CCreatureHandler.cpp 31 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. allCreatures.setDescription("All creatures");
  23. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  24. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  25. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  26. }
  27. int CCreature::getQuantityID(const int & quantity)
  28. {
  29. if (quantity<5)
  30. return 1;
  31. if (quantity<10)
  32. return 2;
  33. if (quantity<20)
  34. return 3;
  35. if (quantity<50)
  36. return 4;
  37. if (quantity<100)
  38. return 5;
  39. if (quantity<250)
  40. return 6;
  41. if (quantity<500)
  42. return 7;
  43. if (quantity<1000)
  44. return 8;
  45. return 9;
  46. }
  47. int CCreature::estimateCreatureCount(ui32 countID)
  48. {
  49. static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  50. if (countID > 9)
  51. assert("Wrong countID!");
  52. return creature_count[countID];
  53. }
  54. bool CCreature::isDoubleWide() const
  55. {
  56. return doubleWide;
  57. }
  58. bool CCreature::isFlying() const
  59. {
  60. return hasBonusOfType(Bonus::FLYING);
  61. }
  62. bool CCreature::isShooting() const
  63. {
  64. return hasBonusOfType(Bonus::SHOOTER);
  65. }
  66. bool CCreature::isUndead() const
  67. {
  68. return hasBonusOfType(Bonus::UNDEAD);
  69. }
  70. /**
  71. * Determines if the creature is of a good alignment.
  72. * @return true if the creture is good, false otherwise.
  73. */
  74. bool CCreature::isGood () const
  75. {
  76. return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
  77. }
  78. /**
  79. * Determines if the creature is of an evil alignment.
  80. * @return true if the creature is evil, false otherwise.
  81. */
  82. bool CCreature::isEvil () const
  83. {
  84. return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
  85. }
  86. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  87. {
  88. int ret = 2147483645;
  89. int resAmnt = std::min(res.size(),cost.size());
  90. for(int i=0;i<resAmnt;i++)
  91. if(cost[i])
  92. ret = std::min(ret,(int)(res[i]/cost[i]));
  93. return ret;
  94. }
  95. CCreature::CCreature()
  96. {
  97. doubleWide = false;
  98. setNodeType(CBonusSystemNode::CREATURE);
  99. }
  100. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  101. {
  102. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  103. addNewBonus(added);
  104. }
  105. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  106. // {
  107. // out.insert (VLC->creh->globalEffects);
  108. // }
  109. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  110. {
  111. //TODO upgrade of upgrade?
  112. return vstd::contains(upgrades, anotherCre->idNumber);
  113. }
  114. bool CCreature::valid() const
  115. {
  116. return this == VLC->creh->creatures[idNumber];
  117. }
  118. std::string CCreature::nodeName() const
  119. {
  120. return "\"" + namePl + "\"";
  121. }
  122. bool CCreature::isItNativeTerrain(int terrain) const
  123. {
  124. return VLC->townh->factions[faction].nativeTerrain == terrain;
  125. }
  126. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  127. {
  128. Bonus *nsf = new Bonus();
  129. std::string type = ability_vec[0].String();
  130. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  131. if (it == bonusNameMap.end()) {
  132. if (type == "DOUBLE_WIDE")
  133. cre->doubleWide = true;
  134. else if (type == "ENEMY_MORALE_DECREASING") {
  135. cre->addBonus(-1, Bonus::MORALE);
  136. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  137. }
  138. else if (type == "ENEMY_LUCK_DECREASING") {
  139. cre->addBonus(-1, Bonus::LUCK);
  140. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  141. } else
  142. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  143. return;
  144. }
  145. nsf->type = it->second;
  146. nsf->val = ability_vec[1].Float();
  147. nsf->subtype = ability_vec[2].Float();
  148. nsf->additionalInfo = ability_vec[3].Float();
  149. nsf->source = Bonus::CREATURE_ABILITY;
  150. nsf->sid = cre->idNumber;
  151. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  152. nsf->duration = Bonus::PERMANENT;
