CCreatureHandler.cpp 30 KB

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  1. #include "StdInc.h"
  2. #include "CCreatureHandler.h"
  3. #include "CGeneralTextHandler.h"
  4. #include "Filesystem/CResourceLoader.h"
  5. #include "VCMI_Lib.h"
  6. #include "CGameState.h"
  7. #include "CTownHandler.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. assert(vstd::contains(VLC->townh->factions, faction));
  131. //not good handler dependency
  132. return VLC->townh->factions[faction].nativeTerrain == terrain;
  133. }
  134. int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
  135. {
  136. befi=i;
  137. for(; i<andame; ++i)
  138. {
  139. if(buf[i]=='\t')
  140. break;
  141. }
  142. std::string tmp = buf.substr(befi, i-befi);
  143. int ret = atoi(buf.substr(befi, i-befi).c_str());
  144. ++i;
  145. return ret;
  146. }
  147. double readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
  148. {
  149. befi=i;
  150. for(; i<andame; ++i)
  151. {
  152. if(buf[i]=='\t')
  153. break;
  154. }
  155. std::string tmp = buf.substr(befi, i-befi);
  156. double ret = atof(buf.substr(befi, i-befi).c_str());
  157. ++i;
  158. return ret;
  159. }
  160. /**
  161. * Determines if a faction is good.
  162. * @param ID of the faction.
  163. * @return true if the faction is good, false otherwise.
  164. */
  165. bool CCreatureHandler::isGood (si8 faction) const
  166. {
  167. return faction != -1 && factionAlignments[faction] == 1;
  168. }
  169. /**
  170. * Determines if a faction is evil.
  171. * @param ID of the faction.
  172. * @return true if the faction is evil, false otherwise.
  173. */
  174. bool CCreatureHandler::isEvil (si8 faction) const
  175. {
  176. return faction != -1 && factionAlignments[faction] == -1;
  177. }
  178. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  179. {
  180. Bonus *nsf = new Bonus();
  181. std::string type = ability_vec[0].String();
  182. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  183. if (it == bonusNameMap.end()) {
  184. if (type == "DOUBLE_WIDE")
  185. cre->doubleWide = true;
  186. else if (type == "ENEMY_MORALE_DECREASING") {
  187. cre->addBonus(-1, Bonus::MORALE);
  188. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  189. }
  190. else if (type == "ENEMY_LUCK_DECREASING") {
  191. cre->addBonus(-1, Bonus::LUCK);
  192. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  193. } else
  194. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  195. return;
  196. }
  197. nsf->type = it->second;
  198. nsf->val = ability_vec[1].Float();
  199. nsf->subtype = ability_vec[2].Float();
  200. nsf->additionalInfo = ability_vec[3].Float();
  201. nsf->source = Bonus::CREATURE_ABILITY;
  202. nsf->sid = cre->idNumber;
  203. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  204. nsf->duration = Bonus::PERMANENT;
  205. nsf->turnsRemain = 0;
  206. cre->addNewBonus(nsf);
  207. }
  208. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  209. {
  210. std::string type = ability.String();
  211. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  212. if (it == bonusNameMap.end()) {
  213. if (type == "DOUBLE_WIDE")
  214. cre->doubleWide = false;
  215. else
  216. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  217. return;
  218. }
  219. int typeNo = it->second;
  220. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  221. Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
  222. cre->removeBonus(b);
  223. }
  224. void CCreatureHandler::loadCreatures()
  225. {
  226. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  227. ////////////reading ZCRTRAIT.TXT ///////////////////
  228. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/ZCRTRAIT.TXT"));
  229. std::string buf((char*)textFile.first.get(), textFile.second);
  230. int andame = buf.size();
  231. int i=0; //buf iterator
  232. int hmcr=0;
  233. for(; i<andame; ++i)
  234. {
  235. if(buf[i]=='\r')
  236. ++hmcr;
  237. if(hmcr==2)
  238. break;
  239. }
  240. i+=2;
  241. while(i<buf.size())
  242. {
  243. CCreature &ncre = *new CCreature;
  244. ncre.idNumber = creatures.size();
  245. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  246. ncre.level=0;
