CCreatureHandler.h 10 KB

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  1. /*
  2. * CCreatureHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include <vcmi/Creature.h>
  12. #include <vcmi/CreatureService.h>
  13. #include "HeroBonus.h"
  14. #include "ConstTransitivePtr.h"
  15. #include "ResourceSet.h"
  16. #include "GameConstants.h"
  17. #include "JsonNode.h"
  18. #include "IHandlerBase.h"
  19. #include "CRandomGenerator.h"
  20. #include "Terrain.h"
  21. class CLegacyConfigParser;
  22. class CCreatureHandler;
  23. class CCreature;
  24. class JsonSerializeFormat;
  25. class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
  26. {
  27. public:
  28. std::string identifier;
  29. std::string nameRef; // reference name, stringID
  30. std::string nameSing;// singular name, e.g. Centaur
  31. std::string namePl; // plural name, e.g. Centaurs
  32. std::string abilityText; //description of abilities
  33. CreatureID idNumber;
  34. TFaction faction;
  35. ui8 level; // 0 - unknown; 1-7 for "usual" creatures
  36. //stats that are not handled by bonus system
  37. ui32 fightValue, AIValue, growth, hordeGrowth;
  38. ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
  39. bool doubleWide;
  40. bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
  41. TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
  42. std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
  43. std::string animDefName; // creature animation used during battles
  44. std::string advMapDef; //for new creatures only, image for adventure map
  45. si32 iconIndex; // index of icon in files like twcrport
  46. /// names of files with appropriate icons. Used only during loading
  47. std::string smallIconName;
  48. std::string largeIconName;
  49. struct CreatureAnimation
  50. {
  51. double timeBetweenFidgets, idleAnimationTime,
  52. walkAnimationTime, attackAnimationTime, flightAnimationDistance;
  53. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
  54. upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  55. std::vector<double> missleFrameAngles;
  56. int troopCountLocationOffset, attackClimaxFrame;
  57. std::string projectileImageName;
  58. //bool projectileSpin; //if true, appropriate projectile is spinning during flight
  59. template <typename Handler> void serialize(Handler &h, const int version)
  60. {
  61. h & timeBetweenFidgets;
  62. h & idleAnimationTime;
  63. h & walkAnimationTime;
  64. h & attackAnimationTime;
  65. h & flightAnimationDistance;
  66. h & upperRightMissleOffsetX;
  67. h & rightMissleOffsetX;
  68. h & lowerRightMissleOffsetX;
  69. h & upperRightMissleOffsetY;
  70. h & rightMissleOffsetY;
  71. h & lowerRightMissleOffsetY;
  72. h & missleFrameAngles;
  73. h & troopCountLocationOffset;
  74. h & attackClimaxFrame;
  75. h & projectileImageName;
  76. }
  77. } animation;
  78. //sound info
  79. struct CreatureBattleSounds
  80. {
  81. std::string attack;
  82. std::string defend;
  83. std::string killed; // was killed or died
  84. std::string move;
  85. std::string shoot; // range attack
  86. std::string wince; // attacked but did not die
  87. std::string startMoving;
  88. std::string endMoving;
  89. template <typename Handler> void serialize(Handler &h, const int version)
  90. {
  91. h & attack;
  92. h & defend;
  93. h & killed;
  94. h & move;
  95. h & shoot;
  96. h & wince;
  97. h & startMoving;
  98. h & endMoving;
  99. }
  100. } sounds;
  101. ArtifactID warMachine;
  102. bool isItNativeTerrain(const Terrain & terrain) const;
  103. /**
  104. Returns creature native terrain considering some terrain bonuses.
  105. @param considerBonus is used to avoid Dead Lock when this method is called inside getAllBonuses
  106. considerBonus = true is called from Pathfinder and fills actual nativeTerrain considering bonus(es).
  107. considerBonus = false is called on Battle init and returns already prepared nativeTerrain without Bonus system calling.
