CCreatureHandler.cpp 30 KB

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  1. #include "StdInc.h"
  2. #include "CCreatureHandler.h"
  3. #include "Filesystem/CResourceLoader.h"
  4. #include "../lib/VCMI_Lib.h"
  5. #include "../lib/CGameState.h"
  6. #include "../lib/JsonNode.h"
  7. #include "CHeroHandler.h"
  8. #include "CModHandler.h"
  9. using namespace boost::assign;
  10. /*
  11. * CCreatureHandler.cpp, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. CCreatureHandler::CCreatureHandler()
  20. {
  21. VLC->creh = this;
  22. // Set the faction alignments to the defaults:
  23. // Good: Castle, Rampart, Tower
  24. // Evil: Inferno, Necropolis, Dungeon
  25. // Neutral: Stronghold, Fortess, Conflux
  26. factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
  27. doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
  28. allCreatures.setDescription("All creatures");
  29. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  30. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  31. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  32. }
  33. int CCreature::getQuantityID(const int & quantity)
  34. {
  35. if (quantity<5)
  36. return 1;
  37. if (quantity<10)
  38. return 2;
  39. if (quantity<20)
  40. return 3;
  41. if (quantity<50)
  42. return 4;
  43. if (quantity<100)
  44. return 5;
  45. if (quantity<250)
  46. return 6;
  47. if (quantity<500)
  48. return 7;
  49. if (quantity<1000)
  50. return 8;
  51. return 9;
  52. }
  53. int CCreature::estimateCreatureCount(ui32 countID)
  54. {
  55. static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  56. if (countID > 9)
  57. assert("Wrong countID!");
  58. return creature_count[countID];
  59. }
  60. bool CCreature::isDoubleWide() const
  61. {
  62. return doubleWide;
  63. }
  64. bool CCreature::isFlying() const
  65. {
  66. return hasBonusOfType(Bonus::FLYING);
  67. }
  68. bool CCreature::isShooting() const
  69. {
  70. return hasBonusOfType(Bonus::SHOOTER);
  71. }
  72. bool CCreature::isUndead() const
  73. {
  74. return hasBonusOfType(Bonus::UNDEAD);
  75. }
  76. /**
  77. * Determines if the creature is of a good alignment.
  78. * @return true if the creture is good, false otherwise.
  79. */
  80. bool CCreature::isGood () const
  81. {
  82. return VLC->creh->isGood(faction);
  83. }
  84. /**
  85. * Determines if the creature is of an evil alignment.
  86. * @return true if the creature is evil, false otherwise.
  87. */
  88. bool CCreature::isEvil () const
  89. {
  90. return VLC->creh->isEvil(faction);
  91. }
  92. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  93. {
  94. int ret = 2147483645;
  95. int resAmnt = std::min(res.size(),cost.size());
  96. for(int i=0;i<resAmnt;i++)
  97. if(cost[i])
  98. ret = std::min(ret,(int)(res[i]/cost[i]));
  99. return ret;
  100. }
  101. CCreature::CCreature()
  102. {
  103. doubleWide = false;
  104. setNodeType(CBonusSystemNode::CREATURE);
  105. }
  106. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  107. {
  108. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  109. addNewBonus(added);
  110. }
  111. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  112. // {
  113. // out.insert (VLC->creh->globalEffects);
  114. // }
  115. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  116. {
  117. //TODO upgrade of upgrade?
  118. return vstd::contains(upgrades, anotherCre->idNumber);
  119. }
  120. bool CCreature::valid() const
  121. {
  122. return this == VLC->creh->creatures[idNumber];
  123. }
  124. std::string CCreature::nodeName() const
  125. {
  126. return "\"" + namePl + "\"";
  127. }
  128. bool CCreature::isItNativeTerrain(int terrain) const
  129. {
  130. if(!vstd::iswithin(faction, 0, 9))
  131. return false;
  132. //not good handler dependency
  133. return VLC->heroh->nativeTerrains[faction] == terrain;
  134. }
  135. int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
  136. {
  137. befi=i;
  138. for(; i<andame; ++i)
  139. {
  140. if(buf[i]=='\t')
  141. break;
  142. }
  143. std::string tmp = buf.substr(befi, i-befi);
  144. int ret = atoi(buf.substr(befi, i-befi).c_str());
  145. ++i;
  146. return ret;
  147. }
  148. double readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
  149. {
  150. befi=i;
  151. for(; i<andame; ++i)
  152. {
  153. if(buf[i]=='\t')
  154. break;
  155. }
  156. std::string tmp = buf.substr(befi, i-befi);
  157. double ret = atof(buf.substr(befi, i-befi).c_str());
  158. ++i;
  159. return ret;
  160. }
  161. /**
  162. * Determines if a faction is good.
