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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "bonuses/Bonus.h"
 
- #include "bonuses/CBonusSystemNode.h"
 
- #include "ConstTransitivePtr.h"
 
- #include "ResourceSet.h"
 
- #include "GameConstants.h"
 
- #include "JsonNode.h"
 
- #include "IHandlerBase.h"
 
- #include "CRandomGenerator.h"
 
- #include "Color.h"
 
- #include <vcmi/Creature.h>
 
- #include <vcmi/CreatureService.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CLegacyConfigParser;
 
- class CCreatureHandler;
 
- class CCreature;
 
- class JsonSerializeFormat;
 
- class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
 
- {
 
- 	friend class CCreatureHandler;
 
- 	std::string modScope;
 
- 	std::string identifier;
 
- 	std::string getNameTranslated() const override;
 
- 	std::string getNameTextID() const override;
 
- 	CreatureID idNumber;
 
- 	FactionID faction = FactionID::NEUTRAL;
 
- 	ui8 level = 0; // 0 - unknown; 1-7 for "usual" creatures
 
- 	//stats that are not handled by bonus system
 
- 	ui32 fightValue, AIValue, growth, hordeGrowth;
 
- 	bool doubleWide = false;
 
- 	TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
 
- public:
 
- 	ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
 
- 	bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
 
- 	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 = -1; // index of icon in files like twcrport, used in tests now.
 
- 	/// names of files with appropriate icons. Used only during loading
 
- 	std::string smallIconName;
 
- 	std::string largeIconName;
 
- 	enum class CreatureQuantityId
 
- 	{
 
- 		FEW = 1,
 
- 		SEVERAL,
 
- 		PACK,
 
- 		LOTS,
 
- 		HORDE,
 
- 		THRONG,
 
- 		SWARM,
 
- 		ZOUNDS,
 
- 		LEGION
 
- 	};
 
- 	struct CreatureAnimation
 
- 	{
 
- 		struct RayColor {
 
- 			ColorRGBA start;
 
- 			ColorRGBA end;
 
- 			template <typename Handler> void serialize(Handler &h, const int version)
 
- 			{
 
- 				h & start & end;
 
- 			}
 
- 		};
 
- 		double timeBetweenFidgets, idleAnimationTime,
 
- 			   walkAnimationTime, attackAnimationTime;
 
- 		int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
 
- 		    upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
 
- 		std::vector<double> missleFrameAngles;
 
- 		int troopCountLocationOffset, attackClimaxFrame;
 
- 		std::string projectileImageName;
 
- 		std::vector<RayColor> projectileRay;
 
- 		//bool projectileSpin; //if true, appropriate projectile is spinning during flight
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & timeBetweenFidgets;
 
- 			h & idleAnimationTime;
 
- 			h & walkAnimationTime;
 
- 			h & attackAnimationTime;
 
- 			if (version < 814)
 
- 			{
 
- 				float unused = 0.f;
 
- 				h & unused;
 
- 			}
 
- 			h & upperRightMissleOffsetX;
 
- 			h & rightMissleOffsetX;
 
- 			h & lowerRightMissleOffsetX;
 
- 			h & upperRightMissleOffsetY;
 
- 			h & rightMissleOffsetY;
 
- 			h & lowerRightMissleOffsetY;
 
- 			h & missleFrameAngles;
 
- 			h & troopCountLocationOffset;
 
- 			h & attackClimaxFrame;
 
- 			h & projectileImageName;
 
- 			h & projectileRay;
 
- 		}
 
- 	} 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;
 
- 			h & defend;
 
- 			h & killed;
 
- 			h & move;
 
- 			h & shoot;
 
- 			h & wince;
 
- 			h & startMoving;
 
- 			h & endMoving;
 
- 		}
 
- 	} sounds;
 
- 	ArtifactID warMachine;
 
- 	std::string getNamePluralTranslated() const override;
 
- 	std::string getNameSingularTranslated() const override;
 
- 	std::string getNamePluralTextID() const override;
 
- 	std::string getNameSingularTextID() const override;
 
- 	FactionID getFaction() const override;
 
- 	int32_t getIndex() const override;
 
- 	int32_t getIconIndex() const override;
 
- 	std::string getJsonKey() const override;
 
