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							- #define VCMI_DLL
 
- #include "../stdafx.h"
 
- #include "CCreatureHandler.h"
 
- #include "CLodHandler.h"
 
- #include <sstream>
 
- #include <boost/assign/std/set.hpp>
 
- #include <boost/assign/std/vector.hpp>
 
- #include <boost/assign/std/list.hpp>
 
- #include <boost/assign/list_of.hpp>
 
- #include <boost/algorithm/string.hpp>
 
- #include <boost/algorithm/string/find.hpp>
 
- #include <boost/algorithm/string/replace.hpp>
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/CGameState.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/lexical_cast.hpp>
 
- #include "../lib/JsonNode.h"
 
- using namespace boost::assign;
 
- extern CLodHandler * bitmaph;
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- static std::vector<int> getMindSpells()
 
- {
 
- 	std::vector<int> ret;
 
- 	ret.push_back(50); //sorrow
 
- 	ret.push_back(59); //berserk
 
- 	ret.push_back(60); //hypnotize
 
- 	ret.push_back(61); //forgetfulness
 
- 	ret.push_back(62); //blind
 
- 	return ret;
 
- }
 
- CCreatureHandler::CCreatureHandler()
 
- {
 
- 	VLC->creh = this;
 
- 	// Set the faction alignments to the defaults:
 
- 	// Good: Castle, Rampart, Tower	// Evil: Inferno, Necropolis, Dungeon
 
- 	// Neutral: Stronghold, Fortess, Conflux
 
- 	factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
 
- 	doubledCreatures +=  4, 14, 20, 28, 42, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
 
- 	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));
 
- }
 
- int CCreature::getQuantityID(const int & quantity)
 
- {
 
- 	if (quantity<5)
 
- 		return 0;
 
- 	if (quantity<10)
 
- 		return 1;
 
- 	if (quantity<20)
 
- 		return 2;
 
- 	if (quantity<50)
 
- 		return 3;
 
- 	if (quantity<100)
 
- 		return 4;
 
- 	if (quantity<250)
 
- 		return 5;
 
- 	if (quantity<500)
 
- 		return 6;
 
- 	if (quantity<1000)
 
- 		return 7;
 
- 	return 8;
 
- }
 
- int CCreature::estimateCreatureCount(unsigned int countID)
 
- {
 
- 	static const int creature_count[] = { 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
 
- 	if (countID > 8)
 
- 		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->creh->isGood(faction);
 
- }
 
- /**
 
-  * Determines if the creature is of an evil alignment.
 
-  * @return true if the creature is evil, false otherwise.
 
-  */
 
- bool CCreature::isEvil () const
 
- {
 
- 	return VLC->creh->isEvil(faction);
 
- }
 
- 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, int type, int subtype /*= -1*/)
 
- {
 
- 	Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
 
- 	addNewBonus(added);
 
- }
 
- // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
 
- // {
 
- // 	out.insert (VLC->creh->globalEffects);
 
- // }
 
- 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 + "\"";
 
- }
 
- int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
 
- {
 
- 	befi=i;
 
- 	for(; i<andame; ++i)
 
- 	{
 
- 		if(buf[i]=='\t')
 
- 			break;
 
- 	}
 
- 	std::string tmp = buf.substr(befi, i-befi);
 
- 	int ret = atoi(buf.substr(befi, i-befi).c_str());
 
- 	++i;
 
- 	return ret;
 
- }
 
- float readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
 
- {
 
- 	befi=i;
 
- 	for(; i<andame; ++i)
 
- 	{
 
- 		if(buf[i]=='\t')
 
- 			break;
 
- 	}
 
- 	std::string tmp = buf.substr(befi, i-befi);
 
- 	float ret = atof(buf.substr(befi, i-befi).c_str());
 
- 	++i;
 
- 	return ret;
 
- }
 
- /**
 
-  * Determines if a faction is good.
 
-  * @param ID of the faction.
 
-  * @return true if the faction is good, false otherwise.
 
-  */
 
- bool CCreatureHandler::isGood (si8 faction) const
 
- {
 
- 	return faction != -1 && factionAlignments[faction] == 1;
 
- }
 
- /**
 
-  * Determines if a faction is evil.
 
-  * @param ID of the faction.
 
-  * @return true if the faction is evil, false otherwise.
 
