CCreatureHandler.cpp 30 KB

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  1. #include "StdInc.h"
  2. #include "CCreatureHandler.h"
  3. #include "CGeneralTextHandler.h"
  4. #include "Filesystem/CResourceLoader.h"
  5. #include "VCMI_Lib.h"
  6. #include "CGameState.h"
  7. #include "CTownHandler.h"
  8. #include "CModHandler.h"
  9. using namespace boost::assign;
  10. /*
  11. * CCreatureHandler.cpp, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. static inline void registerCreature(const std::string &name, const si32 id)
  20. {
  21. const std::string fullname = "creature." + name;
  22. VLC->modh->identifiers.registerObject(fullname,id);
  23. }
  24. ///CCreatureHandler
  25. CCreatureHandler::CCreatureHandler()
  26. {
  27. VLC->creh = this;
  28. allCreatures.setDescription("All creatures");
  29. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  30. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  31. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  32. }
  33. int CCreature::getQuantityID(const int & quantity)
  34. {
  35. if (quantity<5)
  36. return 1;
  37. if (quantity<10)
  38. return 2;
  39. if (quantity<20)
  40. return 3;
  41. if (quantity<50)
  42. return 4;
  43. if (quantity<100)
  44. return 5;
  45. if (quantity<250)
  46. return 6;
  47. if (quantity<500)
  48. return 7;
  49. if (quantity<1000)
  50. return 8;
  51. return 9;
  52. }
  53. int CCreature::estimateCreatureCount(ui32 countID)
  54. {
  55. static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  56. if (countID > 9)
  57. assert("Wrong countID!");
  58. return creature_count[countID];
  59. }
  60. bool CCreature::isDoubleWide() const
  61. {
  62. return doubleWide;
  63. }
  64. bool CCreature::isFlying() const
  65. {
  66. return hasBonusOfType(Bonus::FLYING);
  67. }
  68. bool CCreature::isShooting() const
  69. {
  70. return hasBonusOfType(Bonus::SHOOTER);
  71. }
  72. bool CCreature::isUndead() const
  73. {
  74. return hasBonusOfType(Bonus::UNDEAD);
  75. }
  76. /**
  77. * Determines if the creature is of a good alignment.
  78. * @return true if the creture is good, false otherwise.
  79. */
  80. bool CCreature::isGood () const
  81. {
  82. return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
  83. }
  84. /**
  85. * Determines if the creature is of an evil alignment.
  86. * @return true if the creature is evil, false otherwise.
  87. */
  88. bool CCreature::isEvil () const
  89. {
  90. return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
  91. }
  92. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  93. {
  94. int ret = 2147483645;
  95. int resAmnt = std::min(res.size(),cost.size());
  96. for(int i=0;i<resAmnt;i++)
  97. if(cost[i])
  98. ret = std::min(ret,(int)(res[i]/cost[i]));
  99. return ret;
  100. }
  101. CCreature::CCreature()
  102. {
  103. doubleWide = false;
  104. setNodeType(CBonusSystemNode::CREATURE);
  105. }
  106. void CCreature::addBonus(int val, Bonus::BonusType type, int subtype /*= -1*/)
  107. {
  108. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  109. addNewBonus(added);
  110. }
  111. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  112. // {
  113. // out.insert (VLC->creh->globalEffects);
  114. // }
  115. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  116. {
  117. //TODO upgrade of upgrade?
