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							- #include "StdInc.h"
 
- #include "CCreatureHandler.h"
 
- #include "CGeneralTextHandler.h"
 
- #include "Filesystem/CResourceLoader.h"
 
- #include "VCMI_Lib.h"
 
- #include "CGameState.h"
 
- #include "CTownHandler.h"
 
- #include "CModHandler.h"
 
- using namespace boost::assign;
 
- /*
 
-  * CCreatureHandler.cpp, 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
 
-  *
 
-  */
 
- CCreatureHandler::CCreatureHandler()
 
- {
 
- 	VLC->creh = this;
 
- 	doubledCreatures +=  4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //according to Strategija
 
- 	allCreatures.setDescription("All creatures");
 
- 	creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
 
- 	for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
 
- 		creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
 
- }
 
- int CCreature::getQuantityID(const int & quantity)
 
- {
 
- 	if (quantity<5)
 
- 		return 1;
 
- 	if (quantity<10)
 
- 		return 2;
 
- 	if (quantity<20)
 
- 		return 3;
 
- 	if (quantity<50)
 
- 		return 4;
 
- 	if (quantity<100)
 
- 		return 5;
 
- 	if (quantity<250)
 
- 		return 6;
 
- 	if (quantity<500)
 
- 		return 7;
 
- 	if (quantity<1000)
 
- 		return 8;
 
- 	return 9;
 
- }
 
- int CCreature::estimateCreatureCount(ui32 countID)
 
- {
 
- 	static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
 
- 	if (countID > 9)
 
- 		assert("Wrong countID!");
 
- 	return creature_count[countID];
 
- }
 
- bool CCreature::isDoubleWide() const
 
- {
 
- 	return doubleWide;
 
- }
 
- bool CCreature::isFlying() const
 
- {
 
- 	return hasBonusOfType(Bonus::FLYING);
 
- }
 
- bool CCreature::isShooting() const
 
- {
 
- 	return hasBonusOfType(Bonus::SHOOTER);
 
- }
 
- bool CCreature::isUndead() const
 
- {
 
- 	return hasBonusOfType(Bonus::UNDEAD);
 
- }
 
- /**
 
-  * Determines if the creature is of a good alignment.
 
-  * @return true if the creture is good, false otherwise.
 
-  */
 
- bool CCreature::isGood () const
 
- {
 
- 	return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
 
- }
 
- /**
 
-  * Determines if the creature is of an evil alignment.
 
-  * @return true if the creature is evil, false otherwise.
 
-  */
 
- bool CCreature::isEvil () const
 
- {
 
- 	return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
 
- }
 
- si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
 
- {
 
- 	int ret = 2147483645;
 
- 	int resAmnt = std::min(res.size(),cost.size());
 
- 	for(int i=0;i<resAmnt;i++)
 
- 		if(cost[i])
 
- 			ret = std::min(ret,(int)(res[i]/cost[i]));
 
- 	return ret;
 
- }
 
- CCreature::CCreature()
 
- {
 
- 	doubleWide = false;
 
- 	setNodeType(CBonusSystemNode::CREATURE);
 
- }
 
- void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
 
- {
 
- 	Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
 
- 	addNewBonus(added);
 
- }
 
- // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
 
- // {
 
- // 	out.insert (VLC->creh->globalEffects);
 
- // }
 
- bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
 
- {
 
- 	//TODO upgrade of upgrade?
 
- 	return vstd::contains(upgrades, anotherCre->idNumber);
 
- }
 
- bool CCreature::valid() const
 
- {
 
- 	return this == VLC->creh->creatures[idNumber];
 
- }
 
- std::string CCreature::nodeName() const
 
- {
 
- 	return "\"" + namePl + "\"";
 
- }
 
- bool CCreature::isItNativeTerrain(int terrain) const
 
- {
 
- 	return VLC->townh->factions[faction].nativeTerrain == terrain;
 
- }
 
- static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
 
- {
 
- 	Bonus *nsf = new Bonus();
 
- 	std::string type = ability_vec[0].String();
 
- 	std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
 
- 	if (it == bonusNameMap.end()) {
 
- 		if (type == "DOUBLE_WIDE")
 
- 			cre->doubleWide = true;
 
- 		else if (type == "ENEMY_MORALE_DECREASING") {
 
- 			cre->addBonus(-1, Bonus::MORALE);
 
- 			cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 
- 		}
 
- 		else if (type == "ENEMY_LUCK_DECREASING") {
 
- 			cre->addBonus(-1, Bonus::LUCK);
 
- 			cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 
- 		} else
 
- 			tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
 
- 		return;
 
- 	}
 
- 	nsf->type = it->second;
 
- 	nsf->val = ability_vec[1].Float();
 
- 	nsf->subtype = ability_vec[2].Float();
 
- 	nsf->additionalInfo = ability_vec[3].Float();
 
- 	nsf->source = Bonus::CREATURE_ABILITY;
 
- 	nsf->sid = cre->idNumber;
 
- 	//nsf->duration = Bonus::ONE_BATTLE; //what the?
 