-  */
 
- bool CCreatureHandler::isEvil (si8 faction) const
 
- {
 
- 	return faction != -1 && factionAlignments[faction] == -1;
 
- }
 
- static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
 
- {
 
- 	Bonus *nsf = new Bonus();
 
- 	std::string type = ability_vec[0].String();
 
- 	std::map<std::string, int>::const_iterator 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
 
- 			tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
 
- 		return;
 
- 	}
 
- 	nsf->type = it->second;
 
- 	nsf->val = ability_vec[1].Float();
 
- 	nsf->subtype = ability_vec[2].Float();
 
- 	nsf->additionalInfo = ability_vec[3].Float();
 
- 	nsf->source = Bonus::CREATURE_ABILITY;
 
- 	nsf->sid = cre->idNumber;
 
- 	//nsf->duration = Bonus::ONE_BATTLE; //what the?
 
- 	nsf->duration = Bonus::PERMANENT;
 
- 	nsf->turnsRemain = 0;
 
- 	cre->addNewBonus(nsf);
 
- }
 
- static void RemoveAbility(CCreature *cre, const JsonNode &ability)
 
- {
 
- 	std::string type = ability.String();
 
- 	std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
 
- 	if (it == bonusNameMap.end()) {
 
- 		if (type == "DOUBLE_WIDE")
 
- 			cre->doubleWide = false;
 
- 		else
 
- 			tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
 
- 		return;
 
- 	}
 
- 	int typeNo = it->second;
 
- 	Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
 
- 	Bonus *b = cre->getBonus(Selector::type(ecf));
 
- 	cre->removeBonus(b);
 
- }
 
- void CCreatureHandler::loadCreatures()
 
- {
 
- 	tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
 
- 	////////////reading ZCRTRAIT.TXT ///////////////////
 
- 	std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
 
- 	int andame = buf.size();
 
- 	int i=0; //buf iterator
 
- 	int hmcr=0;
 
- 	for(; i<andame; ++i)
 
- 	{
 
- 		if(buf[i]=='\r')
 
- 			++hmcr;
 
- 		if(hmcr==2)
 
- 			break;
 
- 	}
 
- 	i+=2;
 
- 	while(i<buf.size())
 
- 	{
 
- 		CCreature &ncre = *new CCreature;
 
- 		ncre.idNumber = creatures.size();
 
- 		ncre.cost.resize(RESOURCE_QUANTITY);
 
- 		ncre.level=0;
 
- 		int befi=i;
 
- 		for(; i<andame; ++i)
 
- 		{
 
- 			if(buf[i]=='\t')
 
- 				break;
 
- 		}
 
- 		ncre.nameSing = buf.substr(befi, i-befi);
 
- 		++i;
 
- 		befi=i;
 
- 		for(; i<andame; ++i)
 
- 		{
 
- 			if(buf[i]=='\t')
 
- 				break;
 
- 		}
 
- 		ncre.namePl = buf.substr(befi, i-befi);
 
- 		++i;
 
- 		for(int v=0; v<7; ++v)
 
- 		{
 
- 			ncre.cost[v] = readNumber(befi, i, andame, buf);
 
- 		}
 
- 		ncre.fightValue = readNumber(befi, i, andame, buf);
 
- 		ncre.AIValue = readNumber(befi, i, andame, buf);
 
- 		ncre.growth = readNumber(befi, i, andame, buf);
 
- 		ncre.hordeGrowth = readNumber(befi, i, andame, buf);
 
- 		ncre.hitPoints = readNumber(befi, i, andame, buf);
 
- 		ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
 
- 		ncre.speed = readNumber(befi, i, andame, buf);
 
- 		ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
 
- 		ncre.attack = readNumber(befi, i, andame, buf);
 
- 		ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
 
- 		ncre.defence = readNumber(befi, i, andame, buf);
 
- 		ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
 
- 		ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
 
- 		ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
 
- 		ncre.damageMax = readNumber(befi, i, andame, buf);
 
- 		ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
 
- 		ncre.shots = readNumber(befi, i, andame, buf);
 
- 		ncre.addBonus(ncre.shots, Bonus::SHOTS);
 
- 		ncre.spells = readNumber(befi, i, andame, buf);
 
- 		ncre.ammMin = readNumber(befi, i, andame, buf);
 
