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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"
 
- #include "StringConstants.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
 
-  *
 
-  */
 
- 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, Bonus::BonusType type, int subtype /*= -1*/)
 
- {
 
- 	auto added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
 
- 	addNewBonus(added);
 
- }
 
- 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;
 
- }
 
- void CCreature::setId(CreatureID ID)
 
- {
 
- 	idNumber = ID;
 
- 	for(auto bonus : getExportedBonusList())
 
- 	{
 
- 		if(bonus->source == Bonus::CREATURE_ABILITY)
 
- 			bonus->sid = ID;
 
- 	}
 
- }
 
- static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
 
- {
 
- 	auto nsf = new Bonus();
 
- 	std::string type = ability_vec[0].String();
 
- 	auto 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
 
-             logGlobal->errorStream() << "Error: invalid ability type " << type << " in creatures config";
 
- 		return;
 
- 	}
 
- 	nsf->type = it->second;
 
- 	
 
- 	JsonUtils::parseTypedBonusShort(ability_vec,nsf);
 
- 	nsf->source = Bonus::CREATURE_ABILITY;
 
- 	nsf->sid = cre->idNumber;
 
- 	
 
- 	cre->addNewBonus(nsf);
 
- }
 
- CCreatureHandler::CCreatureHandler()
 
- {
 
- 	VLC->creh = this;
 
- 	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));
 
- 	loadCommanders();
 
- }
 
- void CCreatureHandler::loadCommanders()
 
- {
 
- 	JsonNode data(ResourceID("config/commanders.json"));
 
- 	data.setMeta("core"); // assume that commanders are in core mod (for proper bonuses resolution)
 
- 	const JsonNode & config = data; // switch to const data accessors
 
- 	for (auto bonus : config["bonusPerLevel"].Vector())
 
- 	{
 
- 		commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
 
- 	}
 
- 	int i = 0;
 
- 	for (auto skill : config["skillLevels"].Vector())
 
- 	{
 
- 		skillLevels.push_back (std::vector<ui8>());
 
- 		for (auto skillLevel : skill["levels"].Vector())
 
- 		{
 
- 			skillLevels[i].push_back (skillLevel.Float());
 
- 		}
 
- 		++i;
 
- 	}
 
- 	for (auto ability : config["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::loadBonuses(JsonNode & creature, std::string bonuses)
 
- {
 
- 	auto makeBonusNode = [&](std::string type) -> JsonNode
 
- 	{
 
- 		JsonNode ret;
 
- 		ret["type"].String() = type;
 
- 		return ret;
 
- 	};
 
- 	static const std::map<std::string, JsonNode> abilityMap =
 
- 	  boost::assign::map_list_of
 
- 	    ("FLYING_ARMY",            makeBonusNode("FLYING"))
 
- 	    ("SHOOTING_ARMY",          makeBonusNode("SHOOTER"))
 
- 	    ("SIEGE_WEAPON",           makeBonusNode("SIEGE_WEAPON"))
 
- 	    ("const_free_attack",      makeBonusNode("BLOCKS_RETALIATION"))
 
- 	    ("IS_UNDEAD",              makeBonusNode("UNDEAD"))
 
- 	    ("const_no_melee_penalty", makeBonusNode("NO_MELEE_PENALTY"))
 
- 	    ("const_jousting",         makeBonusNode("JOUSTING"))
 
- 	    ("KING_1",                 makeBonusNode("KING1"))
 
- 	    ("KING_2",                 makeBonusNode("KING2"))
 
- 		("KING_3",                 makeBonusNode("KING3"))
 
- 		("const_no_wall_penalty",  makeBonusNode("NO_WALL_PENALTY"))
 
- 		("CATAPULT",               makeBonusNode("CATAPULT"))
 
- 		("MULTI_HEADED",           makeBonusNode("ATTACKS_ALL_ADJACENT"))
 
- 		("IMMUNE_TO_MIND_SPELLS",  makeBonusNode("MIND_IMMUNITY"))
 
- 		("HAS_EXTENDED_ATTACK",    makeBonusNode("TWO_HEX_ATTACK_BREATH"));
 