  153. nsf->turnsRemain = 0;
  154. cre->addNewBonus(nsf);
  155. }
  156. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  157. {
  158. std::string type = ability.String();
  159. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  160. if (it == bonusNameMap.end()) {
  161. if (type == "DOUBLE_WIDE")
  162. cre->doubleWide = false;
  163. else
  164. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  165. return;
  166. }
  167. int typeNo = it->second;
  168. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  169. Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
  170. cre->removeBonus(b);
  171. }
  172. void CCreatureHandler::loadCreatures()
  173. {
  174. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  175. ////////////reading ZCRTRAIT.TXT ///////////////////
  176. CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
  177. parser.endLine(); // header
  178. parser.endLine();
  179. do
  180. {
  181. //loop till non-empty line
  182. while (parser.isNextEntryEmpty())
  183. parser.endLine();
  184. CCreature &ncre = *new CCreature;
  185. ncre.idNumber = CreatureID(creatures.size());
  186. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  187. ncre.level=0;
  188. ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
  189. ncre.nameSing = parser.readString();
  190. ncre.namePl = parser.readString();
  191. for(int v=0; v<7; ++v)
  192. {
  193. ncre.cost[v] = parser.readNumber();
  194. }
  195. ncre.fightValue = parser.readNumber();
  196. ncre.AIValue = parser.readNumber();
  197. ncre.growth = parser.readNumber();
  198. ncre.hordeGrowth = parser.readNumber();
  199. ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
  200. ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
  201. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  202. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  203. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
  204. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
  205. ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
  206. //spells - not used?
  207. parser.readNumber();
  208. ncre.ammMin = parser.readNumber();
  209. ncre.ammMax = parser.readNumber();
  210. ncre.abilityText = parser.readString();
  211. ncre.abilityRefs = parser.readString();
  212. { //adding abilities from ZCRTRAIT.TXT
  213. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  214. ncre.doubleWide = true;
  215. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  216. ncre.addBonus(0, Bonus::FLYING);
  217. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  218. ncre.addBonus(0, Bonus::SHOOTER);
  219. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  220. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  221. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  222. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  223. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  224. ncre.addBonus(0, Bonus::UNDEAD);
  225. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  226. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  227. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  228. ncre.addBonus(0, Bonus::JOUSTING);
  229. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  230. {
  231. ncre.addBonus(+1, Bonus::MORALE);;
  232. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  233. }
  234. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  235. {
  236. ncre.addBonus(-1, Bonus::MORALE);;
  237. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  238. }
  239. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  240. ncre.addBonus(0, Bonus::KING1);
  241. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  242. ncre.addBonus(0, Bonus::KING2);
  243. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  244. ncre.addBonus(0, Bonus::KING3);
  245. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  246. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  247. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  248. ncre.addBonus(0, Bonus::CATAPULT);