  118. return vstd::contains(upgrades, anotherCre->idNumber);
  119. }
  120. bool CCreature::valid() const
  121. {
  122. return this == VLC->creh->creatures[idNumber];
  123. }
  124. std::string CCreature::nodeName() const
  125. {
  126. return "\"" + namePl + "\"";
  127. }
  128. bool CCreature::isItNativeTerrain(int terrain) const
  129. {
  130. return VLC->townh->factions[faction].nativeTerrain == terrain;
  131. }
  132. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  133. {
  134. Bonus *nsf = new Bonus();
  135. std::string type = ability_vec[0].String();
  136. std::map<std::string, Bonus::BonusType>::const_iterator it = bonusNameMap.find(type);
  137. if (it == bonusNameMap.end()) {
  138. if (type == "DOUBLE_WIDE")
  139. cre->doubleWide = true;
  140. else if (type == "ENEMY_MORALE_DECREASING") {
  141. cre->addBonus(-1, Bonus::MORALE);
  142. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  143. }
  144. else if (type == "ENEMY_LUCK_DECREASING") {
  145. cre->addBonus(-1, Bonus::LUCK);
  146. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  147. } else
  148. tlog1 << "Error: invalid ability type " << type << " in creatures config" << std::endl;
  149. return;
  150. }
  151. nsf->type = it->second;
  152. nsf->val = ability_vec[1].Float();
  153. JsonUtils::resolveIdentifier(ability_vec[2],nsf->subtype);
  154. nsf->additionalInfo = ability_vec[3].Float();
  155. nsf->source = Bonus::CREATURE_ABILITY;
  156. nsf->sid = cre->idNumber;
  157. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  158. nsf->duration = Bonus::PERMANENT;
  159. nsf->turnsRemain = 0;
  160. cre->addNewBonus(nsf);
  161. }
  162. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  163. {
  164. std::string type = ability.String();
  165. std::map<std::string, Bonus::BonusType>::const_iterator it = bonusNameMap.find(type);
  166. if (it == bonusNameMap.end()) {
  167. if (type == "DOUBLE_WIDE")
  168. cre->doubleWide = false;
  169. else
  170. tlog1 << "Error: invalid ability type " << type << " in creatures config" << std::endl;
  171. return;
  172. }
  173. int typeNo = it->second;
  174. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  175. Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
  176. cre->removeBonus(b);
  177. }
  178. void CCreatureHandler::loadCreatures()
  179. {
  180. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  181. ////////////reading ZCRTRAIT.TXT ///////////////////
  182. CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
  183. parser.endLine(); // header
  184. parser.endLine();
  185. do
  186. {
  187. //loop till non-empty line
  188. while (parser.isNextEntryEmpty())
  189. parser.endLine();
  190. CCreature &ncre = *new CCreature;
  191. ncre.idNumber = CreatureID(creatures.size());
  192. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  193. ncre.level=0;
  194. ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
  195. ncre.nameSing = parser.readString();
  196. ncre.namePl = parser.readString();
  197. for(int v=0; v<7; ++v)
  198. {
  199. ncre.cost[v] = parser.readNumber();
  200. }
  201. ncre.fightValue = parser.readNumber();
  202. ncre.AIValue = parser.readNumber();
  203. ncre.growth = parser.readNumber();
  204. ncre.hordeGrowth = parser.readNumber();
  205. ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
  206. ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
  207. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  208. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  209. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
  210. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
  211. ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
  212. //spells - not used?
  213. parser.readNumber();
  214. ncre.ammMin = parser.readNumber();
  215. ncre.ammMax = parser.readNumber();
  216. ncre.abilityText = parser.readString();
