CCreatureHandler.cpp 30 KB

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  1. #include "StdInc.h"
  2. #include "CCreatureHandler.h"
  3. #include "Filesystem/CResourceLoader.h"
  4. #include "../lib/VCMI_Lib.h"
  5. #include "../lib/CGameState.h"
  6. #include "../lib/JsonNode.h"
  7. #include "CHeroHandler.h"
  8. using namespace boost::assign;
  9. /*
  10. * CCreatureHandler.cpp, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. CCreatureHandler::CCreatureHandler()
  19. {
  20. VLC->creh = this;
  21. // Set the faction alignments to the defaults:
  22. // Good: Castle, Rampart, Tower
  23. // Evil: Inferno, Necropolis, Dungeon
  24. // Neutral: Stronghold, Fortess, Conflux
  25. factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
  26. doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
  27. allCreatures.setDescription("All creatures");
  28. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  29. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  30. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  31. }
  32. int CCreature::getQuantityID(const int & quantity)
  33. {
  34. if (quantity<5)
  35. return 1;
  36. if (quantity<10)
  37. return 2;
  38. if (quantity<20)
  39. return 3;
  40. if (quantity<50)
  41. return 4;
  42. if (quantity<100)
  43. return 5;
  44. if (quantity<250)
  45. return 6;
  46. if (quantity<500)
  47. return 7;
  48. if (quantity<1000)
  49. return 8;
  50. return 9;
  51. }
  52. int CCreature::estimateCreatureCount(ui32 countID)
  53. {
  54. static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  55. if (countID > 9)
  56. assert("Wrong countID!");
  57. return creature_count[countID];
  58. }
  59. bool CCreature::isDoubleWide() const
  60. {
  61. return doubleWide;
  62. }
  63. bool CCreature::isFlying() const
  64. {
  65. return hasBonusOfType(Bonus::FLYING);
  66. }
  67. bool CCreature::isShooting() const
  68. {
  69. return hasBonusOfType(Bonus::SHOOTER);
  70. }
  71. bool CCreature::isUndead() const
  72. {
  73. return hasBonusOfType(Bonus::UNDEAD);
  74. }
  75. /**
  76. * Determines if the creature is of a good alignment.
  77. * @return true if the creture is good, false otherwise.
  78. */
  79. bool CCreature::isGood () const
  80. {
  81. return VLC->creh->isGood(faction);
  82. }
  83. /**
  84. * Determines if the creature is of an evil alignment.
  85. * @return true if the creature is evil, false otherwise.
  86. */
  87. bool CCreature::isEvil () const
  88. {
  89. return VLC->creh->isEvil(faction);
  90. }
  91. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  92. {
  93. int ret = 2147483645;
  94. int resAmnt = std::min(res.size(),cost.size());
  95. for(int i=0;i<resAmnt;i++)
  96. if(cost[i])
  97. ret = std::min(ret,(int)(res[i]/cost[i]));
  98. return ret;
  99. }
  100. CCreature::CCreature()
  101. {
  102. doubleWide = false;
  103. setNodeType(CBonusSystemNode::CREATURE);
  104. }
  105. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  106. {
  107. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  108. addNewBonus(added);
  109. }
  110. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  111. // {
  112. // out.insert (VLC->creh->globalEffects);
  113. // }
  114. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  115. {
  116. //TODO upgrade of upgrade?