  249. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  250. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  251. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  252. ncre.addBonus(0, Bonus::MIND_IMMUNITY);
  253. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  254. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  255. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  256. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  257. }
  258. creatures.push_back(&ncre);
  259. }
  260. while (parser.endLine());
  261. // loading creatures properties
  262. tlog5 << "\t\tReading creatures json configs" << std::endl;
  263. const JsonNode gameConf(ResourceID("config/gameConfig.json"));
  264. const JsonNode config(JsonUtils::assembleFromFiles(gameConf["creatures"].convertTo<std::vector<std::string> >()));
  265. BOOST_FOREACH(auto & node, config.Struct())
  266. {
  267. int creatureID = node.second["id"].Float();
  268. CCreature *c = creatures[creatureID];
  269. BOOST_FOREACH(const JsonNode &ability, node.second["ability_remove"].Vector())
  270. {
  271. RemoveAbility(c, ability);
  272. }
  273. BOOST_FOREACH(const JsonNode &ability, node.second["abilities"].Vector())
  274. {
  275. if (ability.getType() == JsonNode::DATA_VECTOR)
  276. AddAbility(c, ability.Vector());
  277. else
  278. c->addNewBonus(JsonUtils::parseBonus(ability));
  279. }
  280. loadCreatureJson(c, node.second);
  281. // Main reference name, e.g. royalGriffin
  282. c->nameRef = node.first;
  283. VLC->modh->identifiers.registerObject("creature." + node.first, c->idNumber);
  284. // Alternative names, if any
  285. BOOST_FOREACH(const JsonNode &name, node.second["extraNames"].Vector())
  286. {
  287. VLC->modh->identifiers.registerObject("creature." + name.String(), c->idNumber);
  288. }
  289. }
  290. loadAnimationInfo();
  291. //reading creature ability names
  292. const JsonNode config2(ResourceID("config/bonusnames.json"));
  293. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  294. {
  295. std::map<std::string,int>::const_iterator it_map;
  296. std::string bonusID = bonus["id"].String();
  297. it_map = bonusNameMap.find(bonusID);
  298. if (it_map != bonusNameMap.end())
  299. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  300. else
  301. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  302. }
  303. //handle magic resistance secondary skill premy, potentialy may be buggy
  304. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  305. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  306. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  307. {
  308. CLegacyConfigParser parser("DATA/CREXPBON.TXT");
  309. Bonus b; //prototype with some default properties
  310. b.source = Bonus::STACK_EXPERIENCE;
  311. b.duration = Bonus::PERMANENT;
  312. b.valType = Bonus::ADDITIVE_VALUE;
  313. b.effectRange = Bonus::NO_LIMIT;
  314. b.additionalInfo = 0;
  315. b.turnsRemain = 0;
  316. BonusList bl;
  317. parser.endLine();
  318. parser.readString(); //ignore index
  319. loadStackExp(b, bl, parser);
  320. BOOST_FOREACH(Bonus * b, bl)
  321. addBonusForAllCreatures(b); //health bonus is common for all
  322. parser.endLine();
  323. for (int i = 1; i < 7; ++i)
  324. {
  325. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  326. {
  327. parser.readString(); //ignore index
  328. bl.clear();
  329. loadStackExp(b, bl, parser);
  330. BOOST_FOREACH(Bonus * b, bl)
  331. addBonusForTier(i, b);
  332. parser.endLine();
  333. }
  334. }
  335. for (int j = 0; j < 4; ++j) //tier 7
  336. {
  337. parser.readString(); //ignore index
  338. bl.clear();
  339. loadStackExp(b, bl, parser);
  340. BOOST_FOREACH(Bonus * b, bl)
  341. {
  342. addBonusForTier(7, b);
  343. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  344. }
  345. parser.endLine();
  346. }
  347. do //parse everything that's left
  348. {
  349. b.sid = parser.readNumber(); //id = this particular creature ID
  350. loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
  351. }
  352. while (parser.endLine());
  353. //Calculate rank exp values, formula appears complicated bu no parsing needed