  217. ncre.abilityRefs = parser.readString();
  218. { //adding abilities from ZCRTRAIT.TXT
  219. static const std::map<std::string,Bonus::BonusType> abilityMap =
  220. boost::assign::map_list_of
  221. ("FLYING_ARMY", Bonus::FLYING)
  222. ("SHOOTING_ARMY", Bonus::SHOOTER)
  223. ("SIEGE_WEAPON", Bonus::SIEGE_WEAPON)
  224. ("const_free_attack", Bonus::BLOCKS_RETALIATION)
  225. ("IS_UNDEAD", Bonus::UNDEAD)
  226. ("const_no_melee_penalty",Bonus::NO_MELEE_PENALTY)
  227. ("const_jousting",Bonus::JOUSTING)
  228. ("KING_1",Bonus::KING1)
  229. ("KING_2",Bonus::KING2)
  230. ("KING_3",Bonus::KING3)
  231. ("const_no_wall_penalty",Bonus::NO_WALL_PENALTY)
  232. ("CATAPULT",Bonus::CATAPULT)
  233. ("MULTI_HEADED",Bonus::ATTACKS_ALL_ADJACENT)
  234. ("IMMUNE_TO_MIND_SPELLS",Bonus::MIND_IMMUNITY)
  235. ("IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY)
  236. ("HAS_EXTENDED_ATTACK",Bonus::TWO_HEX_ATTACK_BREATH);
  237. auto hasAbility = [&ncre](const std::string name) -> bool
  238. {
  239. return boost::algorithm::find_first(ncre.abilityRefs,name);
  240. };
  241. BOOST_FOREACH(auto a, abilityMap)
  242. {
  243. if(hasAbility(a.first))
  244. ncre.addBonus(0, a.second);
  245. }
  246. if(hasAbility("DOUBLE_WIDE"))
  247. ncre.doubleWide = true;
  248. if(hasAbility("const_raises_morale"))
  249. {
  250. ncre.addBonus(+1, Bonus::MORALE);;
  251. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  252. }
  253. if(hasAbility("const_lowers_morale"))
  254. {
  255. ncre.addBonus(-1, Bonus::MORALE);;
  256. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  257. }
  258. }
  259. creatures.push_back(&ncre);
  260. }
  261. while (parser.endLine());
  262. // loading creatures properties
  263. tlog5 << "\t\tReading creatures json configs" << std::endl;
  264. const JsonNode gameConf(ResourceID("config/gameConfig.json"));
  265. const JsonNode config(JsonUtils::assembleFromFiles(gameConf["creatures"].convertTo<std::vector<std::string> >()));
  266. BOOST_FOREACH(auto & node, config.Struct())
  267. {
  268. int creatureID = node.second["id"].Float();
  269. CCreature *c = creatures[creatureID];
  270. BOOST_FOREACH(const JsonNode &ability, node.second["ability_remove"].Vector())
  271. {
  272. RemoveAbility(c, ability);
  273. }
  274. BOOST_FOREACH(const JsonNode &ability, node.second["abilities"].Vector())
  275. {
  276. if (ability.getType() == JsonNode::DATA_VECTOR)
  277. AddAbility(c, ability.Vector());
  278. else
  279. c->addNewBonus(JsonUtils::parseBonus(ability));
  280. }
  281. loadCreatureJson(c, node.second);
  282. // Main reference name, e.g. royalGriffin
  283. c->nameRef = node.first;
  284. registerCreature(node.first, c->idNumber);
  285. // Alternative names, if any
  286. BOOST_FOREACH(const JsonNode &name, node.second["extraNames"].Vector())
  287. {
  288. registerCreature(name.String(), c->idNumber);
  289. }
  290. }
  291. loadAnimationInfo();
  292. //reading creature ability names
  293. const JsonNode config2(ResourceID("config/bonusnames.json"));
  294. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  295. {
  296. std::map<std::string,Bonus::BonusType>::const_iterator it_map;
  297. std::string bonusID = bonus["id"].String();
  298. it_map = bonusNameMap.find(bonusID);
  299. if (it_map != bonusNameMap.end())
  300. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  301. else
  302. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  303. }
  304. //handle magic resistance secondary skill premy, potentialy may be buggy
  305. //std::map<Bonus::BonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  306. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  307. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  308. {
  309. CLegacyConfigParser parser("DATA/CREXPBON.TXT");
  310. Bonus b; //prototype with some default properties
  311. b.source = Bonus::STACK_EXPERIENCE;
  312. b.duration = Bonus::PERMANENT;