  247. int befi=i;
  248. for(; i<andame; ++i)
  249. {
  250. if(buf[i]=='\t')
  251. break;
  252. }
  253. ncre.nameSing = buf.substr(befi, i-befi);
  254. ++i;
  255. befi=i;
  256. for(; i<andame; ++i)
  257. {
  258. if(buf[i]=='\t')
  259. break;
  260. }
  261. ncre.namePl = buf.substr(befi, i-befi);
  262. ++i;
  263. for(int v=0; v<7; ++v)
  264. {
  265. ncre.cost[v] = readNumber(befi, i, andame, buf);
  266. }
  267. ncre.fightValue = readNumber(befi, i, andame, buf);
  268. ncre.AIValue = readNumber(befi, i, andame, buf);
  269. ncre.growth = readNumber(befi, i, andame, buf);
  270. ncre.hordeGrowth = readNumber(befi, i, andame, buf);
  271. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::STACK_HEALTH);
  272. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::STACKS_SPEED);
  273. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  274. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  275. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::CREATURE_DAMAGE, 1);
  276. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::CREATURE_DAMAGE, 2);
  277. ncre.addBonus(readNumber(befi, i, andame, buf), Bonus::SHOTS);
  278. //spells - not used?
  279. readNumber(befi, i, andame, buf);
  280. ncre.ammMin = readNumber(befi, i, andame, buf);
  281. ncre.ammMax = readNumber(befi, i, andame, buf);
  282. befi=i;
  283. for(; i<andame; ++i)
  284. {
  285. if(buf[i]=='\t')
  286. break;
  287. }
  288. ncre.abilityText = buf.substr(befi, i-befi);
  289. ++i;
  290. befi=i;
  291. for(; i<andame; ++i)
  292. {
  293. if(buf[i]=='\r')
  294. break;
  295. }
  296. ncre.abilityRefs = buf.substr(befi, i-befi);
  297. i+=2;
  298. if(true)
  299. { //adding abilities from ZCRTRAIT.TXT
  300. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  301. ncre.doubleWide = true;
  302. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  303. ncre.addBonus(0, Bonus::FLYING);
  304. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  305. ncre.addBonus(0, Bonus::SHOOTER);
  306. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  307. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  308. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  309. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  310. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  311. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  312. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  313. ncre.addBonus(0, Bonus::UNDEAD);
  314. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  315. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  316. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  317. ncre.addBonus(0, Bonus::JOUSTING);
  318. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  319. {
  320. ncre.addBonus(+1, Bonus::MORALE);;
  321. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  322. }
  323. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  324. {
  325. ncre.addBonus(-1, Bonus::MORALE);;
  326. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  327. }
  328. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  329. ncre.addBonus(0, Bonus::KING1);
  330. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  331. ncre.addBonus(0, Bonus::KING2);
  332. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  333. ncre.addBonus(0, Bonus::KING3);
  334. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  335. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  336. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  337. ncre.addBonus(0, Bonus::CATAPULT);
  338. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  339. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  340. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  341. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  342. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  343. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  344. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  345. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  346. }
  347. if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
  348. {
  349. ncre.idNumber = creatures.size();
