CHeroHandler.cpp 16 KB

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  1. #include "StdInc.h"
  2. #include "CHeroHandler.h"
  3. #include "CGeneralTextHandler.h"
  4. #include "filesystem/CResourceLoader.h"
  5. #include "VCMI_Lib.h"
  6. #include "JsonNode.h"
  7. #include "StringConstants.h"
  8. #include "BattleHex.h"
  9. #include "CModHandler.h"
  10. #include "CTownHandler.h"
  11. #include "CObjectHandler.h" //for hero specialty
  12. /*
  13. * CHeroHandler.cpp, part of VCMI engine
  14. *
  15. * Authors: listed in file AUTHORS in main folder
  16. *
  17. * License: GNU General Public License v2.0 or later
  18. * Full text of license available in license.txt file, in main folder
  19. *
  20. */
  21. SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
  22. {
  23. if(possibles.size()==1)
  24. return *possibles.begin();
  25. int totalProb = 0;
  26. for(auto i=possibles.begin(); i!=possibles.end(); i++)
  27. {
  28. totalProb += secSkillProbability[*i];
  29. }
  30. int ran = rand()%totalProb;
  31. for(auto i=possibles.begin(); i!=possibles.end(); i++)
  32. {
  33. ran -= secSkillProbability[*i];
  34. if(ran<0)
  35. return *i;
  36. }
  37. throw std::runtime_error("Cannot pick secondary skill!");
  38. }
  39. EAlignment::EAlignment CHeroClass::getAlignment() const
  40. {
  41. return EAlignment::EAlignment(VLC->townh->factions[faction].alignment);
  42. }
  43. std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
  44. {
  45. std::vector<BattleHex> ret;
  46. if(isAbsoluteObstacle)
  47. {
  48. assert(!hex.isValid());
  49. range::copy(blockedTiles, std::back_inserter(ret));
  50. return ret;
  51. }
  52. BOOST_FOREACH(int offset, blockedTiles)
  53. {
  54. BattleHex toBlock = hex + offset;
  55. if((hex.getY() & 1) && !(toBlock.getY() & 1))
  56. toBlock += BattleHex::LEFT;
  57. if(!toBlock.isValid())
  58. logGlobal->errorStream() << "Misplaced obstacle!";
  59. else
  60. ret.push_back(toBlock);
  61. }
  62. return ret;
  63. }
  64. bool CObstacleInfo::isAppropriate(ETerrainType terrainType, int specialBattlefield /*= -1*/) const
  65. {
  66. if(specialBattlefield != -1)
  67. return vstd::contains(allowedSpecialBfields, specialBattlefield);
  68. return vstd::contains(allowedTerrains, terrainType);
  69. }
  70. void CHeroClassHandler::load()
  71. {
  72. CLegacyConfigParser parser("DATA/HCTRAITS.TXT");
  73. parser.endLine(); // header
  74. parser.endLine();
  75. std::vector<JsonNode> h3Data;
  76. do
  77. {
  78. JsonNode entry;
  79. entry["name"].String() = parser.readString();
  80. parser.readNumber(); // unused aggression
  81. for (size_t i=0; i < GameConstants::PRIMARY_SKILLS; i++)
  82. entry["primarySkills"][PrimarySkill::names[i]].Float() = parser.readNumber();
  83. for (size_t i=0; i < GameConstants::PRIMARY_SKILLS; i++)
  84. entry["lowLevelChance"][PrimarySkill::names[i]].Float() = parser.readNumber();
  85. for (size_t i=0; i < GameConstants::PRIMARY_SKILLS; i++)
  86. entry["highLevelChance"][PrimarySkill::names[i]].Float() = parser.readNumber();
  87. for (size_t i=0; i < GameConstants::SKILL_QUANTITY; i++)
  88. entry["secondarySkills"][NSecondarySkill::names[i]].Float() = parser.readNumber();
  89. for(size_t i = 0; i < GameConstants::F_NUMBER; i++)
  90. entry["tavern"][ETownType::names[i]].Float() = parser.readNumber();
  91. h3Data.push_back(entry);
  92. }
  93. while (parser.endLine() && !parser.isNextEntryEmpty());
  94. JsonNode classConf = JsonNode(ResourceID("config/heroClasses.json"));
  95. heroClasses.resize(GameConstants::F_NUMBER * 2);
  96. BOOST_FOREACH(auto & node, classConf.Struct())
  97. {
