mirror of
https://github.com/vcmi/vcmi.git
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7dc0d6878e
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.
456 lines
11 KiB
C++
456 lines
11 KiB
C++
#include "StdInc.h"
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#include "CHeroHandler.h"
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#include "CLodHandler.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/JsonNode.h"
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#include "GameConstants.h"
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#include <boost/version.hpp>
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#include "BattleHex.h"
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extern CLodHandler * bitmaph;
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void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);
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/*
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* CHeroHandler.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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CHeroClass::CHeroClass()
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{
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skillLimit = 8;
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}
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CHeroClass::~CHeroClass()
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{
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}
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int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks secondary skill out from given possibilities
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{
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if(possibles.size()==1)
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return *possibles.begin();
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int totalProb = 0;
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for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
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{
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totalProb += proSec[*i];
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}
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int ran = rand()%totalProb;
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for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
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{
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ran -= proSec[*i];
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if(ran<0)
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return *i;
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}
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throw std::runtime_error("Cannot pick secondary skill!");
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}
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EAlignment::EAlignment CHeroClass::getAlignment()
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{
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return (EAlignment::EAlignment)alignment;
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}
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std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
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{
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std::vector<BattleHex> ret;
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if(isAbsoluteObstacle)
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{
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assert(!hex.isValid());
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range::copy(blockedTiles, std::back_inserter(ret));
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return ret;
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}
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BOOST_FOREACH(int offset, blockedTiles)
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{
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BattleHex toBlock = hex + offset;
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if((hex.getY() & 1) && !(toBlock.getY() & 1))
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toBlock += BattleHex::LEFT;
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if(!toBlock.isValid())
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tlog1 << "Misplaced obstacle!\n";
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else
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ret.push_back(toBlock);
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}
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return ret;
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}
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bool CObstacleInfo::isAppropriate(int terrainType, int specialBattlefield /*= -1*/) const
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{
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if(specialBattlefield != -1)
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return vstd::contains(allowedSpecialBfields, specialBattlefield);
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return vstd::contains(allowedTerrains, terrainType);
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}
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CHeroHandler::~CHeroHandler()
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{
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for (int i = 0; i < heroes.size(); i++)
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heroes[i].dellNull();
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for (int i = 0; i < heroClasses.size(); i++)
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delete heroClasses[i];
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}
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CHeroHandler::CHeroHandler()
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{}
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void CHeroHandler::loadObstacles()
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{
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auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
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{
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BOOST_FOREACH(const JsonNode &obs, node.Vector())
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{
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int ID = obs["id"].Float();
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CObstacleInfo & obi = out[ID];
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obi.ID = ID;
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obi.defName = obs["defname"].String();
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obi.width = obs["width"].Float();
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obi.height = obs["height"].Float();
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obi.allowedTerrains = obs["allowedTerrain"].StdVector<ui8>();
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obi.allowedSpecialBfields = obs["specialBattlefields"].StdVector<ui8>();
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obi.blockedTiles = obs["blockedTiles"].StdVector<si16>();
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obi.isAbsoluteObstacle = absolute;
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}
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};
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const JsonNode config(GameConstants::DATA_DIR + "/config/obstacles.json");
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loadObstacles(config["obstacles"], false, obstacles);
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loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
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}
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void CHeroHandler::loadPuzzleInfo()
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{
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const JsonNode config(GameConstants::DATA_DIR + "/config/puzzle_map.json");
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int faction = 0;
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BOOST_FOREACH(const JsonNode &puzzle, config["puzzles"].Vector())
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{
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int idx = 0;
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BOOST_FOREACH(const JsonNode &piece, puzzle.Vector())
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{
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SPuzzleInfo spi;
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spi.x = piece["x"].Float();
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spi.y = piece["y"].Float();
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spi.whenUncovered = piece["order"].Float();
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spi.number = idx;
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// filename calculation
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std::ostringstream suffix;
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suffix << std::setfill('0') << std::setw(2);
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suffix << idx << ".BMP";
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static const std::string factionToInfix[GameConstants::F_NUMBER] = {"CAS", "RAM", "TOW", "INF", "NEC", "DUN", "STR", "FOR", "ELE"};
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spi.filename = "PUZ" + factionToInfix[faction] + suffix.str();
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puzzleInfo[faction].push_back(spi);