  350. creatures.push_back(&ncre);
  351. }
  352. }
  353. // loading creatures properties
  354. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  355. const JsonNode config(ResourceID("config/creatures.json"));
  356. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  357. {
  358. int creatureID = creature["id"].Float();
  359. const JsonNode *value;
  360. /* A creature can have several names. */
  361. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  362. {
  363. boost::assign::insert(nameToID)(name.String(), creatureID);
  364. }
  365. // Set various creature properties
  366. CCreature *c = creatures[creatureID];
  367. c->level = creature["level"].Float();
  368. c->faction = creature["faction"].Float();
  369. c->animDefName = creature["defname"].String();
  370. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  371. {
  372. c->upgrades.insert(value.Float());
  373. }
  374. value = &creature["projectile_defname"];
  375. if (!value->isNull())
  376. {
  377. idToProjectile[creatureID] = value->String();
  378. value = &creature["projectile_spin"];
  379. idToProjectileSpin[creatureID] = value->Bool();
  380. }
  381. value = &creature["turret_shooter"];
  382. if (!value->isNull() && value->Bool())
  383. factionToTurretCreature[c->faction] = creatureID;
  384. value = &creature["ability_add"];
  385. if (!value->isNull()) {
  386. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  387. {
  388. AddAbility(c, ability.Vector());
  389. }
  390. }
  391. value = &creature["ability_remove"];
  392. if (!value->isNull())
  393. {
  394. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  395. {
  396. RemoveAbility(c, ability);
  397. }
  398. }
  399. }
  400. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  401. {
  402. notUsedMonsters += creature.Float();
  403. }
  404. loadAnimationInfo();
  405. loadSoundsInfo();
  406. //reading creature ability names
  407. const JsonNode config2(ResourceID("config/bonusnames.json"));
  408. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  409. {
  410. std::map<std::string,int>::const_iterator it_map;
  411. std::string bonusID = bonus["id"].String();
  412. it_map = bonusNameMap.find(bonusID);
  413. if (it_map != bonusNameMap.end())
  414. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  415. else
  416. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  417. }
  418. //handle magic resistance secondary skill premy, potentialy may be buggy
  419. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  420. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  421. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  422. {
  423. CLegacyConfigParser parser("DATA/CREXPBON.TXT");
  424. Bonus b; //prototype with some default properties
  425. b.source = Bonus::STACK_EXPERIENCE;
  426. b.duration = Bonus::PERMANENT;
  427. b.valType = Bonus::ADDITIVE_VALUE;
  428. b.effectRange = Bonus::NO_LIMIT;
  429. b.additionalInfo = 0;
  430. b.turnsRemain = 0;
  431. BonusList bl;
  432. parser.endLine();
  433. parser.readString(); //ignore index
  434. loadStackExp(b, bl, parser);
  435. BOOST_FOREACH(Bonus * b, bl)
  436. addBonusForAllCreatures(b); //health bonus is common for all
  437. parser.endLine();
  438. for (i = 1; i < 7; ++i)
  439. {
  440. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  441. {
  442. parser.readString(); //ignore index
  443. bl.clear();
  444. loadStackExp(b, bl, parser);
  445. BOOST_FOREACH(Bonus * b, bl)
  446. addBonusForTier(i, b);
  447. parser.endLine();
  448. }
  449. }
  450. for (int j = 0; j < 4; ++j) //tier 7
  451. {
  452. parser.readString(); //ignore index
  453. bl.clear();
  454. loadStackExp(b, bl, parser);
  455. BOOST_FOREACH(Bonus * b, bl)
  456. {
  457. addBonusForTier(7, b);
  458. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  459. }
  460. parser.endLine();
  461. }
  462. do //parse everything that's left
  463. {
  464. b.sid = parser.readNumber(); //id = this particular creature ID
  465. loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
  466. }
  467. while (parser.endLine());
  468. //Calculate rank exp values, formula appears complicated bu no parsing needed