  117. return vstd::contains(upgrades, anotherCre->idNumber);
  118. }
  119. bool CCreature::valid() const
  120. {
  121. return this == VLC->creh->creatures[idNumber];
  122. }
  123. std::string CCreature::nodeName() const
  124. {
  125. return "\"" + namePl + "\"";
  126. }
  127. bool CCreature::isItNativeTerrain(int terrain) const
  128. {
  129. if(!vstd::iswithin(faction, 0, 9))
  130. return false;
  131. //not good handler dependency
  132. return VLC->heroh->nativeTerrains[faction] == 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->getBonus(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.hitPoints = readNumber(befi, i, andame, buf);
  272. ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
  273. ncre.speed = readNumber(befi, i, andame, buf);
  274. ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
  275. ncre.attack = readNumber(befi, i, andame, buf);
  276. ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  277. ncre.defence = readNumber(befi, i, andame, buf);
  278. ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  279. ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
  280. ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
  281. ncre.damageMax = readNumber(befi, i, andame, buf);
  282. ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
  283. ncre.shots = readNumber(befi, i, andame, buf);
  284. ncre.addBonus(ncre.shots, Bonus::SHOTS);
  285. ncre.spells = readNumber(befi, i, andame, buf);
  286. ncre.ammMin = readNumber(befi, i, andame, buf);
  287. ncre.ammMax = readNumber(befi, i, andame, buf);
  288. befi=i;
  289. for(; i<andame; ++i)
  290. {
  291. if(buf[i]=='\t')
  292. break;
  293. }
  294. ncre.abilityText = buf.substr(befi, i-befi);
  295. ++i;
  296. befi=i;
  297. for(; i<andame; ++i)
  298. {
  299. if(buf[i]=='\r')
  300. break;
  301. }
  302. ncre.abilityRefs = buf.substr(befi, i-befi);
  303. i+=2;
  304. if(true)
  305. { //adding abilities from ZCRTRAIT.TXT
  306. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  307. ncre.doubleWide = true;
  308. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  309. ncre.addBonus(0, Bonus::FLYING);
  310. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  311. ncre.addBonus(0, Bonus::SHOOTER);
  312. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  313. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  314. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  315. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  316. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  317. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  318. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  319. ncre.addBonus(0, Bonus::UNDEAD);
  320. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  321. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  322. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  323. ncre.addBonus(0, Bonus::JOUSTING);
  324. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  325. {
  326. ncre.addBonus(+1, Bonus::MORALE);;
  327. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  328. }
  329. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  330. {
  331. ncre.addBonus(-1, Bonus::MORALE);;
  332. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  333. }
  334. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  335. ncre.addBonus(0, Bonus::KING1);
  336. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  337. ncre.addBonus(0, Bonus::KING2);
  338. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  339. ncre.addBonus(0, Bonus::KING3);
  340. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  341. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  342. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  343. ncre.addBonus(0, Bonus::CATAPULT);
  344. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  345. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  346. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  347. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  348. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  349. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  350. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  351. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  352. }
  353. if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
  354. {
  355. ncre.idNumber = creatures.size();
  356. creatures.push_back(&ncre);
  357. }
  358. }
  359. // loading creatures properties
  360. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  361. const JsonNode config(ResourceID("config/creatures.json"));
  362. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  363. {
  364. int creatureID = creature["id"].Float();
  365. const JsonNode *value;
  366. /* A creature can have several names. */
  367. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  368. {
  369. boost::assign::insert(nameToID)(name.String(), creatureID);
  370. }
  371. // Set various creature properties
  372. CCreature *c = creatures[creatureID];
  373. c->level = creature["level"].Float();
  374. c->faction = creature["faction"].Float();
  375. c->animDefName = creature["defname"].String();
  376. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  377. {
  378. c->upgrades.insert(value.Float());
  379. }
  380. value = &creature["projectile_defname"];
  381. if (!value->isNull())
  382. {
  383. idToProjectile[creatureID] = value->String();
  384. value = &creature["projectile_spin"];