  163. * @param ID of the faction.
  164. * @return true if the faction is good, false otherwise.
  165. */
  166. bool CCreatureHandler::isGood (si8 faction) const
  167. {
  168. return faction != -1 && factionAlignments[faction] == 1;
  169. }
  170. /**
  171. * Determines if a faction is evil.
  172. * @param ID of the faction.
  173. * @return true if the faction is evil, false otherwise.
  174. */
  175. bool CCreatureHandler::isEvil (si8 faction) const
  176. {
  177. return faction != -1 && factionAlignments[faction] == -1;
  178. }
  179. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  180. {
  181. Bonus *nsf = new Bonus();
  182. std::string type = ability_vec[0].String();
  183. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  184. if (it == bonusNameMap.end()) {
  185. if (type == "DOUBLE_WIDE")
  186. cre->doubleWide = true;
  187. else if (type == "ENEMY_MORALE_DECREASING") {
  188. cre->addBonus(-1, Bonus::MORALE);
  189. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  190. }
  191. else if (type == "ENEMY_LUCK_DECREASING") {
  192. cre->addBonus(-1, Bonus::LUCK);
  193. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  194. } else
  195. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  196. return;
  197. }
  198. nsf->type = it->second;
  199. nsf->val = ability_vec[1].Float();
  200. nsf->subtype = ability_vec[2].Float();
  201. nsf->additionalInfo = ability_vec[3].Float();
  202. nsf->source = Bonus::CREATURE_ABILITY;
  203. nsf->sid = cre->idNumber;
  204. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  205. nsf->duration = Bonus::PERMANENT;
  206. nsf->turnsRemain = 0;
  207. cre->addNewBonus(nsf);
  208. }
  209. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  210. {
  211. std::string type = ability.String();
  212. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  213. if (it == bonusNameMap.end()) {
  214. if (type == "DOUBLE_WIDE")
  215. cre->doubleWide = false;
  216. else
  217. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  218. return;
  219. }
  220. int typeNo = it->second;
  221. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  222. Bonus *b = cre->getBonus(Selector::type(ecf));
  223. cre->removeBonus(b);
  224. }
  225. void CCreatureHandler::loadCreatures()
  226. {
  227. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  228. ////////////reading ZCRTRAIT.TXT ///////////////////
  229. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/ZCRTRAIT.TXT"));
  230. std::string buf((char*)textFile.first.get(), textFile.second);
  231. int andame = buf.size();
  232. int i=0; //buf iterator
  233. int hmcr=0;
  234. for(; i<andame; ++i)
  235. {
  236. if(buf[i]=='\r')
  237. ++hmcr;
  238. if(hmcr==2)
  239. break;
  240. }
  241. i+=2;
  242. while(i<buf.size())
  243. {
  244. CCreature &ncre = *new CCreature;
  245. ncre.idNumber = creatures.size();
  246. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  247. ncre.level=0;
  248. int befi=i;
  249. for(; i<andame; ++i)
  250. {
  251. if(buf[i]=='\t')
  252. break;
  253. }
  254. ncre.nameSing = buf.substr(befi, i-befi);
  255. ++i;
  256. befi=i;
  257. for(; i<andame; ++i)
  258. {
  259. if(buf[i]=='\t')
  260. break;
  261. }
  262. ncre.namePl = buf.substr(befi, i-befi);
  263. ++i;
  264. for(int v=0; v<7; ++v)
  265. {
  266. ncre.cost[v] = readNumber(befi, i, andame, buf);
  267. }
  268. ncre.fightValue = readNumber(befi, i, andame, buf);
  269. ncre.AIValue = readNumber(befi, i, andame, buf);
  270. ncre.growth = readNumber(befi, i, andame, buf);
  271. ncre.hordeGrowth = readNumber(befi, i, andame, buf);
  272. ncre.hitPoints = readNumber(befi, i, andame, buf);
  273. ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
  274. ncre.speed = readNumber(befi, i, andame, buf);
  275. ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
  276. ncre.attack = readNumber(befi, i, andame, buf);
  277. ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  278. ncre.defence = readNumber(befi, i, andame, buf);
  279. ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  280. ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
  281. ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
  282. ncre.damageMax = readNumber(befi, i, andame, buf);
  283. ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
  284. ncre.shots = readNumber(befi, i, andame, buf);
  285. ncre.addBonus(ncre.shots, Bonus::SHOTS);
  286. ncre.spells = readNumber(befi, i, andame, buf);
  287. ncre.ammMin = readNumber(befi, i, andame, buf);
  288. ncre.ammMax = readNumber(befi, i, andame, buf);
  289. befi=i;
  290. for(; i<andame; ++i)
  291. {
  292. if(buf[i]=='\t')
  293. break;
  294. }
  295. ncre.abilityText = buf.substr(befi, i-befi);
  296. ++i;
  297. befi=i;
  298. for(; i<andame; ++i)
  299. {
  300. if(buf[i]=='\r')
  301. break;
  302. }
