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ff146a80fe
- by default new heroes\new towns will be enabled on maps (no effect without mods)
495 lines
14 KiB
C++
495 lines
14 KiB
C++
#include "StdInc.h"
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#include "CHeroHandler.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 "JsonNode.h"
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#include "StringConstants.h"
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#include "BattleHex.h"
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#include "CModHandler.h"
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#include "CTownHandler.h"
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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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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 += secSkillProbability[*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 -= secSkillProbability[*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() const
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{
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return EAlignment::EAlignment(VLC->townh->factions[faction].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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void CHeroClassHandler::load()
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{
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CLegacyConfigParser parser("DATA/HCTRAITS.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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CHeroClass * hc = new CHeroClass;
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hc->name = parser.readString();
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hc->aggression = parser.readNumber();
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hc->id = heroClasses.size();
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hc->primarySkillInitial = parser.readNumArray<int>(GameConstants::PRIMARY_SKILLS);
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hc->primarySkillLowLevel = parser.readNumArray<int>(GameConstants::PRIMARY_SKILLS);
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hc->primarySkillHighLevel = parser.readNumArray<int>(GameConstants::PRIMARY_SKILLS);
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hc->secSkillProbability = parser.readNumArray<int>(GameConstants::SKILL_QUANTITY);
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for(int dd=0; dd<GameConstants::F_NUMBER; ++dd)
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{
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hc->selectionProbability[dd] = parser.readNumber();
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}
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VLC->modh->identifiers.requestIdentifier("faction." + ETownType::names[heroClasses.size()/2],
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[=](si32 faction)
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{
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hc->faction = faction;
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});
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heroClasses.push_back(hc);
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VLC->modh->identifiers.registerObject("heroClass." + GameConstants::HERO_CLASSES_NAMES[hc->id], hc->id);
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}
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while (parser.endLine() && !parser.isNextEntryEmpty());
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const JsonNode & heroGraphics = JsonNode(ResourceID("config/heroClasses.json"));
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for (size_t i=0; i<heroClasses.size(); i++)
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{
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const JsonNode & battle = heroGraphics["heroBattleAnim"].Vector()[i/2];
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heroClasses[i]->imageBattleFemale = battle["female"].String();
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heroClasses[i]->imageBattleMale = battle["male"].String();
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const JsonNode & map = heroGraphics["heroMapAnim"].Vector()[i];
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heroClasses[i]->imageMapMale = map.String();
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heroClasses[i]->imageMapFemale = map.String();
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}
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}
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void CHeroClassHandler::load(const JsonNode & classes)
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{
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BOOST_FOREACH(auto & entry, classes.Struct())
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{
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if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
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{
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CHeroClass * heroClass = loadClass(entry.second);
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heroClass->identifier = entry.first;
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heroClass->id = heroClasses.size();
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heroClasses.push_back(heroClass);
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tlog3 << "Added hero class: " << entry.first << "\n";
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VLC->modh->identifiers.registerObject("heroClass." + heroClass->identifier, heroClass->id);
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}
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}
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}
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CHeroClass *CHeroClassHandler::loadClass(const JsonNode & node)
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{
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CHeroClass * heroClass = new CHeroClass;
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heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String();
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heroClass->imageBattleMale = node["animation"]["battle"]["male"].String();
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heroClass->imageMapFemale = node["animation"]["map"]["female"].String();
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heroClass->imageMapMale = node["animation"]["map"]["male"].String();
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heroClass->name = node["name"].String();
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BOOST_FOREACH(const std::string & pSkill, PrimarySkill::names)
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{
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heroClass->primarySkillInitial.push_back(node["primarySkills"][pSkill].Float());
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heroClass->primarySkillLowLevel.push_back(node["lowLevelChance"][pSkill].Float());
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heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
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}
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BOOST_FOREACH(const std::string & secSkill, SecondarySkill::names)
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{
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heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
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}
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BOOST_FOREACH(auto & tavern, node["tavern"].Struct())
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{
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int value = tavern.second.Float();
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VLC->modh->identifiers.requestIdentifier("faction." + tavern.first,
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[=](si32 factionID)
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{
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heroClass->selectionProbability[factionID] = value;
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});
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}
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VLC->modh->identifiers.requestIdentifier("faction." + node["faction"].String(),
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[=](si32 factionID)
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{