  354. expRanks.resize(8);
  355. int dif = 0;
  356. int it = 8000; //ignore name of this variable
  357. expRanks[0].push_back(it);
  358. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  359. {
  360. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  361. dif += it/5;
  362. }
  363. for (int i = 1; i < 8; ++i)
  364. {
  365. dif = 0;
  366. it = 1000 * i;
  367. expRanks[i].push_back(it);
  368. for (int j = 1; j < 10; ++j)
  369. {
  370. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  371. dif += it/5;
  372. }
  373. }
  374. CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
  375. expBonParser.endLine(); //header
  376. maxExpPerBattle.resize(8);
  377. for (int i = 1; i < 8; ++i)
  378. {
  379. expBonParser.readString(); //index
  380. expBonParser.readString(); //float multiplier -> hardcoded
  381. expBonParser.readString(); //ignore upgrade mod? ->hardcoded
  382. expBonParser.readString(); //already calculated
  383. maxExpPerBattle[i] = expBonParser.readNumber();
  384. expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
  385. expBonParser.endLine();
  386. }
  387. //skeleton gets exp penalty
  388. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  389. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  390. //exp for tier >7, rank 11
  391. expRanks[0].push_back(147000);
  392. expAfterUpgrade = 75; //percent
  393. maxExpPerBattle[0] = maxExpPerBattle[7];
  394. }//end of Stack Experience
  395. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  396. const JsonNode config3(ResourceID("config/commanders.json"));
  397. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  398. {
  399. commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
  400. }
  401. int i = 0;
  402. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  403. {
  404. skillLevels.push_back (std::vector<ui8>());
  405. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  406. {
  407. skillLevels[i].push_back (skillLevel.Float());
  408. }
  409. ++i;
  410. }
  411. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  412. {
  413. std::pair <Bonus, std::pair <ui8, ui8> > a;
  414. a.first = *JsonUtils::parseBonus (ability["ability"].Vector());
  415. a.second.first = ability["skills"].Vector()[0].Float();
  416. a.second.second = ability["skills"].Vector()[1].Float();
  417. skillRequirements.push_back (a);
  418. }
  419. }
  420. void CCreatureHandler::loadAnimationInfo()
  421. {
  422. CLegacyConfigParser parser("DATA/CRANIM.TXT");
  423. parser.endLine(); // header
  424. parser.endLine();
  425. for(int dd=0; dd<creatures.size(); ++dd)
  426. {
  427. while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
  428. ;
  429. loadUnitAnimInfo(*creatures[dd], parser);
  430. }
  431. }
  432. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
  433. {
  434. unit.timeBetweenFidgets = parser.readNumber();
  435. unit.walkAnimationTime = parser.readNumber();
  436. unit.attackAnimationTime = parser.readNumber();
  437. unit.flightAnimationDistance = parser.readNumber();
  438. ///////////////////////
  439. unit.upperRightMissleOffsetX = parser.readNumber();
  440. unit.upperRightMissleOffsetY = parser.readNumber();
  441. unit.rightMissleOffsetX = parser.readNumber();
  442. unit.rightMissleOffsetY = parser.readNumber();
  443. unit.lowerRightMissleOffsetX = parser.readNumber();
  444. unit.lowerRightMissleOffsetY = parser.readNumber();
  445. ///////////////////////
  446. for(int jjj=0; jjj<12; ++jjj)
  447. {
  448. unit.missleFrameAngles[jjj] = parser.readNumber();
  449. }
  450. unit.troopCountLocationOffset= parser.readNumber();
  451. unit.attackClimaxFrame = parser.readNumber();
  452. parser.endLine();
  453. }
  454. void CCreatureHandler::load(const JsonNode & node)
  455. {
  456. BOOST_FOREACH(auto & entry, node.Struct())
  457. {
  458. if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
  459. {
  460. CCreature * creature = loadCreature(entry.second);
  461. creature->nameRef = entry.first;
  462. creature->idNumber = CreatureID(creatures.size());
  463. creatures.push_back(creature);