  469. expRanks.resize(8);
  470. int dif = 0;
  471. int it = 8000; //ignore name of this variable
  472. expRanks[0].push_back(it);
  473. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  474. {
  475. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  476. dif += it/5;
  477. }
  478. for (i = 1; i < 8; ++i)
  479. {
  480. dif = 0;
  481. it = 1000 * i;
  482. expRanks[i].push_back(it);
  483. for (int j = 1; j < 10; ++j)
  484. {
  485. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  486. dif += it/5;
  487. }
  488. }
  489. CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
  490. expBonParser.endLine(); //header
  491. maxExpPerBattle.resize(8);
  492. for (i = 1; i < 8; ++i)
  493. {
  494. expBonParser.readString(); //index
  495. expBonParser.readString(); //float multiplier -> hardcoded
  496. expBonParser.readString(); //ignore upgrade mod? ->hardcoded
  497. expBonParser.readString(); //already calculated
  498. maxExpPerBattle[i] = expBonParser.readNumber();
  499. expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
  500. expBonParser.endLine();
  501. }
  502. //skeleton gets exp penalty
  503. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  504. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  505. //exp for tier >7, rank 11
  506. expRanks[0].push_back(147000);
  507. expAfterUpgrade = 75; //percent
  508. maxExpPerBattle[0] = maxExpPerBattle[7];
  509. }//end of Stack Experience
  510. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  511. const JsonNode config3(ResourceID("config/commanders.json"));
  512. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  513. {
  514. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  515. }
  516. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  517. {
  518. commanderLevelPremy.push_back(ParseBonus (bonus.Vector()));
  519. }
  520. i = 0;
  521. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  522. {
  523. skillLevels.push_back (std::vector<ui8>());
  524. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  525. {
  526. skillLevels[i].push_back (skillLevel.Float());
  527. }
  528. ++i;
  529. }
  530. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  531. {
  532. std::pair <Bonus, std::pair <ui8, ui8> > a;
  533. a.first = *ParseBonus (ability["ability"].Vector());
  534. a.second.first = ability["skills"].Vector()[0].Float();
  535. a.second.second = ability["skills"].Vector()[1].Float();
  536. skillRequirements.push_back (a);
  537. }
  538. }
  539. void CCreatureHandler::loadAnimationInfo()
  540. {
  541. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CRANIM.TXT"));
  542. std::string buf((char*)textFile.first.get(), textFile.second);
  543. int andame = buf.size();
  544. int i=0; //buf iterator
  545. int hmcr=0;
  546. for(; i<andame; ++i)
  547. {
  548. if(buf[i]=='\r')
  549. ++hmcr;
  550. if(hmcr==2)
  551. break;
  552. }
  553. i+=2;
  554. for(int dd=0; dd<creatures.size(); ++dd)
  555. {
  556. //tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
  557. loadUnitAnimInfo(*creatures[dd], buf, i);
  558. }
  559. return;
  560. }
  561. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
  562. {
  563. int befi=i;
  564. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  565. while(unit.timeBetweenFidgets == 0.0)
  566. {
  567. for(; i<src.size(); ++i)
  568. {
  569. if(src[i]=='\r')
  570. break;
  571. }
  572. i+=2;
  573. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  574. }
  575. unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
  576. unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
  577. unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
  578. ///////////////////////
  579. unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  580. unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  581. unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
  582. unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
  583. unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  584. unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  585. ///////////////////////
  586. for(int jjj=0; jjj<12; ++jjj)
  587. {