  313. b.valType = Bonus::ADDITIVE_VALUE;
  314. b.effectRange = Bonus::NO_LIMIT;
  315. b.additionalInfo = 0;
  316. b.turnsRemain = 0;
  317. BonusList bl;
  318. parser.endLine();
  319. parser.readString(); //ignore index
  320. loadStackExp(b, bl, parser);
  321. BOOST_FOREACH(Bonus * b, bl)
  322. addBonusForAllCreatures(b); //health bonus is common for all
  323. parser.endLine();
  324. for (int i = 1; i < 7; ++i)
  325. {
  326. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  327. {
  328. parser.readString(); //ignore index
  329. bl.clear();
  330. loadStackExp(b, bl, parser);
  331. BOOST_FOREACH(Bonus * b, bl)
  332. addBonusForTier(i, b);
  333. parser.endLine();
  334. }
  335. }
  336. for (int j = 0; j < 4; ++j) //tier 7
  337. {
  338. parser.readString(); //ignore index
  339. bl.clear();
  340. loadStackExp(b, bl, parser);
  341. BOOST_FOREACH(Bonus * b, bl)
  342. {
  343. addBonusForTier(7, b);
  344. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  345. }
  346. parser.endLine();
  347. }
  348. do //parse everything that's left
  349. {
  350. b.sid = parser.readNumber(); //id = this particular creature ID
  351. loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
  352. }
  353. while (parser.endLine());
  354. //Calculate rank exp values, formula appears complicated bu no parsing needed
  355. expRanks.resize(8);
  356. int dif = 0;
  357. int it = 8000; //ignore name of this variable
  358. expRanks[0].push_back(it);
  359. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  360. {
  361. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  362. dif += it/5;
  363. }
  364. for (int i = 1; i < 8; ++i)
  365. {
  366. dif = 0;
  367. it = 1000 * i;
  368. expRanks[i].push_back(it);
  369. for (int j = 1; j < 10; ++j)
  370. {
  371. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  372. dif += it/5;
  373. }
  374. }
  375. CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
  376. expBonParser.endLine(); //header
  377. maxExpPerBattle.resize(8);
  378. for (int i = 1; i < 8; ++i)
  379. {
  380. expBonParser.readString(); //index
  381. expBonParser.readString(); //float multiplier -> hardcoded
  382. expBonParser.readString(); //ignore upgrade mod? ->hardcoded
  383. expBonParser.readString(); //already calculated
  384. maxExpPerBattle[i] = expBonParser.readNumber();
  385. expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
  386. expBonParser.endLine();
  387. }
  388. //skeleton gets exp penalty
  389. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  390. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  391. //exp for tier >7, rank 11
  392. expRanks[0].push_back(147000);
  393. expAfterUpgrade = 75; //percent
  394. maxExpPerBattle[0] = maxExpPerBattle[7];
  395. }//end of Stack Experience
  396. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  397. const JsonNode config3(ResourceID("config/commanders.json"));
  398. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  399. {
  400. commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
  401. }
  402. int i = 0;
  403. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  404. {
  405. skillLevels.push_back (std::vector<ui8>());
  406. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  407. {
  408. skillLevels[i].push_back (skillLevel.Float());
  409. }
  410. ++i;
  411. }
  412. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  413. {
  414. std::pair <Bonus, std::pair <ui8, ui8> > a;
  415. a.first = *JsonUtils::parseBonus (ability["ability"].Vector());
  416. a.second.first = ability["skills"].Vector()[0].Float();
  417. a.second.second = ability["skills"].Vector()[1].Float();
  418. skillRequirements.push_back (a);
  419. }
  420. }
  421. void CCreatureHandler::loadAnimationInfo()
  422. {
  423. CLegacyConfigParser parser("DATA/CRANIM.TXT");
  424. parser.endLine(); // header