- 	nsf->duration = Bonus::PERMANENT;
 
- 	nsf->turnsRemain = 0;
 
- 	cre->addNewBonus(nsf);
 
- }
 
- static void RemoveAbility(CCreature *cre, const JsonNode &ability)
 
- {
 
- 	std::string type = ability.String();
 
- 	std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
 
- 	if (it == bonusNameMap.end()) {
 
- 		if (type == "DOUBLE_WIDE")
 
- 			cre->doubleWide = false;
 
- 		else
 
- 			tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
 
- 		return;
 
- 	}
 
- 	int typeNo = it->second;
 
- 	Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
 
- 	Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
 
- 	cre->removeBonus(b);
 
- }
 
- void CCreatureHandler::loadCreatures()
 
- {
 
- 	tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
 
- 	////////////reading ZCRTRAIT.TXT ///////////////////
 
- 	CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	do
 
- 	{
 
- 		//loop till non-empty line
 
- 		while (parser.isNextEntryEmpty())
 
- 			parser.endLine();
 
- 		CCreature &ncre = *new CCreature;
 
- 		ncre.idNumber = creatures.size();
 
- 		ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
 
- 		ncre.level=0;
 
- 		ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
 
- 		ncre.nameSing = parser.readString();
 
- 		ncre.namePl   = parser.readString();
 
- 		for(int v=0; v<7; ++v)
 
- 		{
 
- 			ncre.cost[v] = parser.readNumber();
 
- 		}
 
- 		ncre.fightValue = parser.readNumber();
 
- 		ncre.AIValue = parser.readNumber();
 
- 		ncre.growth = parser.readNumber();
 
- 		ncre.hordeGrowth = parser.readNumber();
 
- 		ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
 
- 		ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
 
- 		ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
- 		ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
- 		ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
 
- 		ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
 
- 		ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
 
- 		//spells - not used?
 
- 		parser.readNumber();
 
- 		ncre.ammMin = parser.readNumber();
 
- 		ncre.ammMax = parser.readNumber();
 
- 		ncre.abilityText = parser.readString();
 
- 		ncre.abilityRefs = parser.readString();
 
- 		{ //adding abilities from ZCRTRAIT.TXT
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
 
- 				ncre.doubleWide = true;
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
 
- 				ncre.addBonus(0, Bonus::FLYING);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
 
- 				ncre.addBonus(0, Bonus::SHOOTER);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
 
- 				ncre.addBonus(0, Bonus::SIEGE_WEAPON);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
 
- 				ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
 
- 				ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
 
- 				ncre.addBonus(0, Bonus::UNDEAD);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
 
- 				ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
 
- 				ncre.addBonus(0, Bonus::JOUSTING);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
 
- 			{
 
- 				ncre.addBonus(+1, Bonus::MORALE);;
 
- 				ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
 
- 			}
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
 
- 			{
 
- 				ncre.addBonus(-1, Bonus::MORALE);;
 
- 				ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 
- 			}
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
 
- 				ncre.addBonus(0, Bonus::KING1);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
 
- 				ncre.addBonus(0, Bonus::KING2);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
 
- 				ncre.addBonus(0, Bonus::KING3);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
 
- 				ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
 
- 				ncre.addBonus(0, Bonus::CATAPULT);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
 
- 				ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
 
- 				ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
 
- 				ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
 
- 				ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
 
- 		}
 
- 		creatures.push_back(&ncre);
 
- 	}
 
- 	while (parser.endLine());
 
- 	// loading creatures properties
 
- 	tlog5 << "\t\tReading creatures json configs" << std::endl;
 
- 	const JsonNode gameConf(ResourceID("config/gameConfig.json"));
 
- 	const JsonNode config(JsonUtils::assembleFromFiles(gameConf["creatures"].convertTo<std::vector<std::string> >()));
 
- 	BOOST_FOREACH(auto & node, config.Struct())
 
- 	{
 
- 		int creatureID = node.second["id"].Float();
 
- 		CCreature *c = creatures[creatureID];
 