  588. unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
  589. }
  590. unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
  591. unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
  592. for(; i<src.size(); ++i)
  593. {
  594. if(src[i]=='\r')
  595. break;
  596. }
  597. i+=2;
  598. }
  599. void CCreatureHandler::loadSoundsInfo()
  600. {
  601. tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
  602. const JsonNode config(ResourceID("config/cr_sounds.json"));
  603. if (!config["creature_sounds"].isNull())
  604. {
  605. BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector())
  606. {
  607. const JsonNode *value;
  608. int id;
  609. value = &node["name"];
  610. bmap<std::string,int>::const_iterator i = nameToID.find(value->String());
  611. if (i != nameToID.end())
  612. id = i->second;
  613. else
  614. {
  615. tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
  616. continue;
  617. }
  618. /* This is a bit ugly. Maybe we should use an array for
  619. * sound ids instead of separate variables and define
  620. * attack/defend/killed/... as indexes. */
  621. #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) creatures[id]->sounds.value_name = value->String(); } while(0)
  622. GET_SOUND_VALUE(attack);
  623. GET_SOUND_VALUE(defend);
  624. GET_SOUND_VALUE(killed);
  625. GET_SOUND_VALUE(move);
  626. GET_SOUND_VALUE(shoot);
  627. GET_SOUND_VALUE(wince);
  628. GET_SOUND_VALUE(ext1);
  629. GET_SOUND_VALUE(ext2);
  630. GET_SOUND_VALUE(startMoving);
  631. GET_SOUND_VALUE(endMoving);
  632. #undef GET_SOUND_VALUE
  633. }
  634. }
  635. }
  636. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
  637. {
  638. bool enable = false; //some bonuses are activated with values 2 or 1
  639. std::string buf = parser.readString();
  640. std::string mod = parser.readString();
  641. switch (buf[0])
  642. {
  643. case 'H':
  644. b.type = Bonus::STACK_HEALTH;
  645. b.valType = Bonus::PERCENT_TO_BASE;
  646. break;
  647. case 'A':
  648. b.type = Bonus::PRIMARY_SKILL;
  649. b.subtype = PrimarySkill::ATTACK;
  650. break;
  651. case 'D':
  652. b.type = Bonus::PRIMARY_SKILL;
  653. b.subtype = PrimarySkill::DEFENSE;
  654. break;
  655. case 'M': //Max damage
  656. b.type = Bonus::CREATURE_DAMAGE;
  657. b.subtype = 2;
  658. break;
  659. case 'm': //Min damage
  660. b.type = Bonus::CREATURE_DAMAGE;
  661. b.subtype = 1;
  662. break;
  663. case 'S':
  664. b.type = Bonus::STACKS_SPEED; break;
  665. case 'O':
  666. b.type = Bonus::SHOTS; break;
  667. case 'b':
  668. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  669. case 'C':
  670. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  671. case 'd':
  672. b.type = Bonus::DEFENSIVE_STANCE; break;
  673. case 'e':
  674. b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
  675. case 'E':
  676. b.type = Bonus::DEATH_STARE;
  677. b.subtype = 0; //Gorgon
  678. break;
  679. case 'g':
  680. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  681. b.subtype = -1; //all magic schools
  682. break;
  683. case 'P':
  684. b.type = Bonus::CASTS; break;
  685. case 'R':
  686. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  687. case 'W':
  688. b.type = Bonus::MAGIC_RESISTANCE;
  689. b.subtype = 0; //otherwise creature window goes crazy
  690. break;
  691. case 'f': //on-off skill
  692. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  693. switch (mod[0])
  694. {
  695. case 'A':
  696. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  697. case 'b':
  698. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  699. case 'B':
  700. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  701. case 'c':
  702. b.type = Bonus::JOUSTING; break;
  703. case 'D':
  704. b.type = Bonus::ADDITIONAL_ATTACK; break;
  705. case 'f':
  706. b.type = Bonus::FEARLESS; break;
  707. case 'F':
  708. b.type = Bonus::FLYING; break;
  709. case 'm':
  710. b.type = Bonus::SELF_MORALE; break;
  711. case 'M':
  712. b.type = Bonus::NO_MORALE; break;
  713. case 'p': //Mind spells
  714. case 'P':
  715. b.type = Bonus::MIND_IMMUNITY; break;
  716. case 'r':
  717. b.type = Bonus::REBIRTH; //on/off? makes sense?