- 	void registerIcons(const IconRegistar & cb) const override;
 
- 	CreatureID getId() const override;
 
- 	virtual const IBonusBearer * getBonusBearer() const override;
 
- 	int32_t getAdvMapAmountMin() const override;
 
- 	int32_t getAdvMapAmountMax() const override;
 
- 	int32_t getAIValue() const override;
 
- 	int32_t getFightValue() const override;
 
- 	int32_t getLevel() const override;
 
- 	int32_t getGrowth() const override;
 
- 	int32_t getHorde() const override;
 
- 	int32_t getBaseAttack() const override;
 
- 	int32_t getBaseDefense() const override;
 
- 	int32_t getBaseDamageMin() const override;
 
- 	int32_t getBaseDamageMax() const override;
 
- 	int32_t getBaseHitPoints() const override;
 
- 	int32_t getBaseSpellPoints() const override;
 
- 	int32_t getBaseSpeed() const override;
 
- 	int32_t getBaseShots() const override;
 
- 	int32_t getRecruitCost(GameResID resIndex) const override;
 
- 	TResources getFullRecruitCost() const override;
 
- 	bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
 
- 	bool hasUpgrades() const override;
 
- 	bool isGood () const;
 
- 	bool isEvil () const;
 
- 	si32 maxAmount(const TResources &res) const; //how many creatures can be bought
 
- 	static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
 
- 	static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
 
- 	static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
 
- 	bool isMyUpgrade(const CCreature *anotherCre) const;
 
- 	bool valid() const;
 
- 	void addBonus(int val, 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));
 
- 	}
 
- 	void updateFrom(const JsonNode & data);
 
- 	void serializeJson(JsonSerializeFormat & handler);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & cost;
 
- 		h & upgrades;
 
- 		h & fightValue;
 
- 		h & AIValue;
 
- 		h & growth;
 
- 		h & hordeGrowth;
 
- 		h & ammMin;
 
- 		h & ammMax;
 
- 		h & level;
 
- 		h & animDefName;
 
- 		h & advMapDef;
 
- 		h & iconIndex;
 
- 		h & smallIconName;
 
- 		h & largeIconName;
 
- 		h & idNumber;
 
- 		h & faction;
 
- 		h & sounds;
 
- 		h & animation;
 
- 		h & doubleWide;
 
- 		h & special;
 
- 		h & identifier;
 
- 		h & modScope;
 
- 		h & warMachine;
 
- 	}
 
- 	CCreature();
 
- private:
 
- 	static const std::map<CreatureQuantityId, std::string> creatureQuantityRanges;
 
- };
 
- class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
 
- {
 
- private:
 
- 	void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const;
 
- 	void loadStackExperience(CCreature * creature, const JsonNode & input) const;
 
- 	void loadCreatureJson(CCreature * creature, const JsonNode & config) const;
 
- 	/// adding abilities from ZCRTRAIT.TXT
 
- 	void loadBonuses(JsonNode & creature, std::string bonuses) const;
 
- 	/// 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) const;
 
- 	/// read one line from cranim.txt
 
- 	void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const;
 
- 	/// parse crexpbon.txt file from H3
 
- 	void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const;
 
- 	/// help function for parsing CREXPBON.txt
 
- 	int stringToNumber(std::string & s) const;
 
- protected:
 
- 	const std::vector<std::string> & getTypeNames() const override;
 
- 	CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
 
- public:
 
- 	std::set<CreatureID> doubledCreatures; //they get double week
 
- 	//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;
 
- 	CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
 
- 	CCreatureHandler();
 
- 	~CCreatureHandler();
 
- 	/// load all stack experience bonuses from H3 files
 
- 	void loadCrExpBon(CBonusSystemNode & globalEffects);
 
- 	/// load all stack modifier bonuses from H3 files. TODO: move this to json
 
- 	void loadCrExpMod();
 
- 	void afterLoadFinalization() override;
 
- 	std::vector<JsonNode> loadLegacyData() 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;
 
- 		h & objects;
 
- 		h & expRanks;
 
- 		h & maxExpPerBattle;
 
- 		h & expAfterUpgrade;
 
- 		h & skillLevels;
 
- 		h & skillRequirements;
 
- 		h & commanderLevelPremy;
 
- 	}
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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