- 		BOOST_FOREACH(const JsonNode &ability, node.second["ability_remove"].Vector())
 
- 		{
 
- 			RemoveAbility(c, ability);
 
- 		}
 
- 		BOOST_FOREACH(const JsonNode &ability, node.second["abilities"].Vector())
 
- 		{
 
- 			AddAbility(c, ability.Vector());
 
- 		}
 
- 		loadCreatureJson(c, node.second);
 
- 		// Main reference name, e.g. royalGriffin
 
- 		c->nameRef = node.first;
 
- 		VLC->modh->identifiers.registerObject("creature." + node.first, c->idNumber);
 
- 		// Alternative names, if any
 
- 		BOOST_FOREACH(const JsonNode &name, node.second["extraNames"].Vector())
 
- 		{
 
- 			VLC->modh->identifiers.registerObject("creature." + name.String(), c->idNumber);
 
- 		}
 
- 	}
 
- 	loadAnimationInfo();
 
- 	//reading creature ability names
 
- 	const JsonNode config2(ResourceID("config/bonusnames.json"));
 
- 	BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
 
- 	{
 
- 		std::map<std::string,int>::const_iterator it_map;
 
- 		std::string bonusID = bonus["id"].String();
 
- 		it_map = bonusNameMap.find(bonusID);
 
- 		if (it_map != bonusNameMap.end())
 
- 			stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
 
- 		else
 
- 			tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
 
- 	}
 
- 	//handle magic resistance secondary skill premy, potentialy may be buggy
 
- 	//std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
 
- 	//stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
 
- 	if (VLC->modh->modules.STACK_EXP) 	//reading default stack experience bonuses
 
- 	{
 
- 		CLegacyConfigParser parser("DATA/CREXPBON.TXT");
 
- 		Bonus b; //prototype with some default properties
 
- 		b.source = Bonus::STACK_EXPERIENCE;
 
- 		b.duration = Bonus::PERMANENT;
 
- 		b.valType = Bonus::ADDITIVE_VALUE;
 
- 		b.effectRange = Bonus::NO_LIMIT;
 
- 		b.additionalInfo = 0;
 
- 		b.turnsRemain = 0;
 
- 		BonusList bl;
 
- 		parser.endLine();
 
- 		parser.readString(); //ignore index
 
- 		loadStackExp(b, bl, parser);
 
- 		BOOST_FOREACH(Bonus * b, bl)
 
- 			addBonusForAllCreatures(b); //health bonus is common for all
 
- 		parser.endLine();
 
- 		for (int i = 1; i < 7; ++i)
 
- 		{
 
- 			for (int j = 0; j < 4; ++j) //four modifiers common for tiers
 
- 			{
 
- 				parser.readString(); //ignore index
 
- 				bl.clear();
 
- 				loadStackExp(b, bl, parser);
 
- 				BOOST_FOREACH(Bonus * b, bl)
 
- 					addBonusForTier(i, b);
 
- 				parser.endLine();
 
- 			}
 
- 		}
 
- 		for (int j = 0; j < 4; ++j) //tier 7
 
- 		{
 
- 			parser.readString(); //ignore index
 
- 			bl.clear();
 
- 			loadStackExp(b, bl, parser);
 
- 			BOOST_FOREACH(Bonus * b, bl)
 
- 			{
 
- 				addBonusForTier(7, b);
 
- 				creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
 
- 			}
 
- 			parser.endLine();
 
- 		}
 
- 		do //parse everything that's left
 
- 		{
 
- 			b.sid = parser.readNumber(); //id = this particular creature ID
 
- 			loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
 
- 		}
 
- 		while (parser.endLine());
 
- 		//Calculate rank exp values, formula appears complicated bu no parsing needed
 
- 		expRanks.resize(8);
 
- 		int dif = 0;
 
- 		int it = 8000; //ignore name of this variable
 
- 		expRanks[0].push_back(it);
 
- 		for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
 
- 		{
 
- 			expRanks[0].push_back(expRanks[0][j-1] + it + dif);
 
- 			dif += it/5;
 
- 		}
 
- 		for (int i = 1; i < 8; ++i)
 
- 		{
 
- 			dif = 0;
 
- 			it = 1000 * i;
 
- 			expRanks[i].push_back(it);
 
- 			for (int j = 1; j < 10; ++j)
 
- 			{
 
- 				expRanks[i].push_back(expRanks[i][j-1] + it + dif);
 
- 				dif += it/5;
 
- 			}
 
- 		}
 
- 		CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
 
- 		expBonParser.endLine(); //header
 
- 		maxExpPerBattle.resize(8);
 