  718. b.subtype = 0;
  719. b.val = 20; //arbitrary value
  720. break;
  721. case 'R':
  722. b.type = Bonus::BLOCKS_RETALIATION; break;
  723. case 's':
  724. b.type = Bonus::FREE_SHOOTING; break;
  725. case 'u':
  726. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  727. case 'U':
  728. b.type = Bonus::UNDEAD; break;
  729. default:
  730. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  731. return;
  732. break;
  733. }
  734. break;
  735. case 'w': //specific spell immunities, enabled/disabled
  736. enable = true;
  737. switch (mod[0])
  738. {
  739. case 'B': //Blind
  740. b.type = Bonus::SPELL_IMMUNITY;
  741. b.subtype = 74;
  742. break;
  743. case 'H': //Hypnotize
  744. b.type = Bonus::SPELL_IMMUNITY;
  745. b.subtype = 60;
  746. break;
  747. case 'I': //Implosion
  748. b.type = Bonus::SPELL_IMMUNITY;
  749. b.subtype = 18;
  750. break;
  751. case 'K': //Berserk
  752. b.type = Bonus::SPELL_IMMUNITY;
  753. b.subtype = 59;
  754. break;
  755. case 'M': //Meteor Shower
  756. b.type = Bonus::SPELL_IMMUNITY;
  757. b.subtype = 23;
  758. break;
  759. case 'N': //dispell beneficial spells
  760. b.type = Bonus::SPELL_IMMUNITY;
  761. b.subtype = 78;
  762. break;
  763. case 'R': //Armageddon
  764. b.type = Bonus::SPELL_IMMUNITY;
  765. b.subtype = 26;
  766. break;
  767. case 'S': //Slow
  768. b.type = Bonus::SPELL_IMMUNITY;
  769. b.subtype = 54;
  770. break;
  771. case '6':
  772. case '7':
  773. case '8':
  774. case '9':
  775. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  776. b.val = std::atoi(mod.c_str()) - 5;
  777. break;
  778. case ':':
  779. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  780. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  781. break;
  782. case 'F':
  783. b.type = Bonus::FIRE_IMMUNITY;
  784. b.subtype = 1; //not positive
  785. break;
  786. case 'O':
  787. b.type = Bonus::FIRE_IMMUNITY;
  788. b.subtype = 2; //only direct damage
  789. break;
  790. case 'f':
  791. b.type = Bonus::FIRE_IMMUNITY;
  792. b.subtype = 0; //all
  793. break;
  794. case 'C':
  795. b.type = Bonus::WATER_IMMUNITY;
  796. b.subtype = 1; //not positive
  797. break;
  798. case 'W':
  799. b.type = Bonus::WATER_IMMUNITY;
  800. b.subtype = 2; //only direct damage
  801. break;
  802. case 'w':
  803. b.type = Bonus::WATER_IMMUNITY;
  804. b.subtype = 0; //all
  805. break;
  806. case 'E':
  807. b.type = Bonus::EARTH_IMMUNITY;
  808. b.subtype = 2; //only direct damage
  809. break;
  810. case 'e':
  811. b.type = Bonus::EARTH_IMMUNITY;
  812. b.subtype = 0; //all
  813. break;
  814. case 'A':
  815. b.type = Bonus::AIR_IMMUNITY;
  816. b.subtype = 2; //only direct damage
  817. break;
  818. case 'a':
  819. b.type = Bonus::AIR_IMMUNITY;
  820. b.subtype = 0; //all
  821. break;
  822. case 'D':
  823. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  824. break;
  825. case '0':
  826. b.type = Bonus::RECEPTIVE;
  827. break;
  828. default:
  829. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  830. return;
  831. }
  832. break;
  833. case 'i':
  834. enable = true;
  835. b.type = Bonus::NO_DISTANCE_PENALTY;
  836. break;
  837. case 'o':
  838. enable = true;
  839. b.type = Bonus::NO_WALL_PENALTY;
  840. break;
  841. case 'a':
  842. case 'c': //some special abilities are threated as spells, work in progress
  843. b.type = Bonus::SPELL_AFTER_ATTACK;
  844. b.subtype = stringToNumber(mod);
  845. break;
  846. case 'h':
  847. b.type= Bonus::HATE;
  848. b.subtype = stringToNumber(mod);
  849. break;
  850. case 'p':
  851. b.type = Bonus::SPELL_BEFORE_ATTACK;
  852. b.subtype = stringToNumber(mod);
  853. b.additionalInfo = 3; //always expert?