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heroClass->faction = factionID;
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});
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return heroClass;
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}
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CHeroClassHandler::~CHeroClassHandler()
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{
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BOOST_FOREACH(auto heroClass, heroClasses)
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{
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delete heroClass.get();
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}
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}
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CHeroHandler::~CHeroHandler()
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{
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BOOST_FOREACH(auto hero, heroes)
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delete hero.get();
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}
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CHeroHandler::CHeroHandler()
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{}
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void CHeroHandler::load(const JsonNode & input)
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{
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BOOST_FOREACH(auto & entry, input.Struct())
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{
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if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
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{
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CHero * hero = loadHero(entry.second);
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hero->ID = heroes.size();
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heroes.push_back(hero);
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tlog3 << "Added hero: " << entry.first << "\n";
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VLC->modh->identifiers.registerObject("hero." + entry.first, hero->ID);
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}
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}
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}
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CHero * CHeroHandler::loadHero(const JsonNode & node)
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{
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CHero * hero = new CHero;
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hero->name = node["texts"]["name"].String();
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hero->biography = node["texts"]["biography"].String();
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hero->specName = node["texts"]["specialty"]["name"].String();
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hero->specTooltip = node["texts"]["specialty"]["tooltip"].String();
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hero->specDescr = node["texts"]["specialty"]["description"].String();
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hero->imageIndex = node["images"]["index"].Float();
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hero->iconSpecSmall = node["images"]["specialtySmall"].String();
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hero->iconSpecLarge = node["images"]["specialtyLarge"].String();
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hero->portraitSmall = node["images"]["small"].String();
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hero->portraitLarge = node["images"]["large"].String();
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assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots
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hero->initialArmy.resize(node["army"].Vector().size());
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for (size_t i=0; i< hero->initialArmy.size(); i++)
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{
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const JsonNode & source = node["army"].Vector()[i];
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hero->initialArmy[i].minAmount = source["min"].Float();
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hero->initialArmy[i].maxAmount = source["max"].Float();
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assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount);
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VLC->modh->identifiers.requestIdentifier(std::string("creature.") + source["creature"].String(), [=](si32 creature)
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{
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hero->initialArmy[i].creature = creature;
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});
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}
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loadHeroJson(hero, node);
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return hero;
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}
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void CHeroHandler::loadHeroJson(CHero * hero, const JsonNode & node)
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{
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// sex: 0=male, 1=female
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hero->sex = node["female"].Bool();
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hero->special = node["special"].Bool();
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BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
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{
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int skillID = boost::range::find(SecondarySkill::names, set["skill"].String()) - boost::begin(SecondarySkill::names);
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int skillLevel = boost::range::find(SecondarySkill::levels, set["level"].String()) - boost::begin(SecondarySkill::levels);
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hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));
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}
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BOOST_FOREACH(const JsonNode & spell, node["spellbook"].Vector())
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{
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hero->spells.insert(spell.Float());
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}
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BOOST_FOREACH(const JsonNode &specialty, node["specialties"].Vector())
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{
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SSpecialtyInfo spec;
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spec.type = specialty["type"].Float();
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spec.val = specialty["val"].Float();
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spec.subtype = specialty["subtype"].Float();
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spec.additionalinfo = specialty["info"].Float();
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hero->spec.push_back(spec); //put a copy of dummy
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}
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VLC->modh->identifiers.requestIdentifier("heroClass." + node["class"].String(),
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[=](si32 classID)
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{
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hero->heroClass = classes.heroClasses[classID];
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});
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}
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void CHeroHandler::load()
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{
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classes.load();
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loadHeroes();
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loadHeroTexts();
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loadObstacles();
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loadTerrains();
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loadBallistics();
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loadExperience();
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}
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void CHeroHandler::loadExperience()
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{