  425. parser.endLine();
  426. for(int dd=0; dd<creatures.size(); ++dd)
  427. {
  428. while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
  429. ;
  430. loadUnitAnimInfo(*creatures[dd], parser);
  431. }
  432. }
  433. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
  434. {
  435. unit.timeBetweenFidgets = parser.readNumber();
  436. unit.walkAnimationTime = parser.readNumber();
  437. unit.attackAnimationTime = parser.readNumber();
  438. unit.flightAnimationDistance = parser.readNumber();
  439. ///////////////////////
  440. unit.upperRightMissleOffsetX = parser.readNumber();
  441. unit.upperRightMissleOffsetY = parser.readNumber();
  442. unit.rightMissleOffsetX = parser.readNumber();
  443. unit.rightMissleOffsetY = parser.readNumber();
  444. unit.lowerRightMissleOffsetX = parser.readNumber();
  445. unit.lowerRightMissleOffsetY = parser.readNumber();
  446. ///////////////////////
  447. for(int jjj=0; jjj<12; ++jjj)
  448. {
  449. unit.missleFrameAngles[jjj] = parser.readNumber();
  450. }
  451. unit.troopCountLocationOffset= parser.readNumber();
  452. unit.attackClimaxFrame = parser.readNumber();
  453. parser.endLine();
  454. }
  455. void CCreatureHandler::load(const JsonNode & node)
  456. {
  457. BOOST_FOREACH(auto & entry, node.Struct())
  458. {
  459. if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
  460. {
  461. CCreature * creature = loadCreature(entry.second);
  462. creature->nameRef = entry.first;
  463. creature->idNumber = CreatureID(creatures.size());
  464. creatures.push_back(creature);
  465. tlog5 << "Added creature: " << entry.first << "\n";
  466. registerCreature(creature->nameRef,creature->idNumber);
  467. }
  468. }
  469. }
  470. CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
  471. {
  472. CCreature * cre = new CCreature();
  473. const JsonNode & name = node["name"];
  474. cre->nameSing = name["singular"].String();
  475. cre->namePl = name["plural"].String();
  476. cre->cost = Res::ResourceSet(node["cost"]);
  477. cre->fightValue = node["fightValue"].Float();
  478. cre->AIValue = node["aiValue"].Float();
  479. cre->growth = node["growth"].Float();
  480. cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
  481. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  482. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  483. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  484. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  485. const JsonNode & vec = node["damage"];
  486. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  487. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  488. auto & amounts = node ["advMapAmount"];
  489. cre->ammMin = amounts["min"].Float();
  490. cre->ammMax = amounts["max"].Float();
  491. if (!node["shots"].isNull())
  492. cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
  493. if (node["spellPoints"].isNull())
  494. cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
  495. cre->doubleWide = node["doubleWide"].Bool();
  496. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  497. {
  498. auto b = JsonUtils::parseBonus(bonus);
  499. b->source = Bonus::CREATURE_ABILITY;
  500. b->duration = Bonus::PERMANENT;
  501. cre->addNewBonus(b);
  502. }
  503. BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
  504. {
  505. auto bonus = JsonUtils::parseBonus (exp["bonus"]);
  506. bonus->source = Bonus::STACK_EXPERIENCE;
  507. bonus->duration = Bonus::PERMANENT;
  508. const JsonVector &values = exp["values"].Vector();
  509. int lowerLimit = 1;//, upperLimit = 255;
  510. if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
  511. {
  512. BOOST_FOREACH (const JsonNode &val, values)
  513. {
  514. if (val.Bool() == true)
  515. {
  516. bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
  517. cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
  518. break; //TODO: allow bonuses to turn off?
