCreatureHandler.h, 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
|
|
*
|
|
*/
|
|
|
|
class CLegacyConfigParser;
|
|
class CCreatureHandler;
|
|
class CCreature;
|
|
|
|
class DLL_LINKAGE CCreature : public CBonusSystemNode
|
|
{
|
|
public:
|
|
std::string identifier;
|
|
|
|
std::string nameRef; // reference name, stringID
|
|
std::string nameSing;// singular name, e.g. Centaur
|
|
std::string namePl; // plural name, e.g. Centaurs
|
|
|
|
std::string abilityText; //description of abilities
|
|
|
|
CreatureID idNumber;
|
|
TFaction faction;
|
|
ui8 level; // 0 - unknown; 1-7 for "usual" creatures
|
|
|
|
//stats that are not handled by bonus system
|
|
ui32 fightValue, AIValue, growth, hordeGrowth;
|
|
ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
|
|
|
|
bool doubleWide;
|
|
bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
|
|
|
|
TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
|
|
std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
|
|
|
|
std::string animDefName; // creature animation used during battles
|
|
std::string advMapDef; //for new creatures only, image for adventure map
|
|
si32 iconIndex; // index of icon in files like twcrport
|
|
|
|
/// names of files with appropriate icons. Used only during loading
|
|
std::string smallIconName;
|
|
std::string largeIconName;
|
|
|
|
struct CreatureAnimation
|
|
{
|
|
double timeBetweenFidgets, idleAnimationTime,
|
|
walkAnimationTime, attackAnimationTime, flightAnimationDistance;
|
|
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
|
|
upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
|
|
|
|
std::vector<double> missleFrameAngles;
|
|
int troopCountLocationOffset, attackClimaxFrame;
|
|
|
|
std::string projectileImageName;
|
|
//bool projectileSpin; //if true, appropriate projectile is spinning during flight
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & timeBetweenFidgets & idleAnimationTime;
|
|
h & walkAnimationTime & attackAnimationTime & flightAnimationDistance;
|
|
h & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX;
|
|
h & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY;
|
|
h & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
|
|
h & projectileImageName;
|
|
}
|
|
} animation;
|
|
|
|
//sound info
|
|
struct CreatureBattleSounds
|
|
{
|
|
std::string attack;
|
|
std::string defend;
|
|
std::string killed; // was killed or died
|
|
std::string move;
|
|
std::string shoot; // range attack
|
|
std::string wince; // attacked but did not die
|
|
std::string startMoving;
|
|
std::string endMoving;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & attack & defend & killed & move & shoot & wince & startMoving & endMoving;
|
|
}
|
|
} sounds;
|
|
|
|
bool isItNativeTerrain(int terrain) const;
|
|
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
|
|
bool isFlying() const; //returns true if it is a flying unit
|
|
bool isShooting() const; //returns true if unit can shoot
|
|
bool isUndead() const; //returns true if unit is undead
|
|
bool isGood () const;
|
|
bool isEvil () const;
|
|
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
|
|
static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
|
|
static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
|
|
bool isMyUpgrade(const CCreature *anotherCre) const;
|
|
|
|
bool valid() const;
|
|
|
|
void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it
|
|
void addBonus(int val, Bonus::BonusType type, int subtype = -1);
|
|
std::string nodeName() const override;
|
|
|
|
template<typename RanGen>
|
|
int getRandomAmount(RanGen ranGen) const
|
|
{
|
|
if(ammMax == ammMin)
|
|
return ammMax;
|
|
else
|
|
return ammMin + (ranGen() % (ammMax - ammMin));
|
|
}
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & static_cast<CBonusSystemNode&>(*this);
|
|
h & namePl & nameSing & nameRef
|
|
& cost & upgrades
|
|
& fightValue & AIValue & growth & hordeGrowth
|
|
& ammMin & ammMax & level
|
|
& abilityText & animDefName & advMapDef;
|
|
h & iconIndex & smallIconName & largeIconName;
|
|
|
|
h & idNumber & faction & sounds & animation;
|
|
|
|
h & doubleWide & special;
|
|
if(version>=759)
|
|
{
|
|
h & identifier;
|
|
}
|
|
}
|
|
|
|
CCreature();
|
|
};
|
|
|
|
class DLL_LINKAGE CCreatureHandler : public IHandlerBase
|
|
{
|
|
private:
|
|
CBonusSystemNode allCreatures;
|
|
CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
|
|
|
|
/// load one creature from json config
|
|
CCreature * loadFromJson(const JsonNode & node, const std::string & identifier);
|
|
|
|
void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
|
|
void loadStackExperience(CCreature * creature, const JsonNode &input);
|
|
void loadCreatureJson(CCreature * creature, const JsonNode & config);
|
|
|
|
/// loading functions
|
|
|
|
/// adding abilities from ZCRTRAIT.TXT
|
|
void loadBonuses(JsonNode & creature, std::string bonuses);
|
|
/// load all creatures from H3 files
|
|
void load();
|
|
void loadCommanders();
|
|
/// load creature from json structure
|
|
void load(std::string creatureID, const JsonNode & node);
|
|
/// read cranim.txt file from H3
|
|
void loadAnimationInfo(std::vector<JsonNode> & h3Data);
|
|
/// read one line from cranim.txt
|
|
void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
|
|
/// parse crexpbon.txt file from H3
|
|
void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
|
|
/// help function for parsing CREXPBON.txt
|
|
int stringToNumber(std::string & s);
|
|
|
|
public:
|
|
std::set<CreatureID> doubledCreatures; //they get double week
|
|
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info.
|
|
|
|
//stack exp
|
|
std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
|
|
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
|
|
si8 expAfterUpgrade;//multiplier in %
|
|
|
|
//Commanders
|
|
BonusList commanderLevelPremy; //bonus values added with each level-up
|
|
std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
|
|
std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
|
|
|
|
const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
|
|
|
|
void deserializationFix();
|
|
CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
|
|
void addBonusForTier(int tier, std::shared_ptr<Bonus> b); //tier must be <1-7>
|
|
void addBonusForAllCreatures(std::shared_ptr<Bonus> b);
|
|
|
|
CCreatureHandler();
|
|
~CCreatureHandler();
|
|
|
|
/// load all creatures from H3 files
|
|
void loadCrExpBon();
|
|
/// generates tier-specific bonus tree entries
|
|
void buildBonusTreeForTiers();
|
|
|
|
void afterLoadFinalization() override;
|
|
|
|
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
|
|
|
|
void loadObject(std::string scope, std::string name, const JsonNode & data) override;
|
|
void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
|
|
|
|
std::vector<bool> getDefaultAllowed() const override;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
|
|
h & doubledCreatures & creatures;
|
|
h & expRanks & maxExpPerBattle & expAfterUpgrade;
|
|
h & skillLevels & skillRequirements & commanderLevelPremy;
|
|
h & allCreatures;
|
|
h & creaturesOfLevel;
|
|
BONUS_TREE_DESERIALIZATION_FIX
|
|
}
|
|
};
|