- 	auto hasAbility = [&](const std::string name) -> bool
 
- 	{
 
- 		return boost::algorithm::find_first(bonuses, name);
 
- 	};
 
- 	for(auto a : abilityMap)
 
- 	{
 
- 		if(hasAbility(a.first))
 
- 			creature["abilities"][a.first] = a.second;
 
- 	}
 
- 	if(hasAbility("DOUBLE_WIDE"))
 
- 		creature["doubleWide"].Bool() = true;
 
- 	if(hasAbility("const_raises_morale"))
 
- 	{
 
- 		JsonNode node = makeBonusNode("MORALE");
 
- 		node["val"].Float() = 1;
 
- 		node["propagator"].String() = "HERO";
 
- 		creature["abilities"]["const_raises_morale"] = node;
 
- 	}
 
- 	if(hasAbility("const_lowers_morale"))
 
- 	{
 
- 		JsonNode node = makeBonusNode("MORALE");
 
- 		node["val"].Float() = -1;
 
- 		node["effectRange"].String() = "ONLY_ENEMY_ARMY";
 
- 		creature["abilities"]["const_lowers_morale"] = node;
 
- 	}
 
- }
 
- std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
 
- {
 
- 	creatures.resize(dataSize);
 
- 	std::vector<JsonNode> h3Data;
 
- 	h3Data.reserve(dataSize);
 
- 	CLegacyConfigParser parser("DATA/CRTRAITS.TXT");
 
- 	parser.endLine(); // header
 
- 	// this file is a bit different in some of Russian localisations:
 
- 	//ENG: Singular	Plural Wood ...
 
- 	//RUS: Singular	Plural	Plural2 Wood ...
 
- 	// Try to detect which version this is by header
 
- 	// TODO: use 3rd name? Stand for "whose", e.g. pikemans'
 
- 	size_t namesCount;
 
- 	{
 
- 		if ( parser.readString() != "Singular" || parser.readString() != "Plural" )
 
- 			throw std::runtime_error("Incorrect format of CrTraits.txt");
 
- 		if (parser.readString() == "Plural2")
 
- 			namesCount = 3;
 
- 		else
 
- 			namesCount = 2;
 
- 		parser.endLine();
 
- 	}
 
- 	for (size_t i=0; i<dataSize; i++)
 
- 	{
 
- 		//loop till non-empty line
 
- 		while (parser.isNextEntryEmpty())
 
- 			parser.endLine();
 
- 		JsonNode data;
 
- 		data["name"]["singular"].String() =  parser.readString();
 
- 		if (namesCount == 3)
 
- 			parser.readString();
 
- 		data["name"]["plural"].String() =  parser.readString();
 
- 		for(int v=0; v<7; ++v)
 
- 			data["cost"][GameConstants::RESOURCE_NAMES[v]].Float() = parser.readNumber();
 
- 		data["fightValue"].Float() = parser.readNumber();
 
- 		data["aiValue"].Float() = parser.readNumber();
 
- 		data["growth"].Float() = parser.readNumber();
 
- 		data["horde"].Float() = parser.readNumber();
 
- 		data["hitPoints"].Float() = parser.readNumber();
 
- 		data["speed"].Float() = parser.readNumber();
 
- 		data["attack"].Float() = parser.readNumber();
 
- 		data["defense"].Float() = parser.readNumber();
 
- 		data["damage"]["min"].Float() = parser.readNumber();
 
- 		data["damage"]["max"].Float() = parser.readNumber();
 
- 		if (float shots = parser.readNumber())
 
- 			data["shots"].Float() = shots;
 
- 		if (float spells = parser.readNumber())
 
- 			data["spellPoints"].Float() = spells;
 
- 		data["advMapAmount"]["min"].Float() = parser.readNumber();
 
- 		data["advMapAmount"]["max"].Float() = parser.readNumber();
 
- 		data["abilityText"].String() = parser.readString();
 
- 		loadBonuses(data, parser.readString()); //Attributes
 
- 		h3Data.push_back(data);
 