  464. tlog5 << "Added creature: " << entry.first << "\n";
  465. VLC->modh->identifiers.registerObject(std::string("creature.") + creature->nameRef, creature->idNumber);
  466. }
  467. }
  468. }
  469. CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
  470. {
  471. CCreature * cre = new CCreature();
  472. const JsonNode & name = node["name"];
  473. cre->nameSing = name["singular"].String();
  474. cre->namePl = name["plural"].String();
  475. cre->cost = Res::ResourceSet(node["cost"]);
  476. cre->fightValue = node["fightValue"].Float();
  477. cre->AIValue = node["aiValue"].Float();
  478. cre->growth = node["growth"].Float();
  479. cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
  480. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  481. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  482. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  483. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  484. const JsonNode & vec = node["damage"];
  485. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  486. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  487. auto & amounts = node ["advMapAmount"];
  488. cre->ammMin = amounts["min"].Float();
  489. cre->ammMax = amounts["max"].Float();
  490. if (!node["shots"].isNull())
  491. cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
  492. if (node["spellPoints"].isNull())
  493. cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
  494. cre->doubleWide = node["doubleWide"].Bool();
  495. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  496. {
  497. auto b = JsonUtils::parseBonus(bonus);
  498. b->source = Bonus::CREATURE_ABILITY;
  499. b->duration = Bonus::PERMANENT;
  500. cre->addNewBonus(b);
  501. }
  502. BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
  503. {
  504. auto bonus = JsonUtils::parseBonus (exp["bonus"]);
  505. bonus->source = Bonus::STACK_EXPERIENCE;
  506. bonus->duration = Bonus::PERMANENT;
  507. const JsonVector &values = exp["values"].Vector();
  508. int lowerLimit = 1;//, upperLimit = 255;
  509. if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
  510. {
  511. BOOST_FOREACH (const JsonNode &val, values)
  512. {
  513. if (val.Bool() == true)
  514. {
  515. bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
  516. cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
  517. break; //TODO: allow bonuses to turn off?
  518. }
  519. ++lowerLimit;
  520. }
  521. }
  522. else
  523. {
  524. int lastVal = 0;
  525. BOOST_FOREACH (const JsonNode &val, values)
  526. {
  527. if (val.Float() != lastVal)
  528. {
  529. bonus->val = val.Float() - lastVal;
  530. bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
  531. cre->addNewBonus (new Bonus(*bonus));
  532. }
  533. lastVal = val.Float();
  534. ++lowerLimit;
  535. }
  536. }
  537. }
  538. //graphics
  539. const JsonNode & graphics = node["graphics"];
  540. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  541. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  542. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  543. const JsonNode & animationTime = graphics["animationTime"];
  544. cre->walkAnimationTime = animationTime["walk"].Float();
  545. cre->attackAnimationTime = animationTime["attack"].Float();
  546. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  547. const JsonNode & missile = graphics["missile"];
  548. const JsonNode & offsets = missile["offset"];
  549. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  550. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  551. cre->rightMissleOffsetX = offsets["middleX"].Float();
  552. cre->rightMissleOffsetY = offsets["middleY"].Float();
  553. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  554. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  555. int i = 0;
  556. BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
  557. {
  558. cre->missleFrameAngles[i++] = angle.Float();
  559. }
  560. cre->advMapDef = graphics["map"].String();
  561. cre->iconIndex = graphics["iconIndex"].Float();
  562. loadCreatureJson(cre, node);
  563. return cre;
  564. }