  385. idToProjectileSpin[creatureID] = value->Bool();
  386. }
  387. value = &creature["turret_shooter"];
  388. if (!value->isNull() && value->Bool())
  389. factionToTurretCreature[c->faction] = creatureID;
  390. value = &creature["ability_add"];
  391. if (!value->isNull()) {
  392. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  393. {
  394. AddAbility(c, ability.Vector());
  395. }
  396. }
  397. value = &creature["ability_remove"];
  398. if (!value->isNull())
  399. {
  400. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  401. {
  402. RemoveAbility(c, ability);
  403. }
  404. }
  405. }
  406. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  407. {
  408. notUsedMonsters += creature.Float();
  409. }
  410. buildBonusTreeForTiers();
  411. loadAnimationInfo();
  412. //reading creature ability names
  413. const JsonNode config2(ResourceID("config/bonusnames.json"));
  414. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  415. {
  416. std::map<std::string,int>::const_iterator it_map;
  417. std::string bonusID = bonus["id"].String();
  418. it_map = bonusNameMap.find(bonusID);
  419. if (it_map != bonusNameMap.end())
  420. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  421. else
  422. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  423. }
  424. //handle magic resistance secondary skill premy, potentialy may be buggy
  425. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  426. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  427. if (GameConstants::STACK_EXP) //reading default stack experience bonuses
  428. {
  429. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CREXPBON.TXT"));
  430. std::string buf((char*)textFile.first.get(), textFile.second);
  431. int it = 0;
  432. si32 creid = -1;
  433. Bonus b; //prototype with some default properties
  434. b.source = Bonus::STACK_EXPERIENCE;
  435. b.duration = Bonus::PERMANENT;
  436. b.valType = Bonus::ADDITIVE_VALUE;
  437. b.effectRange = Bonus::NO_LIMIT;
  438. b.additionalInfo = 0;
  439. b.turnsRemain = 0;
  440. BonusList bl;
  441. std::string dump2;
  442. loadToIt (dump2, buf, it, 3); //ignore first line
  443. loadToIt (dump2, buf, it, 4); //ignore index
  444. loadStackExp(b, bl, buf, it);
  445. BOOST_FOREACH(Bonus * b, bl)
  446. addBonusForAllCreatures(b); //health bonus is common for all
  447. loadToIt (dump2, buf, it, 3); //crop comment
  448. for (i = 1; i < 7; ++i)
  449. {
  450. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  451. {
  452. loadToIt (dump2, buf, it, 4); //ignore index
  453. bl.clear();
  454. loadStackExp(b, bl, buf, it);
  455. BOOST_FOREACH(Bonus * b, bl)
  456. addBonusForTier(i, b);
  457. loadToIt (dump2, buf, it, 3); //crop comment
  458. }
  459. }
  460. for (int j = 0; j < 4; ++j) //tier 7
  461. {
  462. loadToIt (dump2, buf, it, 4); //ignore index
  463. bl.clear();
  464. loadStackExp(b, bl, buf, it);
  465. BOOST_FOREACH(Bonus * b, bl)
  466. {
  467. addBonusForTier(7, b);
  468. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  469. }
  470. loadToIt (dump2, buf, it, 3); //crop comment
  471. }
  472. do //parse everything that's left
  473. {
  474. loadToIt(creid, buf, it, 4); //get index
  475. b.sid = creid; //id = this particular creature ID
  476. loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
  477. loadToIt (dump2, buf, it, 3); //crop comment
  478. } while (it < buf.size());
  479. //Calculate rank exp values, formula appears complicated bu no parsing needed
  480. expRanks.resize(8);
  481. int dif = 0;
  482. it = 8000; //ignore name of this variable
  483. expRanks[0].push_back(it);
  484. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  485. {
  486. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  487. dif += it/5;
  488. }
  489. for (i = 1; i < 8; ++i)
  490. {
  491. dif = 0;
  492. it = 1000 * i;
  493. expRanks[i].push_back(it);
  494. for (int j = 1; j < 10; ++j)
  495. {
  496. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  497. dif += it/5;
  498. }
  499. }
  500. textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CREXPMOD.TXT"));
  501. buf = std::string((char*)textFile.first.get(), textFile.second);
  502. it = 0;
  503. loadToIt (dump2, buf, it, 3); //ignore first line
  504. maxExpPerBattle.resize(8);
  505. si32 val;
  506. for (i = 1; i < 8; ++i)
  507. {
  508. loadToIt (dump2, buf, it, 4); //index
  509. loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
  510. loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
  511. loadToIt (dump2, buf, it, 4); //already calculated
  512. loadToIt (val, buf, it, 4);
  513. maxExpPerBattle[i] = (ui32)val;
  514. loadToIt (val, buf, it, 4); //11th level
  515. val += (si32)expRanks[i].back();
  516. expRanks[i].push_back((ui32)val);
  517. loadToIt (dump2, buf, it, 3); //crop comment
  518. }
  519. //skeleton gets exp penalty
  520. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  521. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  522. //exp for tier >7, rank 11
  523. expRanks[0].push_back(147000);
  524. expAfterUpgrade = 75; //percent
  525. maxExpPerBattle[0] = maxExpPerBattle[7];
  526. }//end of Stack Experience
  527. //experiment - add 100 to attack for creatures of tier 1
  528. // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
  529. // addBonusForTier(1, b);
  530. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  531. const JsonNode config3(ResourceID("config/commanders.json"));