  108. */
  109. Terrain getNativeTerrain() const;
  110. int32_t getIndex() const override;
  111. int32_t getIconIndex() const override;
  112. const std::string & getName() const override;
  113. const std::string & getJsonKey() const override;
  114. void registerIcons(const IconRegistar & cb) const override;
  115. CreatureID getId() const override;
  116. virtual const IBonusBearer * accessBonuses() const override;
  117. const std::string & getPluralName() const override;
  118. const std::string & getSingularName() const override;
  119. uint32_t getMaxHealth() const override;
  120. int32_t getAdvMapAmountMin() const override;
  121. int32_t getAdvMapAmountMax() const override;
  122. int32_t getAIValue() const override;
  123. int32_t getFightValue() const override;
  124. int32_t getLevel() const override;
  125. int32_t getGrowth() const override;
  126. int32_t getHorde() const override;
  127. int32_t getFactionIndex() const override;
  128. int32_t getBaseAttack() const override;
  129. int32_t getBaseDefense() const override;
  130. int32_t getBaseDamageMin() const override;
  131. int32_t getBaseDamageMax() const override;
  132. int32_t getBaseHitPoints() const override;
  133. int32_t getBaseSpellPoints() const override;
  134. int32_t getBaseSpeed() const override;
  135. int32_t getBaseShots() const override;
  136. int32_t getCost(int32_t resIndex) const override;
  137. bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
  138. bool isGood () const;
  139. bool isEvil () const;
  140. si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
  141. static int getQuantityID(const int & quantity); //1 - a few, 2 - several, 3 - pack, 4 - lots, 5 - horde, 6 - throng, 7 - swarm, 8 - zounds, 9 - legion
  142. static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
  143. bool isMyUpgrade(const CCreature *anotherCre) const;
  144. bool valid() const;
  145. void addBonus(int val, Bonus::BonusType type, int subtype = -1);
  146. std::string nodeName() const override;
  147. template<typename RanGen>
  148. int getRandomAmount(RanGen ranGen) const
  149. {
  150. if(ammMax == ammMin)
  151. return ammMax;
  152. else
  153. return ammMin + (ranGen() % (ammMax - ammMin));
  154. }
  155. void updateFrom(const JsonNode & data);
  156. void serializeJson(JsonSerializeFormat & handler);
  157. template <typename Handler> void serialize(Handler &h, const int version)
  158. {
  159. h & static_cast<CBonusSystemNode&>(*this);
  160. h & namePl;
  161. h & nameSing;
  162. h & nameRef;
  163. h & cost;
  164. h & upgrades;
  165. h & fightValue;
  166. h & AIValue;
  167. h & growth;
  168. h & hordeGrowth;
  169. h & ammMin;
  170. h & ammMax;
  171. h & level;
  172. h & abilityText;
  173. h & animDefName;
  174. h & advMapDef;
  175. h & iconIndex;
  176. h & smallIconName;
  177. h & largeIconName;
  178. h & idNumber;
  179. h & faction;
  180. h & sounds;
  181. h & animation;
  182. h & doubleWide;
  183. h & special;
  184. h & identifier;
  185. h & warMachine;
  186. }
  187. CCreature();
  188. private:
  189. void fillWarMachine();
  190. };
  191. class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
  192. {
  193. private:
  194. CBonusSystemNode allCreatures;
  195. CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
  196. void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
  197. void loadStackExperience(CCreature * creature, const JsonNode &input);
  198. void loadCreatureJson(CCreature * creature, const JsonNode & config);
  199. /// adding abilities from ZCRTRAIT.TXT
  200. void loadBonuses(JsonNode & creature, std::string bonuses);
  201. /// load all creatures from H3 files
  202. void load();
  203. void loadCommanders();
  204. /// load creature from json structure
  205. void load(std::string creatureID, const JsonNode & node);
  206. /// read cranim.txt file from H3
  207. void loadAnimationInfo(std::vector<JsonNode> & h3Data);
  208. /// read one line from cranim.txt
  209. void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
  210. /// parse crexpbon.txt file from H3
  211. void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
  212. /// help function for parsing CREXPBON.txt
  213. int stringToNumber(std::string & s);
  214. protected:
  215. const std::vector<std::string> & getTypeNames() const override;
  216. CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
  217. public:
  218. std::set<CreatureID> doubledCreatures; //they get double week
  219. //stack exp
  220. std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
  221. std::vector<ui32> maxExpPerBattle; //%, tiers same as above
  222. si8 expAfterUpgrade;//multiplier in %
  223. //Commanders
  224. BonusList commanderLevelPremy; //bonus values added with each level-up
  225. std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
  226. std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
  227. const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
  228. void deserializationFix();
  229. CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
  230. void addBonusForTier(int tier, const std::shared_ptr<Bonus> & b); //tier must be <1-7>
  231. void addBonusForAllCreatures(const std::shared_ptr<Bonus> & b); //due to CBonusSystem::addNewBonus(const std::shared_ptr<Bonus>& b);
  232. void removeBonusesFromAllCreatures();
  233. CCreatureHandler();
  234. ~CCreatureHandler();
  235. /// load all creatures from H3 files
  236. void loadCrExpBon();
  237. /// generates tier-specific bonus tree entries
  238. void buildBonusTreeForTiers();
  239. void afterLoadFinalization() override;
  240. std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
  241. std::vector<bool> getDefaultAllowed() const override;
  242. template <typename Handler> void serialize(Handler &h, const int version)
  243. {
  244. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  245. h & doubledCreatures;
  246. h & objects;
  247. h & expRanks;
  248. h & maxExpPerBattle;
  249. h & expAfterUpgrade;
  250. h & skillLevels;
  251. h & skillRequirements;
  252. h & commanderLevelPremy;
  253. h & allCreatures;
  254. h & creaturesOfLevel;
  255. BONUS_TREE_DESERIALIZATION_FIX
  256. }
  257. };