  98. int numeric = node.second["id"].Float();
  99. JsonNode & classData = h3Data[numeric];
  100. JsonUtils::merge(classData, node.second);
  101. //JsonUtils::validate(classData, "vcmi:heroClass", node.first);
  102. heroClasses[numeric] = loadClass(classData);
  103. heroClasses[numeric]->id = numeric;
  104. VLC->modh->identifiers.registerObject ("heroClass." + node.first, numeric);
  105. }
  106. for (size_t i=0; i < heroClasses.size(); i++)
  107. {
  108. if (heroClasses[i] == nullptr)
  109. logGlobal->warnStream() << "Warning: class with id " << i << " is missing!";
  110. }
  111. }
  112. void CHeroClassHandler::load(std::string objectID, const JsonNode & input)
  113. {
  114. CHeroClass * heroClass = loadClass(input);
  115. heroClass->identifier = objectID;
  116. heroClass->id = heroClasses.size();
  117. heroClasses.push_back(heroClass);
  118. logGlobal->traceStream() << "Added hero class: " << objectID;
  119. VLC->modh->identifiers.registerObject("heroClass." + heroClass->identifier, heroClass->id);
  120. }
  121. CHeroClass *CHeroClassHandler::loadClass(const JsonNode & node)
  122. {
  123. CHeroClass * heroClass = new CHeroClass;
  124. heroClass->imageBattleFemale = node["animation"]["battle"]["female"].String();
  125. heroClass->imageBattleMale = node["animation"]["battle"]["male"].String();
  126. heroClass->imageMapFemale = node["animation"]["map"]["female"].String();
  127. heroClass->imageMapMale = node["animation"]["map"]["male"].String();
  128. heroClass->name = node["name"].String();
  129. BOOST_FOREACH(const std::string & pSkill, PrimarySkill::names)
  130. {
  131. heroClass->primarySkillInitial.push_back(node["primarySkills"][pSkill].Float());
  132. heroClass->primarySkillLowLevel.push_back(node["lowLevelChance"][pSkill].Float());
  133. heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
  134. }
  135. BOOST_FOREACH(const std::string & secSkill, NSecondarySkill::names)
  136. {
  137. heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
  138. }
  139. BOOST_FOREACH(auto & tavern, node["tavern"].Struct())
  140. {
  141. int value = tavern.second.Float();
  142. VLC->modh->identifiers.requestIdentifier("faction." + tavern.first,
  143. [=](si32 factionID)
  144. {
  145. heroClass->selectionProbability[factionID] = value;
  146. });
  147. }
  148. VLC->modh->identifiers.requestIdentifier("faction." + node["faction"].String(),
  149. [=](si32 factionID)
  150. {
  151. heroClass->faction = factionID;
  152. });
  153. return heroClass;
  154. }
  155. CHeroClassHandler::~CHeroClassHandler()
  156. {
  157. BOOST_FOREACH(auto heroClass, heroClasses)
  158. {
  159. delete heroClass.get();
  160. }
  161. }
  162. CHeroHandler::~CHeroHandler()
  163. {
  164. BOOST_FOREACH(auto hero, heroes)
  165. delete hero.get();
  166. }
  167. CHeroHandler::CHeroHandler()
  168. {
  169. }
  170. void CHeroHandler::load(std::string objectID, const JsonNode & input)
  171. {
  172. CHero * hero = loadHero(input);
  173. hero->ID = heroes.size();
  174. heroes.push_back(hero);
  175. logGlobal->traceStream() << "Added hero: " << objectID;
  176. VLC->modh->identifiers.registerObject("hero." + objectID, hero->ID);
  177. }
  178. CHero * CHeroHandler::loadHero(const JsonNode & node)
  179. {
  180. CHero * hero = new CHero;
  181. hero->sex = node["female"].Bool();
  182. hero->special = node["special"].Bool();
  183. hero->name = node["texts"]["name"].String();
  184. hero->biography = node["texts"]["biography"].String();
  185. hero->specName = node["texts"]["specialty"]["name"].String();
  186. hero->specTooltip = node["texts"]["specialty"]["tooltip"].String();
