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							- #pragma once
 
- #include "HeroBonus.h"
 
- #include "ConstTransitivePtr.h"
 
- #include "ResourceSet.h"
 
- #include "GameConstants.h"
 
- #include "JsonNode.h"
 
- #include "IHandlerBase.h"
 
- #include "CRandomGenerator.h"
 
- /*
 
-  * CCreatureHandler.h, 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
 
-  *
 
-  */
 
- class CLegacyConfigParser;
 
- class CCreatureHandler;
 
- class CCreature;
 
- class DLL_LINKAGE CCreature : public CBonusSystemNode
 
- {
 
- public:
 
- 	std::string identifier;
 
- 	std::string nameRef; // reference name, stringID
 
- 	std::string nameSing;// singular name, e.g. Centaur
 
- 	std::string namePl;  // plural name, e.g. Centaurs
 
- 	std::string abilityText; //description of abilities
 
- 	CreatureID idNumber;
 
- 	TFaction faction;
 
- 	ui8 level; // 0 - unknown; 1-7 for "usual" creatures
 
- 	//stats that are not handled by bonus system
 
- 	ui32 fightValue, AIValue, growth, hordeGrowth;
 
- 	ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
 
- 	bool doubleWide;
 
- 	bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
 
- 	TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
 
- 	std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
 
- 	std::string animDefName; // creature animation used during battles
 
- 	std::string advMapDef; //for new creatures only, image for adventure map
 
- 	si32 iconIndex; // index of icon in files like twcrport
 
- 	/// names of files with appropriate icons. Used only during loading
 
- 	std::string smallIconName;
 
- 	std::string largeIconName;
 
- 	struct CreatureAnimation
 
- 	{
 
- 		double timeBetweenFidgets, idleAnimationTime,
 
- 			   walkAnimationTime, attackAnimationTime, flightAnimationDistance;
 
- 		int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
 
- 		    upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
 
- 		std::vector<double> missleFrameAngles;
 
- 		int troopCountLocationOffset, attackClimaxFrame;
 
- 		std::string projectileImageName;
 
- 		//bool projectileSpin; //if true, appropriate projectile is spinning during flight
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & timeBetweenFidgets & idleAnimationTime;
 
- 			h & walkAnimationTime & attackAnimationTime & flightAnimationDistance;
 
- 			h & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX;
 
- 			h & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY;
 
- 			h & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
 
- 			h & projectileImageName;
 
- 		}
 
- 	} animation;
 
- 	//sound info
 
- 	struct CreatureBattleSounds
 
- 	{
 
- 		std::string attack;
 
- 		std::string defend;
 
- 		std::string killed; // was killed or died
 
- 		std::string move;
 
- 		std::string shoot; // range attack
 
- 		std::string wince; // attacked but did not die
 
- 		std::string startMoving;
 
- 		std::string endMoving;
 
- 		template <typename Handler> void serialize(Handler &h, const int version)
 
- 		{
 
- 			h & attack & defend & killed & move & shoot & wince & startMoving & endMoving;
 
- 		}
 
- 	} sounds;
 
- 	bool isItNativeTerrain(int terrain) const;
 
- 	bool isDoubleWide() const; //returns true if unit is double wide on battlefield
 
- 	bool isFlying() const; //returns true if it is a flying unit
 
- 	bool isShooting() const; //returns true if unit can shoot
 
- 	bool isUndead() const; //returns true if unit is undead
 
- 	bool isGood () const;
 
- 	bool isEvil () const;
 
- 	si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
 
- 	static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
 
- 	static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
 
- 	bool isMyUpgrade(const CCreature *anotherCre) const;
 
- 	bool valid() const;
 
- 	void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it
 
- 	void addBonus(int val, Bonus::BonusType type, int subtype = -1);
 
- 	std::string nodeName() const override;
 
- 	template<typename RanGen>
 
- 	int getRandomAmount(RanGen ranGen) const
 
- 	{
 
- 		if(ammMax == ammMin)
 
- 			return ammMax;
 
- 		else
 
- 			return ammMin + (ranGen() % (ammMax - ammMin));
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & namePl & nameSing & nameRef
 
- 			& cost & upgrades
 
- 			& fightValue & AIValue & growth & hordeGrowth
 
- 			& ammMin & ammMax & level
 
- 			& abilityText & animDefName & advMapDef;
 
- 		h & iconIndex & smallIconName & largeIconName;
 
- 		h & idNumber & faction & sounds & animation;
 
- 		h & doubleWide & special;
 
- 		if(version>=759)
 
- 		{
 
- 			h & identifier;
 
- 		}
 
- 	}
 
- 	CCreature();
 
- };
 
- class DLL_LINKAGE CCreatureHandler : public IHandlerBase
 
- {
 
- private:
 
- 	CBonusSystemNode allCreatures;
 
- 	CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
 
- 	/// load one creature from json config
 
- 	CCreature * loadFromJson(const JsonNode & node, const std::string & identifier);
 
- 	void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
 
- 	void loadStackExperience(CCreature * creature, const JsonNode &input);
 
- 	void loadCreatureJson(CCreature * creature, const JsonNode & config);
 
- 	/// loading functions
 
- 	/// adding abilities from ZCRTRAIT.TXT
 
- 	void loadBonuses(JsonNode & creature, std::string bonuses);
 
- 	/// load all creatures from H3 files
 
- 	void load();
 
- 	void loadCommanders();
 
- 	/// load creature from json structure
 
- 	void load(std::string creatureID, const JsonNode & node);
 
- 	/// read cranim.txt file from H3
 
- 	void loadAnimationInfo(std::vector<JsonNode> & h3Data);
 
- 	/// read one line from cranim.txt
 
- 	void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
 
- 	/// parse crexpbon.txt file from H3
 
- 	void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
 
- 	/// help function for parsing CREXPBON.txt
 
- 	int stringToNumber(std::string & s);
 
- public:
 
- 	std::set<CreatureID> doubledCreatures; //they get double week
 
- 	std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info.
 
- 	//stack exp
 
- 	std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
 
- 	std::vector<ui32> maxExpPerBattle; //%, tiers same as above
 
- 	si8 expAfterUpgrade;//multiplier in %
 
- 	//Commanders
 
- 	BonusList commanderLevelPremy; //bonus values added with each level-up
 
- 	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
 
- 	std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
 
- 	const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
 
- 	void deserializationFix();
 
- 	CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
 
- 	void addBonusForTier(int tier, std::shared_ptr<Bonus> b); //tier must be <1-7>
 
- 	void addBonusForAllCreatures(std::shared_ptr<Bonus> b);
 
- 	CCreatureHandler();
 
- 	~CCreatureHandler();
 
- 	/// load all creatures from H3 files
 
- 	void loadCrExpBon();
 
- 	/// generates tier-specific bonus tree entries
 
- 	void buildBonusTreeForTiers();
 
- 	void afterLoadFinalization() override;
 
- 	std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
 
- 	void loadObject(std::string scope, std::string name, const JsonNode & data) override;
 
- 	void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	///json serialization helper
 
- 	static si32 decodeCreature(const std::string & identifier);
 
- 	///json serialization helper
 
- 	static std::string encodeCreature(const si32 index);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
 
- 		h & doubledCreatures & creatures;
 
- 		h & expRanks & maxExpPerBattle & expAfterUpgrade;
 
- 		h & skillLevels & skillRequirements & commanderLevelPremy;
 
- 		h & allCreatures;
 
- 		h & creaturesOfLevel;
 
- 		BONUS_TREE_DESERIALIZATION_FIX
 
- 	}
 
- };
 
 
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