  565. void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
  566. {
  567. creature->level = config["level"].Float();
  568. creature->animDefName = config["graphics"]["animation"].String();
  569. VLC->modh->identifiers.requestIdentifier(std::string("faction.") + config["faction"].String(), [=](si32 faction)
  570. {
  571. creature->faction = faction;
  572. });
  573. BOOST_FOREACH(const JsonNode &value, config["upgrades"].Vector())
  574. {
  575. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
  576. {
  577. creature->upgrades.insert(CreatureID(identifier));
  578. });
  579. }
  580. if(config["hasDoubleWeek"].Bool())
  581. doubledCreatures.insert(creature->idNumber);
  582. creature->projectile = config["graphics"]["missile"]["projectile"].String();
  583. creature->projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
  584. creature->special = config["special"].Bool();
  585. if ( creature->special )
  586. notUsedMonsters.insert(creature->idNumber);
  587. const JsonNode & sounds = config["sound"];
  588. #define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
  589. GET_SOUND_VALUE(attack);
  590. GET_SOUND_VALUE(defend);
  591. GET_SOUND_VALUE(killed);
  592. GET_SOUND_VALUE(move);
  593. GET_SOUND_VALUE(shoot);
  594. GET_SOUND_VALUE(wince);
  595. GET_SOUND_VALUE(ext1);
  596. GET_SOUND_VALUE(ext2);
  597. GET_SOUND_VALUE(startMoving);
  598. GET_SOUND_VALUE(endMoving);
  599. #undef GET_SOUND_VALUE
  600. }
  601. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
  602. {
  603. bool enable = false; //some bonuses are activated with values 2 or 1
  604. std::string buf = parser.readString();
  605. std::string mod = parser.readString();
  606. switch (buf[0])
  607. {
  608. case 'H':
  609. b.type = Bonus::STACK_HEALTH;
  610. b.valType = Bonus::PERCENT_TO_BASE;
  611. break;
  612. case 'A':
  613. b.type = Bonus::PRIMARY_SKILL;
  614. b.subtype = PrimarySkill::ATTACK;
  615. break;
  616. case 'D':
  617. b.type = Bonus::PRIMARY_SKILL;
  618. b.subtype = PrimarySkill::DEFENSE;
  619. break;
  620. case 'M': //Max damage
  621. b.type = Bonus::CREATURE_DAMAGE;
  622. b.subtype = 2;
  623. break;
  624. case 'm': //Min damage
  625. b.type = Bonus::CREATURE_DAMAGE;
  626. b.subtype = 1;
  627. break;
  628. case 'S':
  629. b.type = Bonus::STACKS_SPEED; break;
  630. case 'O':
  631. b.type = Bonus::SHOTS; break;
  632. case 'b':
  633. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  634. case 'C':
  635. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  636. case 'd':
  637. b.type = Bonus::DEFENSIVE_STANCE; break;
  638. case 'e':
  639. b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
  640. b.subtype = 0;
  641. break;
  642. case 'E':
  643. b.type = Bonus::DEATH_STARE;
  644. b.subtype = 0; //Gorgon
  645. break;
  646. case 'F':
  647. b.type = Bonus::FEAR; break;
  648. case 'g':
  649. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  650. b.subtype = -1; //all magic schools
  651. break;
  652. case 'P':
  653. b.type = Bonus::CASTS; break;
  654. case 'R':
  655. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  656. case 'W':
  657. b.type = Bonus::MAGIC_RESISTANCE;
  658. b.subtype = 0; //otherwise creature window goes crazy
  659. break;
  660. case 'f': //on-off skill
  661. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  662. switch (mod[0])
  663. {
  664. case 'A':
  665. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  666. case 'b':
  667. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  668. case 'B':
  669. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  670. case 'c':
  671. b.type = Bonus::JOUSTING; break;
  672. case 'D':
  673. b.type = Bonus::ADDITIONAL_ATTACK; break;
  674. case 'f':
  675. b.type = Bonus::FEARLESS; break;
  676. case 'F':
  677. b.type = Bonus::FLYING; break;
  678. case 'm':
  679. b.type = Bonus::SELF_MORALE; break;
  680. case 'M':
  681. b.type = Bonus::NO_MORALE; break;
  682. case 'p': //Mind spells
  683. case 'P':
  684. b.type = Bonus::MIND_IMMUNITY; break;
  685. case 'r':
  686. b.type = Bonus::REBIRTH; //on/off? makes sense?