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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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}
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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"].convertTo<std::vector<ui8> >();
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obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo<std::vector<ui8> >();
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obi.blockedTiles = obs["blockedTiles"].convertTo<std::vector<si16> >();
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obi.isAbsoluteObstacle = absolute;
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}
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};
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const JsonNode config(ResourceID("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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//loadObstacles(config["moats"], true, moats);
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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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CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
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parser.endLine(); //ignore header
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parser.endLine();
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for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
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{
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CHero * hero = new CHero;
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hero->name = parser.readString();
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hero->initialArmy.resize(3);
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for(int x=0;x<3;x++)
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{
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hero->initialArmy[x].minAmount = parser.readNumber();
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hero->initialArmy[x].maxAmount = parser.readNumber();
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std::string refName = parser.readString();
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boost::algorithm::replace_all(refName, " ", ""); //remove spaces
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VLC->modh->identifiers.requestIdentifier(std::string("creature.") + refName, [=](si32 creature)
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{
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hero->initialArmy[x].creature = creature;
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});
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}
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parser.endLine();
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hero->ID = heroes.size();
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hero->imageIndex = hero->ID;
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heroes.push_back(hero);
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}
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// Load heroes information
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const JsonNode config(ResourceID("config/heroes.json"));
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BOOST_FOREACH(const JsonNode &hero, config["heroes"].Vector())
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{
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loadHeroJson(heroes[hero["id"].Float()], hero);
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}
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}
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void CHeroHandler::loadHeroTexts()
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{
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CLegacyConfigParser parser("DATA/HEROSPEC.TXT");
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CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT");
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//skip header
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parser.endLine();
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parser.endLine();
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int i=0;
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do
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{
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CHero * hero = heroes[i++];
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hero->specName = parser.readString();
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hero->specTooltip = parser.readString();
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hero->specDescr = parser.readString();
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hero->biography = bioParser.readString();
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}
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while (parser.endLine() && bioParser.endLine() && heroes.size() > i);
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}
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void CHeroHandler::loadBallistics()
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{
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CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
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ballParser.endLine(); //header
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ballParser.endLine();
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do
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{
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ballParser.readString();
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ballParser.readString();
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CHeroHandler::SBallisticsLevelInfo bli;
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bli.keep = ballParser.readNumber();
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bli.tower = ballParser.readNumber();
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bli.gate = ballParser.readNumber();
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bli.wall = ballParser.readNumber();
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bli.shots = ballParser.readNumber();
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bli.noDmg = ballParser.readNumber();
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bli.oneDmg = ballParser.readNumber();
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bli.twoDmg = ballParser.readNumber();
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bli.sum = ballParser.readNumber();
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ballistics.push_back(bli);
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}
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while (ballParser.endLine());
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}
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ui32 CHeroHandler::level (ui64 experience) const
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{
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return boost::range::upper_bound(expPerLevel, experience) - boost::begin(expPerLevel);
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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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const JsonNode config(ResourceID("config/terrains.json"));
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terrCosts.reserve(GameConstants::TERRAIN_TYPES);
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BOOST_FOREACH(const std::string & name, GameConstants::TERRAIN_NAMES)
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terrCosts.push_back(config[name]["moveCost"].Float());
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}
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std::vector<ui8> CHeroHandler::getDefaultAllowedHeroes() const
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{
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// Look Data/HOTRAITS.txt for reference
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std::vector<ui8> allowedHeroes;
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allowedHeroes.reserve(heroes.size());
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BOOST_FOREACH(const CHero * hero, heroes)
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{
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allowedHeroes.push_back(!hero->special);
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}
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return allowedHeroes;
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}
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