  532. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  533. {
  534. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  535. }
  536. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  537. {
  538. commanderLevelPremy.push_back(ParseBonus (bonus.Vector()));
  539. }
  540. i = 0;
  541. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  542. {
  543. skillLevels.push_back (std::vector<ui8>());
  544. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  545. {
  546. skillLevels[i].push_back (skillLevel.Float());
  547. }
  548. ++i;
  549. }
  550. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  551. {
  552. std::pair <Bonus, std::pair <ui8, ui8> > a;
  553. a.first = *ParseBonus (ability["ability"].Vector());
  554. a.second.first = ability["skills"].Vector()[0].Float();
  555. a.second.second = ability["skills"].Vector()[1].Float();
  556. skillRequirements.push_back (a);
  557. }
  558. }
  559. void CCreatureHandler::loadAnimationInfo()
  560. {
  561. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CRANIM.TXT"));
  562. std::string buf((char*)textFile.first.get(), textFile.second);
  563. int andame = buf.size();
  564. int i=0; //buf iterator
  565. int hmcr=0;
  566. for(; i<andame; ++i)
  567. {
  568. if(buf[i]=='\r')
  569. ++hmcr;
  570. if(hmcr==2)
  571. break;
  572. }
  573. i+=2;
  574. for(int dd=0; dd<creatures.size(); ++dd)
  575. {
  576. //tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
  577. loadUnitAnimInfo(*creatures[dd], buf, i);
  578. }
  579. return;
  580. }
  581. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
  582. {
  583. int befi=i;
  584. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  585. while(unit.timeBetweenFidgets == 0.0)
  586. {
  587. for(; i<src.size(); ++i)
  588. {
  589. if(src[i]=='\r')
  590. break;
  591. }
  592. i+=2;
  593. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  594. }
  595. unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
  596. unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
  597. unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
  598. ///////////////////////
  599. unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  600. unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  601. unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
  602. unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
  603. unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  604. unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  605. ///////////////////////
  606. for(int jjj=0; jjj<12; ++jjj)
  607. {
  608. unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
  609. }
  610. unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
  611. unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
  612. for(; i<src.size(); ++i)
  613. {
  614. if(src[i]=='\r')
  615. break;
  616. }
  617. i+=2;
  618. }
  619. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
  620. {
  621. std::string buf, mod;
  622. bool enable = false; //some bonuses are activated with values 2 or 1
  623. loadToIt(buf, src, it, 4);
  624. loadToIt(mod, src, it, 4);
  625. switch (buf[0])
  626. {
  627. case 'H':
  628. b.type = Bonus::STACK_HEALTH;
  629. b.valType = Bonus::PERCENT_TO_BASE;
  630. break;
  631. case 'A':
  632. b.type = Bonus::PRIMARY_SKILL;
  633. b.subtype = PrimarySkill::ATTACK;
  634. break;
  635. case 'D':
  636. b.type = Bonus::PRIMARY_SKILL;
  637. b.subtype = PrimarySkill::DEFENSE;
  638. break;
  639. case 'M': //Max damage
  640. b.type = Bonus::CREATURE_DAMAGE;
  641. b.subtype = 2;
  642. break;
  643. case 'm': //Min damage
  644. b.type = Bonus::CREATURE_DAMAGE;
  645. b.subtype = 1;
  646. break;
  647. case 'S':
  648. b.type = Bonus::STACKS_SPEED; break;
  649. case 'O':
  650. b.type = Bonus::SHOTS; break;
  651. case 'b':
  652. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  653. case 'C':
  654. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  655. case 'd':
  656. b.type = Bonus::DEFENSIVE_STANCE; break;
  657. case 'e':
  658. b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
  659. case 'E':
  660. b.type = Bonus::DEATH_STARE;
  661. b.subtype = 0; //Gorgon
  662. break;
  663. case 'g':
  664. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  665. b.subtype = -1; //all magic schools
  666. break;
  667. case 'P':
  668. b.type = Bonus::CASTS; break;
  669. case 'R':
  670. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  671. case 'W':
  672. b.type = Bonus::MAGIC_RESISTANCE;
  673. b.subtype = 0; //otherwise creature window goes crazy
  674. break;
  675. case 'f': //on-off skill
  676. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  677. switch (mod[0])
  678. {
  679. case 'A':
  680. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  681. case 'b':
  682. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  683. case 'B':
  684. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  685. case 'c':
  686. b.type = Bonus::JOUSTING; break;
  687. case 'D':
  688. b.type = Bonus::ADDITIONAL_ATTACK; break;
  689. case 'f':
  690. b.type = Bonus::FEARLESS; break;
  691. case 'F':
  692. b.type = Bonus::FLYING; break;
  693. case 'm':
  694. b.type = Bonus::SELF_MORALE; break;
  695. case 'M':
  696. b.type = Bonus::NO_MORALE; break;
  697. case 'p': //Mind spells
  698. case 'P':
  699. b.type = Bonus::MIND_IMMUNITY; break;
  700. case 'r':
  701. b.type = Bonus::REBIRTH; //on/off? makes sense?