  687. b.subtype = 0;
  688. b.val = 20; //arbitrary value
  689. break;
  690. case 'R':
  691. b.type = Bonus::BLOCKS_RETALIATION; break;
  692. case 's':
  693. b.type = Bonus::FREE_SHOOTING; break;
  694. case 'u':
  695. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  696. case 'U':
  697. b.type = Bonus::UNDEAD; break;
  698. default:
  699. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  700. return;
  701. break;
  702. }
  703. break;
  704. case 'w': //specific spell immunities, enabled/disabled
  705. enable = true;
  706. switch (mod[0])
  707. {
  708. case 'B': //Blind
  709. b.type = Bonus::SPELL_IMMUNITY;
  710. b.subtype = 74;
  711. break;
  712. case 'H': //Hypnotize
  713. b.type = Bonus::SPELL_IMMUNITY;
  714. b.subtype = 60;
  715. break;
  716. case 'I': //Implosion
  717. b.type = Bonus::SPELL_IMMUNITY;
  718. b.subtype = 18;
  719. break;
  720. case 'K': //Berserk
  721. b.type = Bonus::SPELL_IMMUNITY;
  722. b.subtype = 59;
  723. break;
  724. case 'M': //Meteor Shower
  725. b.type = Bonus::SPELL_IMMUNITY;
  726. b.subtype = 23;
  727. break;
  728. case 'N': //dispell beneficial spells
  729. b.type = Bonus::SPELL_IMMUNITY;
  730. b.subtype = 78;
  731. break;
  732. case 'R': //Armageddon
  733. b.type = Bonus::SPELL_IMMUNITY;
  734. b.subtype = 26;
  735. break;
  736. case 'S': //Slow
  737. b.type = Bonus::SPELL_IMMUNITY;
  738. b.subtype = 54;
  739. break;
  740. case '6':
  741. case '7':
  742. case '8':
  743. case '9':
  744. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  745. b.val = std::atoi(mod.c_str()) - 5;
  746. break;
  747. case ':':
  748. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  749. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  750. break;
  751. case 'F':
  752. b.type = Bonus::FIRE_IMMUNITY;
  753. b.subtype = 1; //not positive
  754. break;
  755. case 'O':
  756. b.type = Bonus::FIRE_IMMUNITY;
  757. b.subtype = 2; //only direct damage
  758. break;
  759. case 'f':
  760. b.type = Bonus::FIRE_IMMUNITY;
  761. b.subtype = 0; //all
  762. break;
  763. case 'C':
  764. b.type = Bonus::WATER_IMMUNITY;
  765. b.subtype = 1; //not positive
  766. break;
  767. case 'W':
  768. b.type = Bonus::WATER_IMMUNITY;
  769. b.subtype = 2; //only direct damage
  770. break;
  771. case 'w':
  772. b.type = Bonus::WATER_IMMUNITY;
  773. b.subtype = 0; //all
  774. break;
  775. case 'E':
  776. b.type = Bonus::EARTH_IMMUNITY;
  777. b.subtype = 2; //only direct damage
  778. break;
  779. case 'e':
  780. b.type = Bonus::EARTH_IMMUNITY;
  781. b.subtype = 0; //all
  782. break;
  783. case 'A':
  784. b.type = Bonus::AIR_IMMUNITY;
  785. b.subtype = 2; //only direct damage
  786. break;
  787. case 'a':
  788. b.type = Bonus::AIR_IMMUNITY;
  789. b.subtype = 0; //all
  790. break;
  791. case 'D':
  792. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  793. break;
  794. case '0':
  795. b.type = Bonus::RECEPTIVE;
  796. break;
  797. default:
  798. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  799. return;
  800. }
  801. break;
  802. case 'i':
  803. enable = true;
  804. b.type = Bonus::NO_DISTANCE_PENALTY;
  805. break;
  806. case 'o':
  807. enable = true;
  808. b.type = Bonus::NO_WALL_PENALTY;
  809. break;
  810. case 'a':
  811. case 'c':
  812. case 'K':
  813. case 'k':
  814. b.type = Bonus::SPELL_AFTER_ATTACK;
  815. b.subtype = stringToNumber(mod);
  816. break;
  817. case 'h':
  818. b.type= Bonus::HATE;
  819. b.subtype = stringToNumber(mod);
  820. break;
  821. case 'p':
  822. case 'J':
  823. b.type = Bonus::SPELL_BEFORE_ATTACK;
  824. b.subtype = stringToNumber(mod);
  825. b.additionalInfo = 3; //always expert?