  519. }
  520. ++lowerLimit;
  521. }
  522. }
  523. else
  524. {
  525. int lastVal = 0;
  526. BOOST_FOREACH (const JsonNode &val, values)
  527. {
  528. if (val.Float() != lastVal)
  529. {
  530. bonus->val = val.Float() - lastVal;
  531. bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
  532. cre->addNewBonus (new Bonus(*bonus));
  533. }
  534. lastVal = val.Float();
  535. ++lowerLimit;
  536. }
  537. }
  538. }
  539. //graphics
  540. const JsonNode & graphics = node["graphics"];
  541. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  542. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  543. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  544. const JsonNode & animationTime = graphics["animationTime"];
  545. cre->walkAnimationTime = animationTime["walk"].Float();
  546. cre->attackAnimationTime = animationTime["attack"].Float();
  547. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  548. const JsonNode & missile = graphics["missile"];
  549. const JsonNode & offsets = missile["offset"];
  550. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  551. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  552. cre->rightMissleOffsetX = offsets["middleX"].Float();
  553. cre->rightMissleOffsetY = offsets["middleY"].Float();
  554. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  555. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  556. int i = 0;
  557. BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
  558. {
  559. cre->missleFrameAngles[i++] = angle.Float();
  560. }
  561. cre->advMapDef = graphics["map"].String();
  562. cre->iconIndex = graphics["iconIndex"].Float();
  563. loadCreatureJson(cre, node);
  564. return cre;
  565. }
  566. void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
  567. {
  568. creature->level = config["level"].Float();
  569. creature->animDefName = config["graphics"]["animation"].String();
  570. VLC->modh->identifiers.requestIdentifier(std::string("faction.") + config["faction"].String(), [=](si32 faction)
  571. {
  572. creature->faction = faction;
  573. });
  574. BOOST_FOREACH(const JsonNode &value, config["upgrades"].Vector())
  575. {
  576. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
  577. {
  578. creature->upgrades.insert(CreatureID(identifier));
  579. });
  580. }
  581. if(config["hasDoubleWeek"].Bool())
  582. doubledCreatures.insert(creature->idNumber);
  583. creature->projectile = config["graphics"]["missile"]["projectile"].String();
  584. creature->projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
  585. creature->special = config["special"].Bool();
  586. if ( creature->special )
  587. notUsedMonsters.insert(creature->idNumber);
  588. const JsonNode & sounds = config["sound"];
  589. #define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
  590. GET_SOUND_VALUE(attack);
  591. GET_SOUND_VALUE(defend);
  592. GET_SOUND_VALUE(killed);
  593. GET_SOUND_VALUE(move);
  594. GET_SOUND_VALUE(shoot);
  595. GET_SOUND_VALUE(wince);
  596. GET_SOUND_VALUE(ext1);
  597. GET_SOUND_VALUE(ext2);
  598. GET_SOUND_VALUE(startMoving);
  599. GET_SOUND_VALUE(endMoving);
  600. #undef GET_SOUND_VALUE
  601. }
  602. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
  603. {
  604. bool enable = false; //some bonuses are activated with values 2 or 1
  605. std::string buf = parser.readString();
  606. std::string mod = parser.readString();
  607. switch (buf[0])
  608. {
  609. case 'H':
  610. b.type = Bonus::STACK_HEALTH;
  611. b.valType = Bonus::PERCENT_TO_BASE;
  612. break;
  613. case 'A':
  614. b.type = Bonus::PRIMARY_SKILL;
  615. b.subtype = PrimarySkill::ATTACK;
  616. break;
  617. case 'D':
  618. b.type = Bonus::PRIMARY_SKILL;
  619. b.subtype = PrimarySkill::DEFENSE;
  620. break;
  621. case 'M': //Max damage
  622. b.type = Bonus::CREATURE_DAMAGE;
  623. b.subtype = 2;
  624. break;
  625. case 'm': //Min damage
  626. b.type = Bonus::CREATURE_DAMAGE;
  627. b.subtype = 1;
  628. break;
  629. case 'S':
  630. b.type = Bonus::STACKS_SPEED; break;
  631. case 'O':
  632. b.type = Bonus::SHOTS; break;
  633. case 'b':
  634. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  635. case 'C':
  636. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  637. case 'd':
  638. b.type = Bonus::DEFENSIVE_STANCE; break;
  639. case 'e':
  640. b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
  641. b.subtype = 0;
  642. break;
  643. case 'E':
  644. b.type = Bonus::DEATH_STARE;
  645. b.subtype = 0; //Gorgon
  646. break;
  647. case 'F':
  648. b.type = Bonus::FEAR; break;
  649. case 'g':
  650. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  651. b.subtype = -1; //all magic schools
  652. break;
  653. case 'P':
  654. b.type = Bonus::CASTS; break;
  655. case 'R':
  656. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  657. case 'W':
  658. b.type = Bonus::MAGIC_RESISTANCE;
  659. b.subtype = 0; //otherwise creature window goes crazy
  660. break;
  661. case 'f': //on-off skill
  662. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  663. switch (mod[0])
  664. {
  665. case 'A':
  666. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  667. case 'b':
  668. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  669. case 'B':
  670. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  671. case 'c':
  672. b.type = Bonus::JOUSTING; break;
  673. case 'D':
  674. b.type = Bonus::ADDITIONAL_ATTACK; break;
  675. case 'f':
  676. b.type = Bonus::FEARLESS; break;
  677. case 'F':
  678. b.type = Bonus::FLYING; break;
  679. case 'm':
  680. b.type = Bonus::SELF_MORALE; break;
  681. case 'M':
  682. b.type = Bonus::NO_MORALE; break;
  683. case 'p': //Mind spells
  684. case 'P':
  685. b.type = Bonus::MIND_IMMUNITY; break;
  686. case 'r':
  687. b.type = Bonus::REBIRTH; //on/off? makes sense?