  187. hero->specDescr = node["texts"]["specialty"]["description"].String();
  188. hero->imageIndex = node["images"]["index"].Float();
  189. hero->iconSpecSmall = node["images"]["specialtySmall"].String();
  190. hero->iconSpecLarge = node["images"]["specialtyLarge"].String();
  191. hero->portraitSmall = node["images"]["small"].String();
  192. hero->portraitLarge = node["images"]["large"].String();
  193. loadHeroArmy(hero, node);
  194. loadHeroSkills(hero, node);
  195. loadHeroSpecialty(hero, node);
  196. VLC->modh->identifiers.requestIdentifier("heroClass." + node["class"].String(),
  197. [=](si32 classID)
  198. {
  199. hero->heroClass = classes.heroClasses[classID];
  200. });
  201. return hero;
  202. }
  203. void CHeroHandler::loadHeroArmy(CHero * hero, const JsonNode & node)
  204. {
  205. assert(node["army"].Vector().size() <= 3); // anything bigger is useless - army initialization uses up to 3 slots
  206. hero->initialArmy.resize(node["army"].Vector().size());
  207. for (size_t i=0; i< hero->initialArmy.size(); i++)
  208. {
  209. const JsonNode & source = node["army"].Vector()[i];
  210. hero->initialArmy[i].minAmount = source["min"].Float();
  211. hero->initialArmy[i].maxAmount = source["max"].Float();
  212. assert(hero->initialArmy[i].minAmount <= hero->initialArmy[i].maxAmount);
  213. VLC->modh->identifiers.requestIdentifier("creature." + source["creature"].String(), [=](si32 creature)
  214. {
  215. hero->initialArmy[i].creature = CreatureID(creature);
  216. });
  217. }
  218. }
  219. void CHeroHandler::loadHeroSkills(CHero * hero, const JsonNode & node)
  220. {
  221. BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
  222. {
  223. SecondarySkill skillID = SecondarySkill(
  224. boost::range::find(NSecondarySkill::names, set["skill"].String()) - boost::begin(NSecondarySkill::names));
  225. int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - boost::begin(NSecondarySkill::levels);
  226. hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));
  227. }
  228. // spellbook is considered present if hero have "spellbook" entry even when this is an empty set (0 spells)
  229. hero->haveSpellBook = !node["spellbook"].isNull();
  230. BOOST_FOREACH(const JsonNode & spell, node["spellbook"].Vector())
  231. {
  232. if (spell.getType() == JsonNode::DATA_FLOAT) // for compatibility
  233. {
  234. hero->spells.insert(SpellID(spell.Float()));
  235. }
  236. else
  237. {
  238. VLC->modh->identifiers.requestIdentifier("spell." + spell.String(),
  239. [=](si32 spellID)
  240. {
  241. hero->spells.insert(SpellID(spellID));
  242. });
  243. }
  244. }
  245. }
  246. void CHeroHandler::loadHeroSpecialty(CHero * hero, const JsonNode & node)
  247. {
  248. //deprecated, used only for original spciealties
  249. BOOST_FOREACH(const JsonNode &specialty, node["specialties"].Vector())
  250. {
  251. SSpecialtyInfo spec;
  252. spec.type = specialty["type"].Float();
  253. spec.val = specialty["val"].Float();
  254. spec.subtype = specialty["subtype"].Float();
  255. spec.additionalinfo = specialty["info"].Float();
  256. hero->spec.push_back(spec); //put a copy of dummy
  257. }
  258. //new format, using bonus system
  259. BOOST_FOREACH(const JsonNode &specialty, node["specialty"].Vector())
  260. {
  261. SSpecialtyBonus hs;
  262. hs.growsWithLevel = specialty["growsWithLevel"].Bool();
  263. BOOST_FOREACH (const JsonNode & bonus, specialty["bonuses"].Vector())
  264. {
  265. auto b = JsonUtils::parseBonus(bonus);
  266. hs.bonuses.push_back (b);
  267. }
  268. hero->specialty.push_back (hs); //now, how to get CGHeroInstance from it?