- 		ncre.ammMax = readNumber(befi, i, andame, buf);
 
- 		befi=i;
 
- 		for(; i<andame; ++i)
 
- 		{
 
- 			if(buf[i]=='\t')
 
- 				break;
 
- 		}
 
- 		ncre.abilityText = buf.substr(befi, i-befi);
 
- 		++i;
 
- 		befi=i;
 
- 		for(; i<andame; ++i)
 
- 		{
 
- 			if(buf[i]=='\r')
 
- 				break;
 
- 		}
 
- 		ncre.abilityRefs = buf.substr(befi, i-befi);
 
- 		i+=2;
 
- 		if(true)
 
- 		{ //adding abilities from ZCRTRAIT.TXT
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
 
- 				ncre.doubleWide = true;
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
 
- 				ncre.addBonus(0, Bonus::FLYING);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
 
- 				ncre.addBonus(0, Bonus::SHOOTER);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
 
- 				ncre.addBonus(0, Bonus::SIEGE_WEAPON);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
 
- 				ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
 
- 				ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
 
- 				ncre.addBonus(0, Bonus::UNDEAD);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
 
- 				ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
 
- 				ncre.addBonus(0, Bonus::JOUSTING);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
 
- 			{
 
- 				ncre.addBonus(+1, Bonus::MORALE);;
 
- 				ncre.getBonusList().back()->addPropagator(new CPropagatorNodeType(CBonusSystemNode::HERO));
 
- 			}
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
 
- 			{
 
- 				ncre.addBonus(-1, Bonus::MORALE);;
 
- 				ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
 
- 			}
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
 
- 				ncre.addBonus(0, Bonus::KING1);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
 
- 				ncre.addBonus(0, Bonus::KING2);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
 
- 				ncre.addBonus(0, Bonus::KING3);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
 
- 				ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
 
- 				ncre.addBonus(0, Bonus::CATAPULT);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
 
- 				ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
 
- 			{
 
- 				std::vector<int> mindSpells = getMindSpells();
 
- 				for(int g=0; g<mindSpells.size(); ++g)
 
- 					ncre.addBonus(0, Bonus::SPELL_IMMUNITY, mindSpells[g]); //giants are immune to mind spells
 
- 			}
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
 
- 				ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
 
- 			if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
 
- 				ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
 
- 		}
 
- 		if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
 
- 		{
 
- 			ncre.idNumber = creatures.size();
 
- 			creatures.push_back(&ncre);
 
- 		}
 
- 	}
 
- 	// loading creatures properties
 
- 	tlog5 << "\t\tReading config/creatures.json" << std::endl;
 
- 	const JsonNode config(DATA_DIR "/config/creatures.json");
 
- 	BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector()) {
 
- 		int creatureID = creature["id"].Float();
 
- 		const JsonNode *value;
 
- 		/* A creature can have several names. */
 
- 		BOOST_FOREACH(const JsonNode &name, creature["name"].Vector()) {
 
- 			boost::assign::insert(nameToID)(name.String(), creatureID);
 
- 		}
 
- 		// Set various creature properties
 
- 		CCreature *c = creatures[creatureID];
 
- 		c->level = creature["level"].Float();
 
- 		c->faction = creature["faction"].Float();
 
- 		c->animDefName = creature["defname"].String();
 
- 		value = &creature["upgrade"];
 
- 		if (!value->isNull())
 
- 			c->upgrades.insert(value->Float());
 
- 		value = &creature["projectile_defname"];
 
- 		if (!value->isNull()) {
 
- 			idToProjectile[creatureID] = value->String();
 
- 			value = &creature["projectile_spin"];
 
- 			idToProjectileSpin[creatureID] = value->Bool();
 
- 		}
 
- 		value = &creature["turret_shooter"];
 
- 		if (!value->isNull() && value->Bool())
 
- 			factionToTurretCreature[c->faction] = creatureID;
 
- 		value = &creature["ability_add"];
 
- 		if (!value->isNull()) {
 
- 			BOOST_FOREACH(const JsonNode &ability, value->Vector()) {
 
- 				AddAbility(c, ability.Vector());
 
- 			}
 
- 		}
 
- 		value = &creature["ability_remove"];
 