- 		for (int i = 1; i < 8; ++i)
 
- 		{
 
- 			expBonParser.readString(); //index
 
- 			expBonParser.readString(); //float multiplier -> hardcoded
 
- 			expBonParser.readString(); //ignore upgrade mod? ->hardcoded
 
- 			expBonParser.readString(); //already calculated
 
- 			maxExpPerBattle[i] = expBonParser.readNumber();
 
- 			expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
 
- 			expBonParser.endLine();
 
- 		}
 
- 		//skeleton gets exp penalty
 
- 			creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
 
- 			creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
 
- 		//exp for tier >7, rank 11
 
- 			expRanks[0].push_back(147000);
 
- 			expAfterUpgrade = 75; //percent
 
- 			maxExpPerBattle[0] = maxExpPerBattle[7];
 
- 	}//end of Stack Experience
 
- 	tlog5 << "\t\tReading config/commanders.json" << std::endl;
 
- 	const JsonNode config3(ResourceID("config/commanders.json"));
 
- 	BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
 
- 	{
 
- 		commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
 
- 	}
 
- 	int i = 0;
 
- 	BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
 
- 	{
 
- 		skillLevels.push_back (std::vector<ui8>());
 
- 		BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
 
- 		{
 
- 			skillLevels[i].push_back (skillLevel.Float());
 
- 		}
 
- 		++i;
 
- 	}
 
- 	BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
 
- 	{
 
- 		std::pair <Bonus, std::pair <ui8, ui8> > a;
 
- 		a.first = *JsonUtils::parseBonus (ability["ability"].Vector());
 
- 		a.second.first = ability["skills"].Vector()[0].Float();
 
- 		a.second.second = ability["skills"].Vector()[1].Float();
 
- 		skillRequirements.push_back (a);
 
- 	}
 
- }
 
- void CCreatureHandler::loadAnimationInfo()
 
- {
 
- 	CLegacyConfigParser parser("DATA/CRANIM.TXT");
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	for(int dd=0; dd<creatures.size(); ++dd)
 
- 	{
 
- 		while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
 
- 			;
 
- 		loadUnitAnimInfo(*creatures[dd], parser);
 
- 	}
 
- }
 
- void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
 
- {
 
- 	unit.timeBetweenFidgets = parser.readNumber();
 
- 	unit.walkAnimationTime = parser.readNumber();
 
- 	unit.attackAnimationTime = parser.readNumber();
 
- 	unit.flightAnimationDistance = parser.readNumber();
 
- 	///////////////////////
 
- 	unit.upperRightMissleOffsetX = parser.readNumber();
 
- 	unit.upperRightMissleOffsetY = parser.readNumber();
 
- 	unit.rightMissleOffsetX = parser.readNumber();
 
- 	unit.rightMissleOffsetY = parser.readNumber();
 
- 	unit.lowerRightMissleOffsetX = parser.readNumber();
 
- 	unit.lowerRightMissleOffsetY = parser.readNumber();
 
- 	///////////////////////
 
- 	for(int jjj=0; jjj<12; ++jjj)
 
- 	{
 
- 		unit.missleFrameAngles[jjj] = parser.readNumber();
 
- 	}
 
- 	unit.troopCountLocationOffset= parser.readNumber();
 
- 	unit.attackClimaxFrame = parser.readNumber();
 
- 	parser.endLine();
 
- }
 
- void CCreatureHandler::load(const JsonNode & node)
 
- {
 
- 	BOOST_FOREACH(auto & entry, node.Struct())
 
- 	{
 
- 		if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
 
- 		{
 
- 			CCreature * creature = loadCreature(entry.second);
 
- 			creature->nameRef = entry.first;
 
- 			creature->idNumber = creatures.size();
 
- 			creatures.push_back(creature);
 
- 			tlog5 << "Added creature: " << entry.first << "\n";
 
- 			VLC->modh->identifiers.registerObject(std::string("creature.") + creature->nameRef, creature->idNumber);
 
- 		}
 
- 	}
 
- }
 
- CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
 
- {
 
- 	CCreature * cre = new CCreature();
 
- 	const JsonNode & name = node["name"];
 
- 	cre->nameSing = name["singular"].String();
 
- 	cre->namePl = name["plural"].String();
 
- 	cre->cost = Res::ResourceSet(node["cost"]);
 
- 	cre->fightValue = node["fightValue"].Float();
 
- 	cre->AIValue = node["aiValue"].Float();
 