  269. }
  270. }
  271. void CHeroHandler::load()
  272. {
  273. VLC->heroh = this;
  274. for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
  275. {
  276. VLC->modh->identifiers.registerObject("skill." + NSecondarySkill::names[i], i);
  277. }
  278. classes.load();
  279. loadHeroes();
  280. loadObstacles();
  281. loadTerrains();
  282. loadBallistics();
  283. loadExperience();
  284. }
  285. void CHeroHandler::loadExperience()
  286. {
  287. expPerLevel.push_back(0);
  288. expPerLevel.push_back(1000);
  289. expPerLevel.push_back(2000);
  290. expPerLevel.push_back(3200);
  291. expPerLevel.push_back(4600);
  292. expPerLevel.push_back(6200);
  293. expPerLevel.push_back(8000);
  294. expPerLevel.push_back(10000);
  295. expPerLevel.push_back(12200);
  296. expPerLevel.push_back(14700);
  297. expPerLevel.push_back(17500);
  298. expPerLevel.push_back(20600);
  299. expPerLevel.push_back(24320);
  300. expPerLevel.push_back(28784);
  301. expPerLevel.push_back(34140);
  302. while (expPerLevel[expPerLevel.size() - 1] > expPerLevel[expPerLevel.size() - 2])
  303. {
  304. int i = expPerLevel.size() - 1;
  305. expPerLevel.push_back (expPerLevel[i] + (expPerLevel[i] - expPerLevel[i-1]) * 1.2);
  306. }
  307. expPerLevel.pop_back();//last value is broken
  308. }
  309. void CHeroHandler::loadObstacles()
  310. {
  311. auto loadObstacles = [](const JsonNode &node, bool absolute, std::map<int, CObstacleInfo> &out)
  312. {
  313. BOOST_FOREACH(const JsonNode &obs, node.Vector())
  314. {
  315. int ID = obs["id"].Float();
  316. CObstacleInfo & obi = out[ID];
  317. obi.ID = ID;
  318. obi.defName = obs["defname"].String();
  319. obi.width = obs["width"].Float();
  320. obi.height = obs["height"].Float();
  321. obi.allowedTerrains = obs["allowedTerrain"].convertTo<std::vector<ETerrainType> >();
  322. obi.allowedSpecialBfields = obs["specialBattlefields"].convertTo<std::vector<BFieldType> >();
  323. obi.blockedTiles = obs["blockedTiles"].convertTo<std::vector<si16> >();
  324. obi.isAbsoluteObstacle = absolute;
  325. }
  326. };
  327. const JsonNode config(ResourceID("config/obstacles.json"));
  328. loadObstacles(config["obstacles"], false, obstacles);
  329. loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
  330. //loadObstacles(config["moats"], true, moats);
  331. }
  332. /// convert h3-style ID (e.g. Gobin Wolf Rider) to vcmi (e.g. goblinWolfRider)
  333. static std::string genRefName(std::string input)
  334. {
  335. boost::algorithm::replace_all(input, " ", ""); //remove spaces
  336. input[0] = std::tolower(input[0]); // to camelCase
  337. return input;
  338. }
  339. void CHeroHandler::loadHeroes()
  340. {
  341. CLegacyConfigParser specParser("DATA/HEROSPEC.TXT");
  342. CLegacyConfigParser bioParser("DATA/HEROBIOS.TXT");
  343. CLegacyConfigParser parser("DATA/HOTRAITS.TXT");
  344. parser.endLine(); //ignore header
  345. parser.endLine();
  346. specParser.endLine(); //ignore header
  347. specParser.endLine();
  348. std::vector<JsonNode> h3Data;
  349. for (int i=0; i<GameConstants::HEROES_QUANTITY; i++)
  350. {
  351. JsonNode heroData;
  352. heroData["texts"]["name"].String() = parser.readString();
  353. heroData["texts"]["biography"].String() = bioParser.readString();
  354. heroData["texts"]["specialty"]["name"].String() = specParser.readString();
  355. heroData["texts"]["specialty"]["tooltip"].String() = specParser.readString();
  356. heroData["texts"]["specialty"]["description"].String() = specParser.readString();
  357. heroData["images"]["index"].Float() = i;