  854. break;
  855. default:
  856. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  857. return;
  858. break;
  859. }
  860. switch (mod[0])
  861. {
  862. case '+':
  863. case '=': //should we allow percent values to stack or pick highest?
  864. b.valType = Bonus::ADDITIVE_VALUE;
  865. break;
  866. }
  867. //limiters, range
  868. si32 lastVal, curVal, lastLev = 0;
  869. if (enable) //0 and 2 means non-active, 1 - active
  870. {
  871. if (b.type != Bonus::REBIRTH)
  872. b.val = 0; //on-off ability, no value specified
  873. curVal = parser.readNumber();// 0 level is never active
  874. for (int i = 1; i < 11; ++i)
  875. {
  876. curVal = parser.readNumber();
  877. if (curVal == 1)
  878. {
  879. b.limiter.reset (new RankRangeLimiter(i));
  880. bl.push_back(new Bonus(b));
  881. break; //never turned off it seems
  882. }
  883. }
  884. }
  885. else
  886. {
  887. lastVal = parser.readNumber(); //basic value, not particularly useful but existent
  888. for (int i = 1; i < 11; ++i)
  889. {
  890. curVal = parser.readNumber();
  891. if (b.type == Bonus::HATE)
  892. curVal *= 10; //odd fix
  893. if (curVal > lastVal) //threshold, add new bonus
  894. {
  895. b.val = curVal - lastVal;
  896. lastVal = curVal;
  897. b.limiter.reset (new RankRangeLimiter(i));
  898. bl.push_back(new Bonus(b));
  899. lastLev = i; //start new range from here, i = previous rank
  900. }
  901. else if (curVal < lastVal)
  902. {
  903. b.val = lastVal;
  904. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  905. }
  906. }
  907. }
  908. }
  909. int CCreatureHandler::stringToNumber(std::string & s)
  910. {
  911. boost::algorithm::replace_first(s,"#",""); //drop hash character
  912. return std::atoi(s.c_str());
  913. }
  914. CCreatureHandler::~CCreatureHandler()
  915. {
  916. }
  917. static int retreiveRandNum(const boost::function<int()> &randGen)
  918. {
  919. if(randGen)
  920. return randGen();
  921. else
  922. return rand();
  923. }
  924. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  925. {
  926. return v[retreiveRandNum(randGen) % v.size()];
  927. }
  928. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  929. {
  930. int r = 0;
  931. if(tier == -1) //pick any allowed creature
  932. {
  933. do
  934. {
  935. r = pickRandomElementOf(creatures, randGen)->idNumber;
  936. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  937. }
  938. else
  939. {
  940. assert(vstd::iswithin(tier, 1, 7));
  941. std::vector<int> allowed;
  942. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  943. {
  944. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  945. int creid = static_cast<const CCreature*>(b)->idNumber;
  946. if(!vstd::contains(notUsedMonsters, creid))
  947. allowed.push_back(creid);
  948. }
  949. if(!allowed.size())
  950. {
  951. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  952. return 0;
  953. }
  954. return pickRandomElementOf(allowed, randGen);
  955. }
  956. return r;
  957. }
  958. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  959. {
  960. assert(vstd::iswithin(tier, 1, 7));
  961. creaturesOfLevel[tier].addNewBonus(b);
  962. }
  963. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  964. {
  965. allCreatures.addNewBonus(b);
  966. }
  967. void CCreatureHandler::buildBonusTreeForTiers()
  968. {
  969. BOOST_FOREACH(CCreature *c, creatures)
  970. {
  971. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  972. c->attachTo(&creaturesOfLevel[c->level]);
  973. else
  974. c->attachTo(&creaturesOfLevel[0]);
  975. }
  976. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  977. b.attachTo(&allCreatures);
  978. }
  979. void CCreatureHandler::deserializationFix()
  980. {
  981. buildBonusTreeForTiers();
  982. }