- 	cre->growth = node["growth"].Float();
 
- 	cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
 
- 	cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
 
- 	cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
 
- 	cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
- 	cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
- 	const JsonNode &  vec = node["damage"];
 
- 	cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
 
- 	cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
 
- 	auto & amounts = node ["advMapAmount"];
 
- 	cre->ammMin = amounts["min"].Float();
 
- 	cre->ammMax = amounts["max"].Float();
 
- 	if (!node["shots"].isNull())
 
- 		cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
 
- 	if (node["spellPoints"].isNull())
 
- 		cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
 
- 	cre->doubleWide = node["doubleWide"].Bool();
 
- 	BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
 
- 	{
 
- 		auto b = JsonUtils::parseBonus(bonus);
 
- 		b->source = Bonus::CREATURE_ABILITY;
 
- 		b->duration = Bonus::PERMANENT;
 
- 		cre->addNewBonus(b);
 
- 	}
 
- 	BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
 
- 	{
 
- 		auto bonus = JsonUtils::parseBonus (exp["bonus"]);
 
- 		bonus->source = Bonus::STACK_EXPERIENCE;
 
- 		bonus->duration = Bonus::PERMANENT;
 
- 		const JsonVector &values = exp["values"].Vector();
 
- 		int lowerLimit = 1;//, upperLimit = 255;
 
- 		if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
 
- 		{
 
- 			BOOST_FOREACH (const JsonNode &val, values)
 
- 			{
 
- 				if (val.Bool() == true)
 
- 				{
 
- 					bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
 
- 					cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
 
- 					break; //TODO: allow bonuses to turn off?
 
- 				}
 
- 				++lowerLimit;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			int lastVal = 0;
 
- 			BOOST_FOREACH (const JsonNode &val, values)
 
- 			{
 
- 				if (val.Float() != lastVal)
 
- 				{
 
- 					bonus->val = val.Float() - lastVal;
 
- 					bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
 
- 					cre->addNewBonus (new Bonus(*bonus));
 
- 				}
 
- 				lastVal = val.Float();
 
- 				++lowerLimit;
 
- 			}
 
- 		}
 
- 	}
 
- 	//graphics
 
- 	const JsonNode & graphics = node["graphics"];
 
- 	cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
 
- 	cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
 
- 	cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
 
- 	const JsonNode & animationTime = graphics["animationTime"];
 
- 	cre->walkAnimationTime = animationTime["walk"].Float();
 
- 	cre->attackAnimationTime = animationTime["attack"].Float();
 
- 	cre->flightAnimationDistance = animationTime["flight"].Float(); //?
 
- 	const JsonNode & missile = graphics["missile"];
 
- 	const JsonNode & offsets = missile["offset"];
 
- 	cre->upperRightMissleOffsetX = offsets["upperX"].Float();
 
- 	cre->upperRightMissleOffsetY = offsets["upperY"].Float();
 
- 	cre->rightMissleOffsetX = offsets["middleX"].Float();
 
- 	cre->rightMissleOffsetY = offsets["middleY"].Float();
 
- 	cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
 
- 	cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
 
- 	int i = 0;
 
- 	BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
 
- 	{
 
- 		cre->missleFrameAngles[i++] = angle.Float();
 
- 	}
 
- 	cre->advMapDef = graphics["map"].String();
 
- 	cre->iconIndex = graphics["iconIndex"].Float();
 
- 	loadCreatureJson(cre, node);
 
- 	return cre;
 
- }
 
- void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
 
- {
 
- 	creature->level = config["level"].Float();
 
- 	creature->animDefName = config["graphics"]["animation"].String();
 
- 	VLC->modh->identifiers.requestIdentifier(std::string("faction.") + config["faction"].String(), [=](si32 faction)
 
- 	{
 
- 		creature->faction = faction;
 
- 	});
 
- 	BOOST_FOREACH(const JsonNode &value, config["upgrades"].Vector())
 
- 	{
 
- 		VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
 
- 		{
 
- 			creature->upgrades.insert(identifier);
 
- 		});
 
- 	}
 
- 	creature->projectile = config["graphics"]["missile"]["projectile"].String();
 
- 	creature->projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
 
- 	creature->special = config["special"].Bool();
 
- 	if ( creature->special )
 
- 		notUsedMonsters.insert(creature->idNumber);
 
- 	const JsonNode & sounds = config["sound"];
 
- #define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
 
- 	GET_SOUND_VALUE(attack);
 
- 	GET_SOUND_VALUE(defend);
 