  303. ncre.abilityRefs = buf.substr(befi, i-befi);
  304. i+=2;
  305. if(true)
  306. { //adding abilities from ZCRTRAIT.TXT
  307. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  308. ncre.doubleWide = true;
  309. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  310. ncre.addBonus(0, Bonus::FLYING);
  311. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  312. ncre.addBonus(0, Bonus::SHOOTER);
  313. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  314. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  315. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  316. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  317. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  318. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  319. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  320. ncre.addBonus(0, Bonus::UNDEAD);
  321. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  322. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  323. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  324. ncre.addBonus(0, Bonus::JOUSTING);
  325. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  326. {
  327. ncre.addBonus(+1, Bonus::MORALE);;
  328. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  329. }
  330. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  331. {
  332. ncre.addBonus(-1, Bonus::MORALE);;
  333. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  334. }
  335. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  336. ncre.addBonus(0, Bonus::KING1);
  337. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  338. ncre.addBonus(0, Bonus::KING2);
  339. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  340. ncre.addBonus(0, Bonus::KING3);
  341. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  342. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  343. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  344. ncre.addBonus(0, Bonus::CATAPULT);
  345. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  346. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  347. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  348. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  349. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  350. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  351. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  352. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  353. }
  354. if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
  355. {
  356. ncre.idNumber = creatures.size();
  357. creatures.push_back(&ncre);
  358. }
  359. }
  360. // loading creatures properties
  361. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  362. const JsonNode config(ResourceID("config/creatures.json"));
  363. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  364. {
  365. int creatureID = creature["id"].Float();
  366. const JsonNode *value;
  367. /* A creature can have several names. */
  368. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  369. {
  370. boost::assign::insert(nameToID)(name.String(), creatureID);
  371. }
  372. // Set various creature properties
  373. CCreature *c = creatures[creatureID];
  374. c->level = creature["level"].Float();
  375. c->faction = creature["faction"].Float();
  376. c->animDefName = creature["defname"].String();
  377. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  378. {
  379. c->upgrades.insert(value.Float());
  380. }
  381. value = &creature["projectile_defname"];
  382. if (!value->isNull())
  383. {
  384. idToProjectile[creatureID] = value->String();
  385. value = &creature["projectile_spin"];
  386. idToProjectileSpin[creatureID] = value->Bool();
  387. }
  388. value = &creature["turret_shooter"];
  389. if (!value->isNull() && value->Bool())
  390. factionToTurretCreature[c->faction] = creatureID;
  391. value = &creature["ability_add"];
  392. if (!value->isNull()) {
  393. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  394. {
  395. AddAbility(c, ability.Vector());
  396. }
  397. }
  398. value = &creature["ability_remove"];
  399. if (!value->isNull())
  400. {
  401. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  402. {
  403. RemoveAbility(c, ability);
  404. }
  405. }
  406. }
  407. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  408. {
  409. notUsedMonsters += creature.Float();
  410. }
  411. buildBonusTreeForTiers();
  412. loadAnimationInfo();
  413. //reading creature ability names
  414. const JsonNode config2(ResourceID("config/bonusnames.json"));
  415. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  416. {
  417. std::map<std::string,int>::const_iterator it_map;
  418. std::string bonusID = bonus["id"].String();
  419. it_map = bonusNameMap.find(bonusID);
  420. if (it_map != bonusNameMap.end())
  421. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  422. else