  826. break;
  827. case 'r':
  828. b.type = Bonus::HP_REGENERATION;
  829. b.val = stringToNumber(mod);
  830. break;
  831. case 's':
  832. b.type = Bonus::ENCHANTED;
  833. b.subtype = stringToNumber(mod);
  834. b.valType = Bonus::INDEPENDENT_MAX;
  835. break;
  836. default:
  837. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  838. return;
  839. break;
  840. }
  841. switch (mod[0])
  842. {
  843. case '+':
  844. case '=': //should we allow percent values to stack or pick highest?
  845. b.valType = Bonus::ADDITIVE_VALUE;
  846. break;
  847. }
  848. //limiters, range
  849. si32 lastVal, curVal, lastLev = 0;
  850. if (enable) //0 and 2 means non-active, 1 - active
  851. {
  852. if (b.type != Bonus::REBIRTH)
  853. b.val = 0; //on-off ability, no value specified
  854. curVal = parser.readNumber();// 0 level is never active
  855. for (int i = 1; i < 11; ++i)
  856. {
  857. curVal = parser.readNumber();
  858. if (curVal == 1)
  859. {
  860. b.limiter.reset (new RankRangeLimiter(i));
  861. bl.push_back(new Bonus(b));
  862. break; //never turned off it seems
  863. }
  864. }
  865. }
  866. else
  867. {
  868. lastVal = parser.readNumber(); //basic value, not particularly useful but existent
  869. for (int i = 1; i < 11; ++i)
  870. {
  871. curVal = parser.readNumber();
  872. if (b.type == Bonus::HATE)
  873. curVal *= 10; //odd fix
  874. if (curVal > lastVal) //threshold, add new bonus
  875. {
  876. b.val = curVal - lastVal;
  877. lastVal = curVal;
  878. b.limiter.reset (new RankRangeLimiter(i));
  879. bl.push_back(new Bonus(b));
  880. lastLev = i; //start new range from here, i = previous rank
  881. }
  882. else if (curVal < lastVal)
  883. {
  884. b.val = lastVal;
  885. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  886. }
  887. }
  888. }
  889. }
  890. int CCreatureHandler::stringToNumber(std::string & s)
  891. {
  892. boost::algorithm::replace_first(s,"#",""); //drop hash character
  893. return std::atoi(s.c_str());
  894. }
  895. CCreatureHandler::~CCreatureHandler()
  896. {
  897. }
  898. CreatureID CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  899. {
  900. int r = 0;
  901. if(tier == -1) //pick any allowed creature
  902. {
  903. do
  904. {
  905. r = vstd::pickRandomElementOf(creatures, randGen)->idNumber;
  906. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  907. }
  908. else
  909. {
  910. assert(vstd::iswithin(tier, 1, 7));
  911. std::vector<CreatureID> allowed;
  912. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  913. {
  914. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  915. CreatureID creid = static_cast<const CCreature*>(b)->idNumber;
  916. if(!vstd::contains(notUsedMonsters, creid))
  917. allowed.push_back(creid);
  918. }
  919. if(!allowed.size())
  920. {
  921. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  922. return CreatureID::NONE;
  923. }
  924. return vstd::pickRandomElementOf(allowed, randGen);
  925. }
  926. return CreatureID(r);
  927. }
  928. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  929. {
  930. assert(vstd::iswithin(tier, 1, 7));
  931. creaturesOfLevel[tier].addNewBonus(b);
  932. }
  933. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  934. {
  935. allCreatures.addNewBonus(b);
  936. }
  937. void CCreatureHandler::buildBonusTreeForTiers()
  938. {
  939. BOOST_FOREACH(CCreature *c, creatures)
  940. {
  941. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  942. c->attachTo(&creaturesOfLevel[c->level]);
  943. else
  944. c->attachTo(&creaturesOfLevel[0]);
  945. }
  946. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  947. b.attachTo(&allCreatures);
  948. }
  949. void CCreatureHandler::deserializationFix()
  950. {
  951. buildBonusTreeForTiers();
  952. }