- 		if (!value->isNull()) {
 
- 			BOOST_FOREACH(const JsonNode &ability, value->Vector()) {
 
- 				RemoveAbility(c, ability);
 
- 			}
 
- 		}
 
- 	}
 
- 	BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector()) {
 
- 		notUsedMonsters += creature.Float();
 
- 	}
 
- 	buildBonusTreeForTiers();
 
- 	loadAnimationInfo();
 
- 	//reading creature ability names
 
- 	const JsonNode config2(DATA_DIR "/config/bonusnames.json");
 
- 	BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector()) {
 
- 		std::map<std::string,int>::const_iterator it_map;
 
- 		std::string bonusID = bonus["id"].String();
 
- 		it_map = bonusNameMap.find(bonusID);
 
- 		if (it_map != bonusNameMap.end()) {
 
- 			stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
 
- 		} else
 
- 			tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
 
- 	}
 
- 	//handle magic resistance secondary skill premy, potentialy may be buggy
 
- 	std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
 
- 	stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
 
- 	if (STACK_EXP) 	//reading default stack experience bonuses
 
- 	{
 
- 		buf = bitmaph->getTextFile("CREXPBON.TXT");
 
- 		int it = 0;
 
- 		si32 creid = -1;
 
- 		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;
 
- 		std::string dump2;
 
- 		loadToIt (dump2, buf, it, 3); //ignore first line
 
- 		loadToIt (dump2, buf, it, 4); //ignore index
 
- 		loadStackExp(b, bl, buf, it);
 
- 		BOOST_FOREACH(Bonus * b, bl)
 
- 			addBonusForAllCreatures(b); //health bonus is common for all
 
- 		loadToIt (dump2, buf, it, 3); //crop comment
 
- 		for (i = 1; i < 7; ++i)
 
- 		{
 
- 			for (int j = 0; j < 4; ++j) //four modifiers common for tiers
 
- 			{
 
- 				loadToIt (dump2, buf, it, 4); //ignore index
 
- 				bl.clear();
 
- 				loadStackExp(b, bl, buf, it);
 
- 				BOOST_FOREACH(Bonus * b, bl)
 
- 					addBonusForTier(i, b);
 
- 				loadToIt (dump2, buf, it, 3); //crop comment
 
- 			}
 
- 		}
 
- 		for (int j = 0; j < 4; ++j) //tier 7
 
- 		{
 
- 			loadToIt (dump2, buf, it, 4); //ignore index
 
- 			bl.clear();
 
- 			loadStackExp(b, bl, buf, it);
 
- 			BOOST_FOREACH(Bonus * b, bl)
 
- 			{
 
- 				addBonusForTier(7, b);
 
- 				creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
 
- 			}
 
- 			loadToIt (dump2, buf, it, 3); //crop comment
 
- 		}
 
- 		do //parse everything that's left
 
- 		{
 
- 			loadToIt(creid, buf, it, 4); //get index
 
- 			b.sid = creid; //id = this particular creature ID
 
- 			loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
 
- 			loadToIt (dump2, buf, it, 3); //crop comment
 
- 		} while (it < buf.size());
 
- 		//Calculate rank exp values, formula appears complicated bu no parsing needed
 
- 		expRanks.resize(8);
 
- 		int dif = 0;
 
- 		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 (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;
 
- 			}
 
- 		}
 
- 		buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
 
- 		it = 0;
 
- 		loadToIt (dump2, buf, it, 3); //ignore first line
 
- 		maxExpPerBattle.resize(8);
 
- 		si32 val;
 
- 		for (i = 1; i < 8; ++i)
 
- 		{
 
- 			loadToIt (dump2, buf, it, 4); //index
 
- 			loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
 
- 			loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
 
- 			loadToIt (dump2, buf, it, 4); //already calculated
 
- 			loadToIt (val, buf, it, 4);
 
- 			maxExpPerBattle[i] = (ui32)val;
 
- 			loadToIt (val, buf, it, 4); //11th level
 
- 			val += (si32)expRanks[i].back();
 
- 			expRanks[i].push_back((ui32)val);
 
- 			loadToIt (dump2, buf, it, 3); //crop comment
 
- 		}
 
- 		//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
 
- 	//experiment - add 100 to attack for creatures of tier 1
 
- // 	Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
 
- // 	addBonusForTier(1, b);
 