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idx ++;
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}
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assert(idx == PUZZLES_PER_FACTION);
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faction ++;
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}
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assert(faction == GameConstants::F_NUMBER);
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}
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void CHeroHandler::loadHeroes()
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{
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VLC->heroh = this;
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std::string buf = bitmaph->getTextFile("HOTRAITS.TXT");
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int it=0;
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std::string dump;
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for(int i=0; i<2; ++i)
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{
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loadToIt(dump,buf,it,3);
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}
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int numberOfCurrentClassHeroes = 0;
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int currentClass = 0;
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int additHero = 0;
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CHero::EHeroClasses addTab[12];
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addTab[0] = CHero::KNIGHT;
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addTab[1] = CHero::WITCH;
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addTab[2] = CHero::KNIGHT;
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addTab[3] = CHero::WIZARD;
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addTab[4] = CHero::RANGER;
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addTab[5] = CHero::BARBARIAN;
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addTab[6] = CHero::DEATHKNIGHT;
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addTab[7] = CHero::WARLOCK;
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addTab[8] = CHero::KNIGHT;
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addTab[9] = CHero::WARLOCK;
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addTab[10] = CHero::BARBARIAN;
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addTab[11] = CHero::DEMONIAC;
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for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
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{
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CHero * nher = new CHero;
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if(currentClass<18)
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{
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nher->heroType = static_cast<CHero::EHeroClasses>(currentClass);
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++numberOfCurrentClassHeroes;
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if(numberOfCurrentClassHeroes==8)
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{
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numberOfCurrentClassHeroes = 0;
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++currentClass;
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}
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}
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else
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{
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nher->heroType = addTab[additHero++];
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}
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std::string pom ;
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loadToIt(nher->name,buf,it,4);
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for(int x=0;x<3;x++)
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{
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loadToIt(pom,buf,it,4);
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nher->lowStack[x] = atoi(pom.c_str());
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loadToIt(pom,buf,it,4);
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nher->highStack[x] = atoi(pom.c_str());
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loadToIt(nher->refTypeStack[x],buf,it,(x==2) ? (3) : (4));
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int hlp = nher->refTypeStack[x].find_first_of(' ',0);
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if(hlp>=0)
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nher->refTypeStack[x].replace(hlp,1,"");
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}
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nher->ID = heroes.size();
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heroes.push_back(nher);
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}
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// Load heroes information
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const JsonNode config(GameConstants::DATA_DIR + "/config/heroes.json");
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BOOST_FOREACH(const JsonNode &hero, config["heroes"].Vector()) {
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int hid = hero["id"].Float();
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const JsonNode *value;
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// sex: 0=male, 1=female
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heroes[hid]->sex = !!hero["female"].Bool();
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BOOST_FOREACH(const JsonNode &set, hero["skill_set"].Vector()) {
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heroes[hid]->secSkillsInit.push_back(std::make_pair(set["skill"].Float(), set["level"].Float()));
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}
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value = &hero["spell"];
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if (!value->isNull()) {
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heroes[hid]->startingSpell = value->Float();
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}
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value = &hero["specialties"];
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if (!value->isNull()) {
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BOOST_FOREACH(const JsonNode &specialty, value->Vector()) {
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SSpecialtyInfo dummy;
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dummy.type = specialty["type"].Float();
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dummy.val = specialty["val"].Float();
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dummy.subtype = specialty["subtype"].Float();
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dummy.additionalinfo = specialty["info"].Float();
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heroes[hid]->spec.push_back(dummy); //put a copy of dummy
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}
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}
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}
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loadHeroClasses();
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initHeroClasses();
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expPerLevel.push_back(0);
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expPerLevel.push_back(1000);
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expPerLevel.push_back(2000);
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expPerLevel.push_back(3200);
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expPerLevel.push_back(4600);
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expPerLevel.push_back(6200);
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expPerLevel.push_back(8000);
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expPerLevel.push_back(10000);
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expPerLevel.push_back(12200);
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expPerLevel.push_back(14700);
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expPerLevel.push_back(17500);
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expPerLevel.push_back(20600);
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expPerLevel.push_back(24320);
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expPerLevel.push_back(28784);
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expPerLevel.push_back(34140);
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while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
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{
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int i = expPerLevel.size() - 1;
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expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2);
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}
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expPerLevel.pop_back();//last value is broken
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//ballistics info
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buf = bitmaph->getTextFile("BALLIST.TXT");
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it = 0;
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for(int i=0; i<22; ++i)
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{
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loadToIt(dump,buf,it,4);
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}