  702. b.subtype = 0;
  703. b.val = 20; //arbitrary value
  704. break;
  705. case 'R':
  706. b.type = Bonus::BLOCKS_RETALIATION; break;
  707. case 's':
  708. b.type = Bonus::FREE_SHOOTING; break;
  709. case 'u':
  710. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  711. case 'U':
  712. b.type = Bonus::UNDEAD; break;
  713. default:
  714. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  715. return;
  716. break;
  717. }
  718. break;
  719. case 'w': //specific spell immunities, enabled/disabled
  720. enable = true;
  721. switch (mod[0])
  722. {
  723. case 'B': //Blind
  724. b.type = Bonus::SPELL_IMMUNITY;
  725. b.subtype = 74;
  726. break;
  727. case 'H': //Hypnotize
  728. b.type = Bonus::SPELL_IMMUNITY;
  729. b.subtype = 60;
  730. break;
  731. case 'I': //Implosion
  732. b.type = Bonus::SPELL_IMMUNITY;
  733. b.subtype = 18;
  734. break;
  735. case 'K': //Berserk
  736. b.type = Bonus::SPELL_IMMUNITY;
  737. b.subtype = 59;
  738. break;
  739. case 'M': //Meteor Shower
  740. b.type = Bonus::SPELL_IMMUNITY;
  741. b.subtype = 23;
  742. break;
  743. case 'N': //dispell beneficial spells
  744. b.type = Bonus::SPELL_IMMUNITY;
  745. b.subtype = 78;
  746. break;
  747. case 'R': //Armageddon
  748. b.type = Bonus::SPELL_IMMUNITY;
  749. b.subtype = 26;
  750. break;
  751. case 'S': //Slow
  752. b.type = Bonus::SPELL_IMMUNITY;
  753. b.subtype = 54;
  754. break;
  755. case '6':
  756. case '7':
  757. case '8':
  758. case '9':
  759. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  760. b.val = std::atoi(mod.c_str()) - 5;
  761. break;
  762. case ':':
  763. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  764. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  765. break;
  766. case 'F':
  767. b.type = Bonus::FIRE_IMMUNITY;
  768. b.subtype = 1; //not positive
  769. break;
  770. case 'O':
  771. b.type = Bonus::FIRE_IMMUNITY;
  772. b.subtype = 2; //only direct damage
  773. break;
  774. case 'f':
  775. b.type = Bonus::FIRE_IMMUNITY;
  776. b.subtype = 0; //all
  777. break;
  778. case 'C':
  779. b.type = Bonus::WATER_IMMUNITY;
  780. b.subtype = 1; //not positive
  781. break;
  782. case 'W':
  783. b.type = Bonus::WATER_IMMUNITY;
  784. b.subtype = 2; //only direct damage
  785. break;
  786. case 'w':
  787. b.type = Bonus::WATER_IMMUNITY;
  788. b.subtype = 0; //all
  789. break;
  790. case 'E':
  791. b.type = Bonus::EARTH_IMMUNITY;
  792. b.subtype = 2; //only direct damage
  793. break;
  794. case 'e':
  795. b.type = Bonus::EARTH_IMMUNITY;
  796. b.subtype = 0; //all
  797. break;
  798. case 'A':
  799. b.type = Bonus::AIR_IMMUNITY;
  800. b.subtype = 2; //only direct damage
  801. break;
  802. case 'a':
  803. b.type = Bonus::AIR_IMMUNITY;
  804. b.subtype = 0; //all
  805. break;
  806. case 'D':
  807. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  808. break;
  809. case '0':
  810. b.type = Bonus::RECEPTIVE;
  811. break;
  812. default:
  813. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  814. return;
  815. }
  816. break;
  817. case 'i':
  818. enable = true;
  819. b.type = Bonus::NO_DISTANCE_PENALTY;
  820. break;
  821. case 'o':
  822. enable = true;
  823. b.type = Bonus::NO_WALL_PENALTY;
  824. break;
  825. case 'a':
  826. case 'c': //some special abilities are threated as spells, work in progress
  827. b.type = Bonus::SPELL_AFTER_ATTACK;
  828. b.subtype = stringToNumber(mod);
  829. break;
  830. case 'h':
  831. b.type= Bonus::HATE;
  832. b.subtype = stringToNumber(mod);
  833. break;
  834. case 'p':
  835. b.type = Bonus::SPELL_BEFORE_ATTACK;
  836. b.subtype = stringToNumber(mod);
  837. b.additionalInfo = 3; //always expert?