- }
 
- void CCreatureHandler::loadAnimationInfo()
 
- {
 
- 	std::string buf = bitmaph->getTextFile("CRANIM.TXT");
 
- 	int andame = buf.size();
 
- 	int i=0; //buf iterator
 
- 	int hmcr=0;
 
- 	for(; i<andame; ++i)
 
- 	{
 
- 		if(buf[i]=='\r')
 
- 			++hmcr;
 
- 		if(hmcr==2)
 
- 			break;
 
- 	}
 
- 	i+=2;
 
- 	for(int dd=0; dd<creatures.size(); ++dd)
 
- 	{
 
- 		//tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
 
- 		loadUnitAnimInfo(*creatures[dd], buf, i);
 
- 	}
 
- 	return;
 
- }
 
- void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
 
- {
 
- 	int befi=i;
 
- 	unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
 
- 	while(unit.timeBetweenFidgets == 0.0)
 
- 	{
 
- 		for(; i<src.size(); ++i)
 
- 		{
 
- 			if(src[i]=='\r')
 
- 				break;
 
- 		}
 
- 		i+=2;
 
- 		unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
 
- 	}
 
- 	unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
 
- 	unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
 
- 	unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
 
- 	///////////////////////
 
- 	unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
 
- 	unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
 
- 	unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
 
- 	unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
 
- 	unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
 
- 	unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
 
- 	///////////////////////
 
- 	for(int jjj=0; jjj<12; ++jjj)
 
- 	{
 
- 		unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
 
- 	}
 
- 	unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
 
- 	unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
 
- 	for(; i<src.size(); ++i)
 
- 	{
 
- 		if(src[i]=='\r')
 
- 			break;
 
- 	}
 
- 	i+=2;
 
- }
 
- void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
 
- {
 
- 	std::string buf, mod;
 
- 	bool enable = false; //some bonuses are activated with values 2 or 1
 
- 	loadToIt(buf, src, it, 4);
 
- 	loadToIt(mod, src, it, 4);
 
- 	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; break;
 
- 	case 'E':
 
- 		b.type = Bonus::DEATH_STARE;
 
- 		b.subtype = 0; //Gorgon
 
- 		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':
 
- 				{
 
- 					loadMindImmunity(b, bl, src, it);
 
- 					return;
 
- 				}
 
- 				return;
 
- 			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:
 
- 			tlog3 << "Not parsed bonus " << buf << mod << "\n";
 
- 				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 = 74;
 
- 				break;
 
- 			case 'H': //Hypnotize
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 60;
 
- 				break;
 
- 			case 'I': //Implosion
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 18;
 
- 				break;
 
- 			case 'K': //Berserk
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 59;
 
- 				break;
 
- 			case 'M': //Meteor Shower
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 23;
 
- 				break;
 
- 			case 'N': //dispell beneficial spells
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 78;
 
- 				break;
 
- 			case 'R': //Armageddon
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 26;
 
- 				break;
 
- 			case 'S': //Slow
 
- 				b.type = Bonus::SPELL_IMMUNITY;
 
- 				b.subtype = 54;
 
- 				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 = 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;
 
- 			default:
 
- 				tlog3 << "Not parsed bonus " << buf << mod << "\n";
 
- 				return;
 
- 		}
 
- 		break;
 
- 	case 'i':
 
- 		enable = true;
 
- 		b.type = Bonus::NO_DISTANCE_PENALTY;
 
- 		break;
 
- 	case 'o':
 
- 		enable = true;
 
- 		b.type = Bonus::NO_OBSTACLES_PENALTY;
 
- 		break;
 
- 	case 'a':
 
- 	case 'c': //some special abilities are threated as spells, work in progress
 
- 		b.type = Bonus::SPELL_AFTER_ATTACK;
 
- 		b.subtype = stringToNumber(mod); 
 
- 		break;
 
- 	case 'h':
 
- 		b.type= Bonus::HATE;
 
- 		b.subtype = stringToNumber(mod);
 
- 		break;
 
- 	case 'p':
 
- 		b.type = Bonus::SPELL_BEFORE_ATTACK;
 
- 		b.subtype = stringToNumber(mod);
 
- 		b.additionalInfo = 3; //always expert?
 