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for(int lvl=0; lvl<4; ++lvl)
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{
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CHeroHandler::SBallisticsLevelInfo bli;
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si32 tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.keep = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.tower = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.gate = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.wall = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.shots = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.noDmg = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.oneDmg = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.twoDmg = tempNum;
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loadToIt(tempNum,buf,it,4);
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bli.sum = tempNum;
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if(lvl!=3)
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{
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loadToIt(dump,buf,it,4);
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}
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ballistics.push_back(bli);
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}
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}
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void CHeroHandler::loadHeroClasses()
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{
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std::istringstream str(bitmaph->getTextFile("HCTRAITS.TXT")); //we'll be reading from it
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const int BUFFER_SIZE = 5000;
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char buffer[BUFFER_SIZE+1];
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for(int i=0; i<3; ++i) str.getline(buffer, BUFFER_SIZE); //omitting rubbish
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for(int ss=0; ss<18; ++ss) //18 classes of hero (including conflux)
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{
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CHeroClass * hc = new CHeroClass;
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hc->alignment = ss / 6;
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char name[BUFFER_SIZE+1];
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str.get(name, BUFFER_SIZE, '\t');
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hc->name = name;
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//workaround for locale issue (different localisations use different decimal separator)
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int intPart,fracPart;
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str >> intPart;
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str.ignore();//ignore decimal separator
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str >> fracPart;
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hc->aggression = intPart + fracPart/100.0;
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str >> hc->initialAttack;
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str >> hc->initialDefence;
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str >> hc->initialPower;
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str >> hc->initialKnowledge;
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hc->primChance.resize(GameConstants::PRIMARY_SKILLS);
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for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
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{
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str >> hc->primChance[x].first;
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}
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for(int x=0; x<GameConstants::PRIMARY_SKILLS; ++x)
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{
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str >> hc->primChance[x].second;
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}
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hc->proSec.resize(GameConstants::SKILL_QUANTITY);
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for(int dd=0; dd<GameConstants::SKILL_QUANTITY; ++dd)
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{
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str >> hc->proSec[dd];
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}
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for(int dd=0; dd<ARRAY_COUNT(hc->selectionProbability); ++dd)
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{
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str >> hc->selectionProbability[dd];
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}
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heroClasses.push_back(hc);
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str.getline(buffer, BUFFER_SIZE); //removing end of line characters
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}
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}
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void CHeroHandler::initHeroClasses()
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{
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for(int gg=0; gg<heroes.size(); ++gg)
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{
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heroes[gg]->heroClass = heroClasses[heroes[gg]->heroType];
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}
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loadTerrains();
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}
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ui32 CHeroHandler::level (ui64 experience) const
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{
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int i;
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if (experience <= expPerLevel.back())
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{
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for (i = expPerLevel.size()-1; experience < expPerLevel[i]; i--);
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return i + 1;
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}
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else
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{
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i = expPerLevel.size() - 1;
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while (experience > reqExp (i))
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i++;
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return i;
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}
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}
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ui64 CHeroHandler::reqExp (ui32 level) const
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{
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if(!level)
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return 0;
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if (level <= expPerLevel.size())
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{
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return expPerLevel[level-1];
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}
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else
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{
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tlog3 << "A hero has reached unsupported amount of experience\n";
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return expPerLevel[expPerLevel.size()-1];
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}
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}
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void CHeroHandler::loadTerrains()
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{
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int faction = 0;
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const JsonNode config(GameConstants::DATA_DIR + "/config/terrains.json");
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nativeTerrains.resize(GameConstants::F_NUMBER);
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BOOST_FOREACH(const JsonNode &terrain, config["terrains"].Vector()) {
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BOOST_FOREACH(const JsonNode &cost, terrain["costs"].Vector()) {
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int curCost = cost.Float();
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heroClasses[2*faction]->terrCosts.push_back(curCost);
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heroClasses[2*faction+1]->terrCosts.push_back(curCost);
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}
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nativeTerrains[faction] = terrain["native"].Float();
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faction ++;
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}
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assert(faction == GameConstants::F_NUMBER);
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}
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CHero::CHero()
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{
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startingSpell = -1;
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sex = 0xff;
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}
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CHero::~CHero()
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{
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}
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