  838. break;
  839. default:
  840. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  841. return;
  842. break;
  843. }
  844. switch (mod[0])
  845. {
  846. case '+':
  847. case '=': //should we allow percent values to stack or pick highest?
  848. b.valType = Bonus::ADDITIVE_VALUE;
  849. break;
  850. }
  851. //limiters, range
  852. si32 lastVal, curVal, lastLev = 0;
  853. if (enable) //0 and 2 means non-active, 1 - active
  854. {
  855. if (b.type != Bonus::REBIRTH)
  856. b.val = 0; //on-off ability, no value specified
  857. loadToIt (curVal, src, it, 4); // 0 level is never active
  858. for (int i = 1; i < 11; ++i)
  859. {
  860. loadToIt (curVal, src, it, 4);
  861. if (curVal == 1)
  862. {
  863. b.limiter.reset (new RankRangeLimiter(i));
  864. bl.push_back(new Bonus(b));
  865. break; //never turned off it seems
  866. }
  867. }
  868. }
  869. else
  870. {
  871. loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
  872. for (int i = 1; i < 11; ++i)
  873. {
  874. loadToIt (curVal, src, it, 4);
  875. if (b.type == Bonus::HATE)
  876. curVal *= 10; //odd fix
  877. if (curVal > lastVal) //threshold, add new bonus
  878. {
  879. b.val = curVal - lastVal;
  880. lastVal = curVal;
  881. b.limiter.reset (new RankRangeLimiter(i));
  882. bl.push_back(new Bonus(b));
  883. lastLev = i; //start new range from here, i = previous rank
  884. }
  885. else if (curVal < lastVal)
  886. {
  887. b.val = lastVal;
  888. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  889. }
  890. }
  891. }
  892. }
  893. int CCreatureHandler::stringToNumber(std::string & s)
  894. {
  895. boost::algorithm::replace_first(s,"#",""); //drop hash character
  896. return std::atoi(s.c_str());
  897. }
  898. CCreatureHandler::~CCreatureHandler()
  899. {
  900. }
  901. static int retreiveRandNum(const boost::function<int()> &randGen)
  902. {
  903. if(randGen)
  904. return randGen();
  905. else
  906. return rand();
  907. }
  908. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  909. {
  910. return v[retreiveRandNum(randGen) % v.size()];
  911. }
  912. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  913. {
  914. int r = 0;
  915. if(tier == -1) //pick any allowed creature
  916. {
  917. do
  918. {
  919. r = pickRandomElementOf(creatures, randGen)->idNumber;
  920. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  921. }
  922. else
  923. {
  924. assert(vstd::iswithin(tier, 1, 7));
  925. std::vector<int> allowed;
  926. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  927. {
  928. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  929. int creid = static_cast<const CCreature*>(b)->idNumber;
  930. if(!vstd::contains(notUsedMonsters, creid))
  931. allowed.push_back(creid);
  932. }
  933. if(!allowed.size())
  934. {
  935. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  936. return 0;
  937. }
  938. return pickRandomElementOf(allowed, randGen);
  939. }
  940. return r;
  941. }
  942. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  943. {
  944. assert(vstd::iswithin(tier, 1, 7));
  945. creaturesOfLevel[tier].addNewBonus(b);
  946. }
  947. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  948. {
  949. allCreatures.addNewBonus(b);
  950. }
  951. void CCreatureHandler::buildBonusTreeForTiers()
  952. {
  953. BOOST_FOREACH(CCreature *c, creatures)
  954. {
  955. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  956. c->attachTo(&creaturesOfLevel[c->level]);
  957. else
  958. c->attachTo(&creaturesOfLevel[0]);
  959. }
  960. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  961. b.attachTo(&allCreatures);
  962. }
  963. void CCreatureHandler::deserializationFix()
  964. {
  965. buildBonusTreeForTiers();
  966. }