- 		break;
 
- 	default:
 
- 		tlog3 << "Not parsed bonus " << buf << mod << "\n";
 
- 		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
 
- 		loadToIt (curVal, src, it, 4); // 0 level is never active
 
- 		for (int i = 1; i < 11; ++i)
 
- 		{
 
- 			loadToIt (curVal, src, it, 4);
 
- 			if (curVal == 1)
 
- 			{
 
- 				b.limiter.reset (new RankRangeLimiter(i));
 
- 				bl.push_back(new Bonus(b));
 
- 				break; //never turned off it seems
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
 
- 		for (int i = 1; i < 11; ++i)
 
- 		{
 
- 			loadToIt (curVal, src, it, 4);
 
- 			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));
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CCreatureHandler::loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it)
 
- {
 
- 	CCreature * cre = creatures[b.sid]; //odd workaround
 
- 	b.type = Bonus::SPELL_IMMUNITY;
 
- 	b.val = Bonus::BASE_NUMBER;
 
- 	si32 curVal;
 
- 	b.val = 0; //on-off ability, no value specified
 
- 	loadToIt (curVal, src, it, 4); // 0 level is never active
 
- 	for (int i = 1; i < 11; ++i)
 
- 	{
 
- 		loadToIt (curVal, src, it, 4);
 
- 		if (curVal == 1)
 
- 		{
 
- 			b.limiter.reset (new RankRangeLimiter(i));
 
- 			break; //only one limiter here
 
- 		}
 
- 	}
 
- 	std::vector<int> mindSpells = getMindSpells(); //multiplicate spells
 
- 	for (int g=0; g < mindSpells.size(); ++g)
 
- 	{
 
- 		b.subtype = mindSpells[g];
 
- 		cre->getBonusList().push_back(new Bonus(b));
 
- 	}
 
- }
 
- int CCreatureHandler::stringToNumber(std::string & s)
 
- {
 
- 	boost::algorithm::replace_first(s,"#",""); //drop hash character
 
- 	return std::atoi(s.c_str());
 
- }
 
- CCreatureHandler::~CCreatureHandler()
 
- {
 
- }
 
- static int retreiveRandNum(const boost::function<int()> &randGen)
 
- {
 
- 	if(randGen)
 
- 		return randGen();
 
- 	else
 
- 		return rand();
 
- }
 
- template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
 
- {
 
- 	return v[retreiveRandNum(randGen) % v.size()];
 
- }
 
- int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
 
- {
 
- 	int r = 0;
 
- 	if(tier == -1) //pick any allowed creature
 
- 	{
 
- 		do 
 
- 		{
 
- 			r = pickRandomElementOf(creatures, randGen)->idNumber;
 
- 		} while (vstd::contains(VLC->creh->notUsedMonsters,r));
 
- 	}
 
- 	else
 
- 	{
 
- 		assert(iswith(tier, 1, 7));
 
- 		std::vector<int> allowed;
 
- 		BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
 
- 		{
 
- 			assert(b->getNodeType() == CBonusSystemNode::CREATURE);
 
- 			int creid = static_cast<const CCreature*>(b)->idNumber;
 
- 			if(!vstd::contains(notUsedMonsters, creid))
 
- 				allowed.push_back(creid);
 
- 		}
 
- 		if(!allowed.size())
 
- 		{
 
- 			tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
 
- 			return 0;
 
- 		}
 
- 		return pickRandomElementOf(allowed, randGen);
 
- 	}
 
- 	return r;
 
- }
 
- void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
 
- {
 
- 	assert(iswith(tier, 1, 7));
 
- 	creaturesOfLevel[tier].addNewBonus(b);
 
- }
 
- void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
 
- {
 
- 	allCreatures.addNewBonus(b);
 
- }
 
- void CCreatureHandler::buildBonusTreeForTiers()
 
- {
 
- 	BOOST_FOREACH(CCreature *c, creatures)
 
- 	{
 
- 		if(isbetw(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
 
- 			c->attachTo(&creaturesOfLevel[c->level]);
 
- 		else
 
- 			c->attachTo(&creaturesOfLevel[0]);
 
- 	}
 
- 	BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
 
- 		b.attachTo(&allCreatures);
 
- }
 
- void CCreatureHandler::deserializationFix()
 
- {
 
- 	buildBonusTreeForTiers();
 
- }
 
 
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