  423. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  424. }
  425. //handle magic resistance secondary skill premy, potentialy may be buggy
  426. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  427. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  428. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  429. {
  430. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CREXPBON.TXT"));
  431. std::string buf((char*)textFile.first.get(), textFile.second);
  432. int it = 0;
  433. si32 creid = -1;
  434. Bonus b; //prototype with some default properties
  435. b.source = Bonus::STACK_EXPERIENCE;
  436. b.duration = Bonus::PERMANENT;
  437. b.valType = Bonus::ADDITIVE_VALUE;
  438. b.effectRange = Bonus::NO_LIMIT;
  439. b.additionalInfo = 0;
  440. b.turnsRemain = 0;
  441. BonusList bl;
  442. std::string dump2;
  443. loadToIt (dump2, buf, it, 3); //ignore first line
  444. loadToIt (dump2, buf, it, 4); //ignore index
  445. loadStackExp(b, bl, buf, it);
  446. BOOST_FOREACH(Bonus * b, bl)
  447. addBonusForAllCreatures(b); //health bonus is common for all
  448. loadToIt (dump2, buf, it, 3); //crop comment
  449. for (i = 1; i < 7; ++i)
  450. {
  451. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  452. {
  453. loadToIt (dump2, buf, it, 4); //ignore index
  454. bl.clear();
  455. loadStackExp(b, bl, buf, it);
  456. BOOST_FOREACH(Bonus * b, bl)
  457. addBonusForTier(i, b);
  458. loadToIt (dump2, buf, it, 3); //crop comment
  459. }
  460. }
  461. for (int j = 0; j < 4; ++j) //tier 7
  462. {
  463. loadToIt (dump2, buf, it, 4); //ignore index
  464. bl.clear();
  465. loadStackExp(b, bl, buf, it);
  466. BOOST_FOREACH(Bonus * b, bl)
  467. {
  468. addBonusForTier(7, b);
  469. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  470. }
  471. loadToIt (dump2, buf, it, 3); //crop comment
  472. }
  473. do //parse everything that's left
  474. {
  475. loadToIt(creid, buf, it, 4); //get index
  476. b.sid = creid; //id = this particular creature ID
  477. loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
  478. loadToIt (dump2, buf, it, 3); //crop comment
  479. } while (it < buf.size());
  480. //Calculate rank exp values, formula appears complicated bu no parsing needed
  481. expRanks.resize(8);
  482. int dif = 0;
  483. it = 8000; //ignore name of this variable
  484. expRanks[0].push_back(it);
  485. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  486. {
  487. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  488. dif += it/5;
  489. }
  490. for (i = 1; i < 8; ++i)
  491. {
  492. dif = 0;
  493. it = 1000 * i;
  494. expRanks[i].push_back(it);
  495. for (int j = 1; j < 10; ++j)
  496. {
  497. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  498. dif += it/5;
  499. }
  500. }
  501. textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CREXPMOD.TXT"));
  502. buf = std::string((char*)textFile.first.get(), textFile.second);
  503. it = 0;
  504. loadToIt (dump2, buf, it, 3); //ignore first line
  505. maxExpPerBattle.resize(8);
  506. si32 val;
  507. for (i = 1; i < 8; ++i)
  508. {
  509. loadToIt (dump2, buf, it, 4); //index
  510. loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
  511. loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
  512. loadToIt (dump2, buf, it, 4); //already calculated
  513. loadToIt (val, buf, it, 4);
  514. maxExpPerBattle[i] = (ui32)val;
  515. loadToIt (val, buf, it, 4); //11th level
  516. val += (si32)expRanks[i].back();
  517. expRanks[i].push_back((ui32)val);
  518. loadToIt (dump2, buf, it, 3); //crop comment
  519. }
  520. //skeleton gets exp penalty
  521. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  522. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  523. //exp for tier >7, rank 11
  524. expRanks[0].push_back(147000);
  525. expAfterUpgrade = 75; //percent
  526. maxExpPerBattle[0] = maxExpPerBattle[7];
  527. }//end of Stack Experience
  528. //experiment - add 100 to attack for creatures of tier 1
  529. // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
  530. // addBonusForTier(1, b);
  531. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  532. const JsonNode config3(ResourceID("config/commanders.json"));
  533. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  534. {
  535. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  536. }
  537. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  538. {
  539. commanderLevelPremy.push_back(ParseBonus (bonus.Vector()));
  540. }
  541. i = 0;
  542. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  543. {
  544. skillLevels.push_back (std::vector<ui8>());
  545. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  546. {
  547. skillLevels[i].push_back (skillLevel.Float());
  548. }
  549. ++i;
  550. }
  551. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  552. {