  358. for(int x=0;x<3;x++)
  359. {
  360. JsonNode armySlot;
  361. armySlot["min"].Float() = parser.readNumber();
  362. armySlot["max"].Float() = parser.readNumber();
  363. armySlot["creature"].String() = genRefName(parser.readString());
  364. heroData["army"].Vector().push_back(armySlot);
  365. }
  366. parser.endLine();
  367. specParser.endLine();
  368. bioParser.endLine();
  369. h3Data.push_back(heroData);
  370. }
  371. // Load heroes information
  372. heroes.resize(GameConstants::HEROES_QUANTITY);
  373. const JsonNode gameConf(ResourceID("config/gameConfig.json"));
  374. JsonNode config(JsonUtils::assembleFromFiles(gameConf["heroes"].convertTo<std::vector<std::string> >()));
  375. BOOST_FOREACH(auto &entry, config.Struct())
  376. {
  377. ui32 identifier = entry.second["id"].Float();
  378. JsonUtils::merge(h3Data[identifier], entry.second);
  379. //JsonUtils::validate(h3Data[identifier], "vcmi:hero", entry.first);
  380. CHero * hero = loadHero(h3Data[identifier]);
  381. hero->ID = identifier;
  382. heroes[identifier] = hero;
  383. VLC->modh->identifiers.registerObject("hero." + entry.first, identifier);
  384. }
  385. for (size_t i=0; i < heroes.size(); i++)
  386. {
  387. if (heroes[i] == nullptr)
  388. logGlobal->warnStream() << "Warning: hero with id " << i << " is missing!";
  389. }
  390. }
  391. void CHeroHandler::loadBallistics()
  392. {
  393. CLegacyConfigParser ballParser("DATA/BALLIST.TXT");
  394. ballParser.endLine(); //header
  395. ballParser.endLine();
  396. do
  397. {
  398. ballParser.readString();
  399. ballParser.readString();
  400. CHeroHandler::SBallisticsLevelInfo bli;
  401. bli.keep = ballParser.readNumber();
  402. bli.tower = ballParser.readNumber();
  403. bli.gate = ballParser.readNumber();
  404. bli.wall = ballParser.readNumber();
  405. bli.shots = ballParser.readNumber();
  406. bli.noDmg = ballParser.readNumber();
  407. bli.oneDmg = ballParser.readNumber();
  408. bli.twoDmg = ballParser.readNumber();
  409. bli.sum = ballParser.readNumber();
  410. ballistics.push_back(bli);
  411. }
  412. while (ballParser.endLine());
  413. }
  414. ui32 CHeroHandler::level (ui64 experience) const
  415. {
  416. return boost::range::upper_bound(expPerLevel, experience) - boost::begin(expPerLevel);
  417. }
  418. ui64 CHeroHandler::reqExp (ui32 level) const
  419. {
  420. if(!level)
  421. return 0;
  422. if (level <= expPerLevel.size())
  423. {
  424. return expPerLevel[level-1];
  425. }
  426. else
  427. {
  428. logGlobal->warnStream() << "A hero has reached unsupported amount of experience";
  429. return expPerLevel[expPerLevel.size()-1];
  430. }
  431. }
  432. void CHeroHandler::loadTerrains()
  433. {
  434. const JsonNode config(ResourceID("config/terrains.json"));
  435. terrCosts.reserve(GameConstants::TERRAIN_TYPES);
  436. BOOST_FOREACH(const std::string & name, GameConstants::TERRAIN_NAMES)
  437. terrCosts.push_back(config[name]["moveCost"].Float());
  438. }
  439. std::vector<bool> CHeroHandler::getDefaultAllowedHeroes() const
  440. {
  441. // Look Data/HOTRAITS.txt for reference
  442. std::vector<bool> allowedHeroes;
  443. allowedHeroes.reserve(heroes.size());
  444. BOOST_FOREACH(const CHero * hero, heroes)
  445. {
  446. allowedHeroes.push_back(!hero->special);
  447. }
  448. return allowedHeroes;
  449. }
  450. std::vector<bool> CHeroHandler::getDefaultAllowedAbilities() const
  451. {
  452. std::vector<bool> allowedAbilities;
  453. allowedAbilities.resize(GameConstants::SKILL_QUANTITY, true);
  454. return allowedAbilities;
  455. }