- 	}
 
- 	loadAnimationInfo(h3Data);
 
- 	return h3Data;
 
- }
 
- void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
 
- {
 
- 	auto object = loadFromJson(data);
 
- 	object->setId(CreatureID(creatures.size()));
 
- 	object->iconIndex = object->idNumber + 2;
 
- 	creatures.push_back(object);
 
- 	VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
 
- 	for(auto node : data["extraNames"].Vector())
 
- 	{
 
- 		VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
 
- 	}
 
- }
 
- void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
 
- {
 
- 	auto object = loadFromJson(data);
 
- 	object->setId(CreatureID(index));
 
- 	object->iconIndex = object->idNumber + 2;
 
- 	if(data["hasDoubleWeek"].Bool()) //
 
- 	{
 
- 		doubledCreatures.insert (object->idNumber); //we need to have id (or identifier) before it is inserted
 
- 	}
 
- 	assert(creatures[index] == nullptr); // ensure that this id was not loaded before
 
- 	creatures[index] = object;
 
- 	VLC->modh->identifiers.registerObject(scope, "creature", name, object->idNumber);
 
- 	for(auto node : data["extraNames"].Vector())
 
- 	{
 
- 		VLC->modh->identifiers.registerObject(scope, "creature", node.String(), object->idNumber);
 
- 	}
 
- }
 
- std::vector<bool> CCreatureHandler::getDefaultAllowed() const
 
- {
 
- 	std::vector<bool> ret;
 
- 	for(const CCreature * crea : creatures)
 
- 	{
 
- 		ret.push_back(crea ? !crea->special : false);
 
- 	}
 
- 	return ret;
 
- }
 
- void CCreatureHandler::loadCrExpBon()
 
- {
 
- 	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);
 
- 		for(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);
 
- 				for(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);
 
- 			for(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
 
- }
 
- void CCreatureHandler::loadAnimationInfo(std::vector<JsonNode> &h3Data)
 
- {
 
- 	CLegacyConfigParser parser("DATA/CRANIM.TXT");
 
- 	parser.endLine(); // header
 
- 	parser.endLine();
 
- 	for(int dd=0; dd<VLC->modh->settings.data["textData"]["creature"].Float(); ++dd)
 
- 	{
 
- 		while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
 
- 			;
 
- 		loadUnitAnimInfo(h3Data[dd]["graphics"], parser);
 
- 		parser.endLine();
 
- 	}
 
- }
 
- void CCreatureHandler::loadUnitAnimInfo(JsonNode & graphics, CLegacyConfigParser & parser)
 
- {
 
- 	graphics["map"].String(); //create empty string. Real value will be loaded from H3 txt's
 
- 	graphics["timeBetweenFidgets"].Float() = parser.readNumber();
 
- 	JsonNode & animationTime = graphics["animationTime"];
 
- 	animationTime["walk"].Float() = parser.readNumber();
 
- 	animationTime["attack"].Float() = parser.readNumber();
 
- 	animationTime["flight"].Float() = parser.readNumber();
 
- 	JsonNode & missile = graphics["missile"];
 
- 	JsonNode & offsets = missile["offset"];
 
- 	offsets["upperX"].Float() = parser.readNumber();
 
- 	offsets["upperY"].Float() = parser.readNumber();
 
- 	offsets["middleX"].Float() = parser.readNumber();
 
- 	offsets["middleY"].Float() = parser.readNumber();
 
- 	offsets["lowerX"].Float() = parser.readNumber();
 
- 	offsets["lowerY"].Float() = parser.readNumber();
 
- 	for(int i=0; i<12; i++)
 
- 	{
 
- 		JsonNode entry;
 
- 		entry.Float() = parser.readNumber();
 
- 		missile["frameAngles"].Vector().push_back(entry);
 
- 	}
 
- 	graphics["troopCountLocationOffset"].Float() = parser.readNumber();
 
- 	missile["attackClimaxFrame"].Float() = parser.readNumber();
 
- 	// assume that creature is not a shooter and should not have whole missile field
 