- 	GET_SOUND_VALUE(killed);
 
- 	GET_SOUND_VALUE(move);
 
- 	GET_SOUND_VALUE(shoot);
 
- 	GET_SOUND_VALUE(wince);
 
- 	GET_SOUND_VALUE(ext1);
 
- 	GET_SOUND_VALUE(ext2);
 
- 	GET_SOUND_VALUE(startMoving);
 
- 	GET_SOUND_VALUE(endMoving);
 
- #undef GET_SOUND_VALUE
 
- }
 
- void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
 
- {
 
- 	bool enable = false; //some bonuses are activated with values 2 or 1
 
- 	std::string buf = parser.readString();
 
- 	std::string mod = parser.readString();
 
- 	switch (buf[0])
 
- 	{
 
- 	case 'H':
 
- 		b.type = Bonus::STACK_HEALTH;
 
- 		b.valType = Bonus::PERCENT_TO_BASE;
 
- 		break;
 
- 	case 'A':
 
- 		b.type = Bonus::PRIMARY_SKILL;
 
- 		b.subtype = PrimarySkill::ATTACK;
 
- 		break;
 
- 	case 'D':
 
- 		b.type = Bonus::PRIMARY_SKILL;
 
- 		b.subtype = PrimarySkill::DEFENSE;
 
- 		break;
 
- 	case 'M': //Max damage
 
- 		b.type = Bonus::CREATURE_DAMAGE;
 
- 		b.subtype = 2;
 
- 		break;
 
- 	case 'm': //Min damage
 
- 		b.type = Bonus::CREATURE_DAMAGE;
 
- 		b.subtype = 1;
 
- 		break;
 
- 	case 'S':
 
- 		b.type = Bonus::STACKS_SPEED; break;
 
- 	case 'O':
 
- 		b.type = Bonus::SHOTS; break;
 
- 	case 'b':
 
- 		b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
 
- 	case 'C':
 
- 		b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
 
- 	case 'd':
 
- 		b.type = Bonus::DEFENSIVE_STANCE; break;
 
- 	case 'e':
 
- 		b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
 
- 		b.subtype = 0;
 
- 		break;
 
- 	case 'E':
 
- 		b.type = Bonus::DEATH_STARE;
 
- 		b.subtype = 0; //Gorgon
 
- 		break;
 
- 	case 'F':
 
- 		b.type = Bonus::FEAR; break;
 
- 	case 'g':
 
- 		b.type = Bonus::SPELL_DAMAGE_REDUCTION;
 
- 		b.subtype = -1; //all magic schools
 
- 		break;
 
- 	case 'P':
 
- 		b.type = Bonus::CASTS; break;
 
- 	case 'R':
 
- 		b.type = Bonus::ADDITIONAL_RETALIATION; break;
 
- 	case 'W':
 
- 		b.type = Bonus::MAGIC_RESISTANCE;
 
- 		b.subtype = 0; //otherwise creature window goes crazy
 
- 		break;
 
- 	case 'f': //on-off skill
 
- 		enable = true; //sometimes format is: 2 -> 0, 1 -> 1
 
- 		switch (mod[0])
 
- 		{
 
- 			case 'A':
 
- 				b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
 
- 			case 'b':
 
- 				b.type = Bonus::RETURN_AFTER_STRIKE; break;
 
- 			case 'B':
 
- 				b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
 
- 			case 'c':
 
- 				b.type = Bonus::JOUSTING; break;
 
- 			case 'D':
 
- 				b.type = Bonus::ADDITIONAL_ATTACK; break;
 
- 			case 'f':
 
- 				b.type = Bonus::FEARLESS; break;
 
- 			case 'F':
 
- 				b.type = Bonus::FLYING; break;
 
- 			case 'm':
 
- 				b.type = Bonus::SELF_MORALE; break;
 
- 			case 'M':
 
- 				b.type = Bonus::NO_MORALE; break;
 
- 			case 'p': //Mind spells
 
- 			case 'P':
 
- 				b.type = Bonus::MIND_IMMUNITY; break;
 
- 			case 'r':
 
- 				b.type = Bonus::REBIRTH; //on/off? makes sense?
 