  553. std::pair <Bonus, std::pair <ui8, ui8> > a;
  554. a.first = *ParseBonus (ability["ability"].Vector());
  555. a.second.first = ability["skills"].Vector()[0].Float();
  556. a.second.second = ability["skills"].Vector()[1].Float();
  557. skillRequirements.push_back (a);
  558. }
  559. }
  560. void CCreatureHandler::loadAnimationInfo()
  561. {
  562. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CRANIM.TXT"));
  563. std::string buf((char*)textFile.first.get(), textFile.second);
  564. int andame = buf.size();
  565. int i=0; //buf iterator
  566. int hmcr=0;
  567. for(; i<andame; ++i)
  568. {
  569. if(buf[i]=='\r')
  570. ++hmcr;
  571. if(hmcr==2)
  572. break;
  573. }
  574. i+=2;
  575. for(int dd=0; dd<creatures.size(); ++dd)
  576. {
  577. //tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
  578. loadUnitAnimInfo(*creatures[dd], buf, i);
  579. }
  580. return;
  581. }
  582. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
  583. {
  584. int befi=i;
  585. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  586. while(unit.timeBetweenFidgets == 0.0)
  587. {
  588. for(; i<src.size(); ++i)
  589. {
  590. if(src[i]=='\r')
  591. break;
  592. }
  593. i+=2;
  594. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  595. }
  596. unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
  597. unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
  598. unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
  599. ///////////////////////
  600. unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  601. unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  602. unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
  603. unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
  604. unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  605. unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  606. ///////////////////////
  607. for(int jjj=0; jjj<12; ++jjj)
  608. {
  609. unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
  610. }
  611. unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
  612. unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
  613. for(; i<src.size(); ++i)
  614. {
  615. if(src[i]=='\r')
  616. break;
  617. }
  618. i+=2;
  619. }
  620. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
  621. {
  622. std::string buf, mod;
  623. bool enable = false; //some bonuses are activated with values 2 or 1
  624. loadToIt(buf, src, it, 4);
  625. loadToIt(mod, src, it, 4);
  626. switch (buf[0])
  627. {
  628. case 'H':
  629. b.type = Bonus::STACK_HEALTH;
  630. b.valType = Bonus::PERCENT_TO_BASE;
  631. break;
  632. case 'A':
  633. b.type = Bonus::PRIMARY_SKILL;
  634. b.subtype = PrimarySkill::ATTACK;
  635. break;
  636. case 'D':
  637. b.type = Bonus::PRIMARY_SKILL;
  638. b.subtype = PrimarySkill::DEFENSE;
  639. break;
  640. case 'M': //Max damage
  641. b.type = Bonus::CREATURE_DAMAGE;
  642. b.subtype = 2;
  643. break;
  644. case 'm': //Min damage
  645. b.type = Bonus::CREATURE_DAMAGE;
  646. b.subtype = 1;
  647. break;
  648. case 'S':
  649. b.type = Bonus::STACKS_SPEED; break;
  650. case 'O':
  651. b.type = Bonus::SHOTS; break;
  652. case 'b':
  653. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  654. case 'C':
  655. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  656. case 'd':
  657. b.type = Bonus::DEFENSIVE_STANCE; break;
  658. case 'e':
  659. b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
  660. case 'E':
  661. b.type = Bonus::DEATH_STARE;
  662. b.subtype = 0; //Gorgon
  663. break;
  664. case 'g':
  665. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  666. b.subtype = -1; //all magic schools
  667. break;
  668. case 'P':
  669. b.type = Bonus::CASTS; break;
  670. case 'R':
  671. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  672. case 'W':
  673. b.type = Bonus::MAGIC_RESISTANCE;
  674. b.subtype = 0; //otherwise creature window goes crazy
  675. break;
  676. case 'f': //on-off skill
  677. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  678. switch (mod[0])
  679. {
  680. case 'A':
  681. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  682. case 'b':
  683. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  684. case 'B':
  685. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  686. case 'c':
  687. b.type = Bonus::JOUSTING; break;
  688. case 'D':
  689. b.type = Bonus::ADDITIONAL_ATTACK; break;
  690. case 'f':
  691. b.type = Bonus::FEARLESS; break;
  692. case 'F':
  693. b.type = Bonus::FLYING; break;
  694. case 'm':
  695. b.type = Bonus::SELF_MORALE; break;
  696. case 'M':
  697. b.type = Bonus::NO_MORALE; break;
  698. case 'p': //Mind spells
  699. case 'P':
  700. b.type = Bonus::MIND_IMMUNITY; break;
  701. case 'r':
  702. b.type = Bonus::REBIRTH; //on/off? makes sense?