- 	if (missile["frameAngles"].Vector()[0].Float() == 0 &&
 
- 	    missile["attackClimaxFrame"].Float() == 0)
 
- 		graphics.Struct().erase("missile");
 
- }
 
- CCreature * CCreatureHandler::loadFromJson(const JsonNode & node)
 
- {
 
- 	auto  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);
 
- 	cre->addBonus(node["damage"]["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
 
- 	cre->addBonus(node["damage"]["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
 
- 	cre->ammMin = node["advMapAmount"]["min"].Float();
 
- 	cre->ammMax = node["advMapAmount"]["max"].Float();
 
- 	assert(cre->ammMin <= cre->ammMax);
 
- 	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();
 
- 	loadStackExperience(cre, node["stackExperience"]);
 
- 	loadJsonAnimation(cre, node["graphics"]);
 
- 	loadCreatureJson(cre, node);
 
- 	return cre;
 
- }
 
- void CCreatureHandler::loadJsonAnimation(CCreature * cre, const JsonNode & graphics)
 
- {
 
- 	cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
 
- 	cre->animation.troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
 
- 	const JsonNode & animationTime = graphics["animationTime"];
 
- 	cre->animation.walkAnimationTime = animationTime["walk"].Float();
 
- 	cre->animation.attackAnimationTime = animationTime["attack"].Float();
 
- 	cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?
 
- 	const JsonNode & missile = graphics["missile"];
 
- 	const JsonNode & offsets = missile["offset"];
 
- 	cre->animation.upperRightMissleOffsetX = offsets["upperX"].Float();
 
- 	cre->animation.upperRightMissleOffsetY = offsets["upperY"].Float();
 
- 	cre->animation.rightMissleOffsetX = offsets["middleX"].Float();
 
- 	cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
 
- 	cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
 
- 	cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
 
- 	cre->animation.attackClimaxFrame = missile["attackClimaxFrame"].Float();
 
- 	cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double> >();
 
- 	cre->advMapDef = graphics["map"].String();
 
- 	cre->smallIconName = graphics["iconSmall"].String();
 
- 	cre->largeIconName = graphics["iconLarge"].String();
 
- }
 
- void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
 
- {
 
- 	creature->level = config["level"].Float();
 
- 	creature->animDefName = config["graphics"]["animation"].String();
 
- 	if (config["abilities"].getType() == JsonNode::DATA_STRUCT)
 
- 	{
 
- 		for(auto &ability : config["abilities"].Struct())
 
- 		{
 
- 			if (!ability.second.isNull())
 
- 			{
 
- 				auto b = JsonUtils::parseBonus(ability.second);
 
- 				b->source = Bonus::CREATURE_ABILITY;
 
- 				b->duration = Bonus::PERMANENT;
 
- 				creature->addNewBonus(b);
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		for(const JsonNode &ability : config["abilities"].Vector())
 
- 		{
 
- 			if (ability.getType() == JsonNode::DATA_VECTOR)
 
- 			{
 
- 				assert(0); // should be unused now
 
- 				AddAbility(creature, ability.Vector()); // used only for H3 creatures
 
- 			}
 
- 			else
 
- 			{
 
- 				auto b = JsonUtils::parseBonus(ability);
 
- 				b->source = Bonus::CREATURE_ABILITY;
 
- 				b->duration = Bonus::PERMANENT;
 
- 				creature->addNewBonus(b);
 
- 			}
 
- 		}
 
- 	}
 
- 	VLC->modh->identifiers.requestIdentifier("faction", config["faction"], [=](si32 faction)
 
- 	{
 
- 		creature->faction = faction;
 
- 	});
 
- 	for(const JsonNode &value : config["upgrades"].Vector())
 
- 	{
 
- 		VLC->modh->identifiers.requestIdentifier("creature", value, [=](si32 identifier)
 
- 		{
 
- 			creature->upgrades.insert(CreatureID(identifier));
 
- 		});
 
- 	}
 
- 	creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
 
- 	creature->special = config["special"].Bool() || config["disabled"].Bool();
 
- 	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(startMoving);
 
- 	GET_SOUND_VALUE(endMoving);
 
- #undef GET_SOUND_VALUE
 
- }
 
- void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input)
 
- {
 
- 	for (const JsonNode &exp : input.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)
 
- 		{
 
- 			for (const JsonNode &val : values)
 
- 			{
 
- 				if (val.Bool() == true)
 
- 				{
 
- 					bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
 
- 					creature->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
 
- 					break; //TODO: allow bonuses to turn off?
 