- 				b.subtype = 0;
 
- 				b.val = 20; //arbitrary value
 
- 				break;
 
- 			case 'R':
 
- 				b.type = Bonus::BLOCKS_RETALIATION; break;
 
- 			case 's':
 
- 				b.type = Bonus::FREE_SHOOTING; break;
 
- 			case 'u':
 
- 				b.type = Bonus::SPELL_RESISTANCE_AURA; break;
 
- 			case 'U':
 
- 				b.type = Bonus::UNDEAD; break;
 
- 			default:
 
- 				tlog5 << "Not parsed bonus " << buf << mod << "\n";
 
- 				return;
 
- 				break;
 
- 		}
 
- 		break;
 
- 	case 'w': //specific spell immunities, enabled/disabled
 
- 		enable = true;
 
- 		switch (mod[0])
 
- 		{
 
- 			case 'B': //Blind
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 74;
 
- 				break;
 
- 			case 'H': //Hypnotize
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 60;
 
- 				break;
 
- 			case 'I': //Implosion
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 18;
 
- 				break;
 
- 			case 'K': //Berserk
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 59;
 
- 				break;
 
- 			case 'M': //Meteor Shower
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 23;
 
- 				break;
 
- 			case 'N': //dispell beneficial spells
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 78;
 
- 				break;
 
- 			case 'R': //Armageddon
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 26;
 
- 				break;
 
- 			case 'S': //Slow
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 54;
 
- 				break;
 
- 			case '6':
 
- 			case '7':
 
- 			case '8':
 
- 			case '9':
 
- 				b.type = Bonus::LEVEL_SPELL_IMMUNITY;
 
- 				b.val = std::atoi(mod.c_str()) - 5;
 
- 				break;
 
- 			case ':':
 
- 				b.type = Bonus::LEVEL_SPELL_IMMUNITY;
 
- 				b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
 
- 				break;
 
- 			case 'F':
 
- 				b.type = Bonus::FIRE_IMMUNITY;
 
- 				b.subtype = 1; //not positive
 
- 				break;
 
- 			case 'O':
 
- 				b.type = Bonus::FIRE_IMMUNITY;
 
- 				b.subtype = 2; //only direct damage
 
- 				break;
 
- 			case 'f':
 
- 				b.type = Bonus::FIRE_IMMUNITY;
 
- 				b.subtype = 0; //all
 
- 				break;
 
- 			case 'C':
 
- 				b.type = Bonus::WATER_IMMUNITY;
 
- 				b.subtype = 1; //not positive
 
- 				break;
 
- 			case 'W':
 
- 				b.type = Bonus::WATER_IMMUNITY;
 
- 				b.subtype = 2; //only direct damage
 
- 				break;
 
- 			case 'w':
 
- 				b.type = Bonus::WATER_IMMUNITY;
 
- 				b.subtype = 0; //all
 
- 				break;
 
- 			case 'E':
 
- 				b.type = Bonus::EARTH_IMMUNITY;
 
- 				b.subtype = 2; //only direct damage
 
- 				break;
 
- 			case 'e':
 
- 				b.type = Bonus::EARTH_IMMUNITY;
 
- 				b.subtype = 0; //all
 
- 				break;
 
- 			case 'A':
 
- 				b.type = Bonus::AIR_IMMUNITY;
 
- 				b.subtype = 2; //only direct damage
 
- 				break;
 
- 			case 'a':
 
- 				b.type = Bonus::AIR_IMMUNITY;
 
- 				b.subtype = 0; //all
 
- 				break;
 
- 			case 'D':
 
- 				b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
 
- 				break;
 
- 			case '0':
 
- 				b.type = Bonus::RECEPTIVE;
 
- 				break;
 
- 			default:
 
- 				tlog5 << "Not parsed bonus " << buf << mod << "\n";
 
- 				return;
 
- 		}
 
- 		break;
 
- 	case 'i':
 
- 		enable = true;
 
- 		b.type = Bonus::NO_DISTANCE_PENALTY;
 
- 		break;
 
- 	case 'o':
 
- 		enable = true;
 
- 		b.type = Bonus::NO_WALL_PENALTY;
 
- 		break;
 
- 	case 'a':
 
- 	case 'c':
 
- 	case 'K':
 
- 	case 'k':
 
- 		b.type = Bonus::SPELL_AFTER_ATTACK;
 
- 		b.subtype = stringToNumber(mod); 
 
- 		break;
 
- 	case 'h':
 
- 		b.type= Bonus::HATE;
 
- 		b.subtype = stringToNumber(mod);
 
- 		break;
 
- 	case 'p':
 
- 	case 'J':
 
- 		b.type = Bonus::SPELL_BEFORE_ATTACK;
 
- 		b.subtype = stringToNumber(mod);
 
- 		b.additionalInfo = 3; //always expert?
 