  703. b.subtype = 0;
  704. b.val = 20; //arbitrary value
  705. break;
  706. case 'R':
  707. b.type = Bonus::BLOCKS_RETALIATION; break;
  708. case 's':
  709. b.type = Bonus::FREE_SHOOTING; break;
  710. case 'u':
  711. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  712. case 'U':
  713. b.type = Bonus::UNDEAD; break;
  714. default:
  715. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  716. return;
  717. break;
  718. }
  719. break;
  720. case 'w': //specific spell immunities, enabled/disabled
  721. enable = true;
  722. switch (mod[0])
  723. {
  724. case 'B': //Blind
  725. b.type = Bonus::SPELL_IMMUNITY;
  726. b.subtype = 74;
  727. break;
  728. case 'H': //Hypnotize
  729. b.type = Bonus::SPELL_IMMUNITY;
  730. b.subtype = 60;
  731. break;
  732. case 'I': //Implosion
  733. b.type = Bonus::SPELL_IMMUNITY;
  734. b.subtype = 18;
  735. break;
  736. case 'K': //Berserk
  737. b.type = Bonus::SPELL_IMMUNITY;
  738. b.subtype = 59;
  739. break;
  740. case 'M': //Meteor Shower
  741. b.type = Bonus::SPELL_IMMUNITY;
  742. b.subtype = 23;
  743. break;
  744. case 'N': //dispell beneficial spells
  745. b.type = Bonus::SPELL_IMMUNITY;
  746. b.subtype = 78;
  747. break;
  748. case 'R': //Armageddon
  749. b.type = Bonus::SPELL_IMMUNITY;
  750. b.subtype = 26;
  751. break;
  752. case 'S': //Slow
  753. b.type = Bonus::SPELL_IMMUNITY;
  754. b.subtype = 54;
  755. break;
  756. case '6':
  757. case '7':
  758. case '8':
  759. case '9':
  760. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  761. b.val = std::atoi(mod.c_str()) - 5;
  762. break;
  763. case ':':
  764. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  765. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  766. break;
  767. case 'F':
  768. b.type = Bonus::FIRE_IMMUNITY;
  769. b.subtype = 1; //not positive
  770. break;
  771. case 'O':
  772. b.type = Bonus::FIRE_IMMUNITY;
  773. b.subtype = 2; //only direct damage
  774. break;
  775. case 'f':
  776. b.type = Bonus::FIRE_IMMUNITY;
  777. b.subtype = 0; //all
  778. break;
  779. case 'C':
  780. b.type = Bonus::WATER_IMMUNITY;
  781. b.subtype = 1; //not positive
  782. break;
  783. case 'W':
  784. b.type = Bonus::WATER_IMMUNITY;
  785. b.subtype = 2; //only direct damage
  786. break;
  787. case 'w':
  788. b.type = Bonus::WATER_IMMUNITY;
  789. b.subtype = 0; //all
  790. break;
  791. case 'E':
  792. b.type = Bonus::EARTH_IMMUNITY;
  793. b.subtype = 2; //only direct damage
  794. break;
  795. case 'e':
  796. b.type = Bonus::EARTH_IMMUNITY;
  797. b.subtype = 0; //all
  798. break;
  799. case 'A':
  800. b.type = Bonus::AIR_IMMUNITY;
  801. b.subtype = 2; //only direct damage
  802. break;
  803. case 'a':
  804. b.type = Bonus::AIR_IMMUNITY;
  805. b.subtype = 0; //all
  806. break;
  807. case 'D':
  808. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  809. break;
  810. case '0':
  811. b.type = Bonus::RECEPTIVE;
  812. break;
  813. default:
  814. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  815. return;
  816. }
  817. break;
  818. case 'i':
  819. enable = true;
  820. b.type = Bonus::NO_DISTANCE_PENALTY;
  821. break;
  822. case 'o':
  823. enable = true;
  824. b.type = Bonus::NO_WALL_PENALTY;
  825. break;
  826. case 'a':
  827. case 'c': //some special abilities are threated as spells, work in progress
  828. b.type = Bonus::SPELL_AFTER_ATTACK;
  829. b.subtype = stringToNumber(mod);
  830. break;
  831. case 'h':
  832. b.type= Bonus::HATE;
  833. b.subtype = stringToNumber(mod);
  834. break;
  835. case 'p':
  836. b.type = Bonus::SPELL_BEFORE_ATTACK;
  837. b.subtype = stringToNumber(mod);
  838. b.additionalInfo = 3; //always expert?