- 				}
 
- 				++lowerLimit;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			int lastVal = 0;
 
- 			for (const JsonNode &val : values)
 
- 			{
 
- 				if (val.Float() != lastVal)
 
- 				{
 
- 					bonus->val = val.Float() - lastVal;
 
- 					bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
 
- 					creature->addNewBonus (new Bonus(*bonus));
 
- 				}
 
- 				lastVal = val.Float();
 
- 				++lowerLimit;
 
- 			}
 
- 		}
 
- 		delete bonus;
 
- 	}
 
- }
 
- 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:
 
-                 logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
 
- 				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 = SpellID::BLIND;
 
- 				break;
 
- 			case 'H': //Hypnotize
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::HYPNOTIZE;
 
- 				break;
 
- 			case 'I': //Implosion
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::IMPLOSION;
 
- 				break;
 
- 			case 'K': //Berserk
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::BERSERK;
 
- 				break;
 
- 			case 'M': //Meteor Shower
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::METEOR_SHOWER;
 
- 				break;
 
- 			case 'N': //dispell beneficial spells
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
 
- 				break;
 
- 			case 'R': //Armageddon
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::ARMAGEDDON;
 
- 				break;
 
- 			case 'S': //Slow
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = SpellID::SLOW;
 
- 				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;
 
- 			case 'm':
 
- 				b.type = Bonus::MIND_IMMUNITY;
 
- 				break;
 
- 			default:
 
-                 logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
 
- 				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:
 
-         logGlobal->traceStream() << "Not parsed bonus " << buf << mod;
 
- 		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()
 
- {
 
- 	for(auto & creature : creatures)
 
- 		creature.dellNull();
 
- }
 
- CreatureID CCreatureHandler::pickRandomMonster(const std::function<int()> &randGen, int tier) const
 
- {
 
- 	int r = 0;
 
- 	if(tier == -1) //pick any allowed creature
 
- 	{
 
- 		do
 
- 		{
 
- 			r = vstd::pickRandomElementOf(creatures, randGen)->idNumber;
 
- 		} while (VLC->creh->creatures[r] && VLC->creh->creatures[r]->special); // find first "not special" creature
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(vstd::iswithin(tier, 1, 7));
 
- 		std::vector<CreatureID> allowed;
 
- 		for(const CBonusSystemNode *b : creaturesOfLevel[tier].getChildrenNodes())
 
- 		{
 
- 			assert(b->getNodeType() == CBonusSystemNode::CREATURE);
 
- 			const CCreature * crea = dynamic_cast<const CCreature*>(b);
 
- 			if(crea && !crea->special)
 
- 				allowed.push_back(crea->idNumber);
 
- 		}
 
- 		if(!allowed.size())
 
- 		{
 
-             logGlobal->warnStream() << "Cannot pick a random creature of tier " << tier << "!";
 
- 			return CreatureID::NONE;
 
- 		}
 
- 		return vstd::pickRandomElementOf(allowed, randGen);
 
- 	}
 
- 	assert (r >= 0); //should always be, but it crashed
 
- 	return CreatureID(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()
 
- {
 
- 	for(CCreature *c : creatures)
 
- 	{
 
- 		if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
 
- 			c->attachTo(&creaturesOfLevel[c->level]);
 
- 		else
 
- 			c->attachTo(&creaturesOfLevel[0]);
 
- 	}
 
- 	for(CBonusSystemNode &b : creaturesOfLevel)
 
- 		b.attachTo(&allCreatures);
 
- }
 
- void CCreatureHandler::deserializationFix()
 
- {
 
- 	buildBonusTreeForTiers();
 
- }
 
 
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