- 		break;
 
- 	case 'r':
 
- 		b.type = Bonus::HP_REGENERATION;
 
- 		b.val = stringToNumber(mod);
 
- 		break;
 
- 	case 's':
 
- 		b.type = Bonus::ENCHANTED;
 
- 		b.subtype = stringToNumber(mod);
 
- 		b.valType = Bonus::INDEPENDENT_MAX;
 
- 		break;
 
- 	default:
 
- 		tlog5 << "Not parsed bonus " << buf << mod << "\n";
 
- 		return;
 
- 		break;
 
- 	}
 
- 	switch (mod[0])
 
- 	{
 
- 		case '+':
 
- 		case '=': //should we allow percent values to stack or pick highest?
 
- 			b.valType = Bonus::ADDITIVE_VALUE;
 
- 			break;
 
- 	}
 
- 	//limiters, range
 
- 	si32 lastVal, curVal, lastLev = 0;
 
- 	if (enable) //0 and 2 means non-active, 1 - active
 
- 	{
 
- 		if (b.type != Bonus::REBIRTH)
 
- 			b.val = 0; //on-off ability, no value specified
 
- 		curVal = parser.readNumber();// 0 level is never active
 
- 		for (int i = 1; i < 11; ++i)
 
- 		{
 
- 			curVal = parser.readNumber();
 
- 			if (curVal == 1)
 
- 			{
 
- 				b.limiter.reset (new RankRangeLimiter(i));
 
- 				bl.push_back(new Bonus(b));
 
- 				break; //never turned off it seems
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		lastVal = parser.readNumber(); //basic value, not particularly useful but existent
 
- 		for (int i = 1; i < 11; ++i)
 
- 		{
 
- 			curVal = parser.readNumber();
 
- 			if (b.type == Bonus::HATE)
 
- 				curVal *= 10; //odd fix
 
- 			if (curVal > lastVal) //threshold, add new bonus
 
- 			{
 
- 				b.val = curVal - lastVal;
 
- 				lastVal = curVal;
 
- 				b.limiter.reset (new RankRangeLimiter(i));
 
- 				bl.push_back(new Bonus(b));
 
- 				lastLev = i; //start new range from here, i = previous rank
 
- 			}
 
- 			else if (curVal < lastVal)
 
- 			{
 
- 				b.val = lastVal;
 
- 				b.limiter.reset (new RankRangeLimiter(lastLev, i));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- int CCreatureHandler::stringToNumber(std::string & s)
 
- {
 
- 	boost::algorithm::replace_first(s,"#",""); //drop hash character
 
- 	return std::atoi(s.c_str());
 
- }
 
- CCreatureHandler::~CCreatureHandler()
 
- {
 
- }
 
- int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
 
- {
 
- 	int r = 0;
 
- 	if(tier == -1) //pick any allowed creature
 
- 	{
 
- 		do 
 
- 		{
 
- 			r = vstd::pickRandomElementOf(creatures, randGen)->idNumber;
 
- 		} while (vstd::contains(VLC->creh->notUsedMonsters,r));
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(vstd::iswithin(tier, 1, 7));
 
- 		std::vector<int> allowed;
 
- 		BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
 
- 		{
 
- 			assert(b->getNodeType() == CBonusSystemNode::CREATURE);
 
- 			int creid = static_cast<const CCreature*>(b)->idNumber;
 
- 			if(!vstd::contains(notUsedMonsters, creid))
 
- 				allowed.push_back(creid);
 
- 		}
 
- 		if(!allowed.size())
 
- 		{
 
- 			tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
 
- 			return 0;
 
- 		}
 
- 		return vstd::pickRandomElementOf(allowed, randGen);
 
- 	}
 
- 	return r;
 
- }
 
- void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
 
- {
 
- 	assert(vstd::iswithin(tier, 1, 7));
 
- 	creaturesOfLevel[tier].addNewBonus(b);
 
- }
 
- void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
 
- {
 
- 	allCreatures.addNewBonus(b);
 
- }
 
- void CCreatureHandler::buildBonusTreeForTiers()
 
- {
 
- 	BOOST_FOREACH(CCreature *c, creatures)
 
- 	{
 
- 		if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
 
- 			c->attachTo(&creaturesOfLevel[c->level]);
 
- 		else
 
- 			c->attachTo(&creaturesOfLevel[0]);
 
- 	}
 
- 	BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
 
- 		b.attachTo(&allCreatures);
 
- }
 
- void CCreatureHandler::deserializationFix()
 
- {
 
- 	buildBonusTreeForTiers();
 
- }
 
 
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