  839. break;
  840. default:
  841. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  842. return;
  843. break;
  844. }
  845. switch (mod[0])
  846. {
  847. case '+':
  848. case '=': //should we allow percent values to stack or pick highest?
  849. b.valType = Bonus::ADDITIVE_VALUE;
  850. break;
  851. }
  852. //limiters, range
  853. si32 lastVal, curVal, lastLev = 0;
  854. if (enable) //0 and 2 means non-active, 1 - active
  855. {
  856. if (b.type != Bonus::REBIRTH)
  857. b.val = 0; //on-off ability, no value specified
  858. loadToIt (curVal, src, it, 4); // 0 level is never active
  859. for (int i = 1; i < 11; ++i)
  860. {
  861. loadToIt (curVal, src, it, 4);
  862. if (curVal == 1)
  863. {
  864. b.limiter.reset (new RankRangeLimiter(i));
  865. bl.push_back(new Bonus(b));
  866. break; //never turned off it seems
  867. }
  868. }
  869. }
  870. else
  871. {
  872. loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
  873. for (int i = 1; i < 11; ++i)
  874. {
  875. loadToIt (curVal, src, it, 4);
  876. if (b.type == Bonus::HATE)
  877. curVal *= 10; //odd fix
  878. if (curVal > lastVal) //threshold, add new bonus
  879. {
  880. b.val = curVal - lastVal;
  881. lastVal = curVal;
  882. b.limiter.reset (new RankRangeLimiter(i));
  883. bl.push_back(new Bonus(b));
  884. lastLev = i; //start new range from here, i = previous rank
  885. }
  886. else if (curVal < lastVal)
  887. {
  888. b.val = lastVal;
  889. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  890. }
  891. }
  892. }
  893. }
  894. int CCreatureHandler::stringToNumber(std::string & s)
  895. {
  896. boost::algorithm::replace_first(s,"#",""); //drop hash character
  897. return std::atoi(s.c_str());
  898. }
  899. CCreatureHandler::~CCreatureHandler()
  900. {
  901. }
  902. static int retreiveRandNum(const boost::function<int()> &randGen)
  903. {
  904. if(randGen)
  905. return randGen();
  906. else
  907. return rand();
  908. }
  909. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  910. {
  911. return v[retreiveRandNum(randGen) % v.size()];
  912. }
  913. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  914. {
  915. int r = 0;
  916. if(tier == -1) //pick any allowed creature
  917. {
  918. do
  919. {
  920. r = pickRandomElementOf(creatures, randGen)->idNumber;
  921. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  922. }
  923. else
  924. {
  925. assert(vstd::iswithin(tier, 1, 7));
  926. std::vector<int> allowed;
  927. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  928. {
  929. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  930. int creid = static_cast<const CCreature*>(b)->idNumber;
  931. if(!vstd::contains(notUsedMonsters, creid))
  932. allowed.push_back(creid);
  933. }
  934. if(!allowed.size())
  935. {
  936. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  937. return 0;
  938. }
  939. return pickRandomElementOf(allowed, randGen);
  940. }
  941. return r;
  942. }
  943. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  944. {
  945. assert(vstd::iswithin(tier, 1, 7));
  946. creaturesOfLevel[tier].addNewBonus(b);
  947. }
  948. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  949. {
  950. allCreatures.addNewBonus(b);
  951. }
  952. void CCreatureHandler::buildBonusTreeForTiers()
  953. {
  954. BOOST_FOREACH(CCreature *c, creatures)
  955. {
  956. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  957. c->attachTo(&creaturesOfLevel[c->level]);
  958. else
  959. c->attachTo(&creaturesOfLevel[0]);
  960. }
  961. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  962. b.attachTo(&allCreatures);
  963. }
  964. void CCreatureHandler::deserializationFix()
  965. {
  966. buildBonusTreeForTiers();
  967. }