  688. b.subtype = 0;
  689. b.val = 20; //arbitrary value
  690. break;
  691. case 'R':
  692. b.type = Bonus::BLOCKS_RETALIATION; break;
  693. case 's':
  694. b.type = Bonus::FREE_SHOOTING; break;
  695. case 'u':
  696. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  697. case 'U':
  698. b.type = Bonus::UNDEAD; break;
  699. default:
  700. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  701. return;
  702. break;
  703. }
  704. break;
  705. case 'w': //specific spell immunities, enabled/disabled
  706. enable = true;
  707. switch (mod[0])
  708. {
  709. case 'B': //Blind
  710. b.type = Bonus::SPELL_IMMUNITY;
  711. b.subtype = SpellID::BLIND;
  712. break;
  713. case 'H': //Hypnotize
  714. b.type = Bonus::SPELL_IMMUNITY;
  715. b.subtype = SpellID::HYPNOTIZE;
  716. break;
  717. case 'I': //Implosion
  718. b.type = Bonus::SPELL_IMMUNITY;
  719. b.subtype = SpellID::IMPLOSION;
  720. break;
  721. case 'K': //Berserk
  722. b.type = Bonus::SPELL_IMMUNITY;
  723. b.subtype = SpellID::BERSERK;
  724. break;
  725. case 'M': //Meteor Shower
  726. b.type = Bonus::SPELL_IMMUNITY;
  727. b.subtype = SpellID::METEOR_SHOWER;
  728. break;
  729. case 'N': //dispell beneficial spells
  730. b.type = Bonus::SPELL_IMMUNITY;
  731. b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
  732. break;
  733. case 'R': //Armageddon
  734. b.type = Bonus::SPELL_IMMUNITY;
  735. b.subtype = SpellID::ARMAGEDDON;
  736. break;
  737. case 'S': //Slow
  738. b.type = Bonus::SPELL_IMMUNITY;
  739. b.subtype = SpellID::SLOW;
  740. break;
  741. case '6':
  742. case '7':
  743. case '8':
  744. case '9':
  745. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  746. b.val = std::atoi(mod.c_str()) - 5;
  747. break;
  748. case ':':
  749. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  750. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  751. break;
  752. case 'F':
  753. b.type = Bonus::FIRE_IMMUNITY;
  754. b.subtype = 1; //not positive
  755. break;
  756. case 'O':
  757. b.type = Bonus::FIRE_IMMUNITY;
  758. b.subtype = 2; //only direct damage
  759. break;
  760. case 'f':
  761. b.type = Bonus::FIRE_IMMUNITY;
  762. b.subtype = 0; //all
  763. break;
  764. case 'C':
  765. b.type = Bonus::WATER_IMMUNITY;
  766. b.subtype = 1; //not positive
  767. break;
  768. case 'W':
  769. b.type = Bonus::WATER_IMMUNITY;
  770. b.subtype = 2; //only direct damage
  771. break;
  772. case 'w':
  773. b.type = Bonus::WATER_IMMUNITY;
  774. b.subtype = 0; //all
  775. break;
  776. case 'E':
  777. b.type = Bonus::EARTH_IMMUNITY;
  778. b.subtype = 2; //only direct damage
  779. break;
  780. case 'e':
  781. b.type = Bonus::EARTH_IMMUNITY;
  782. b.subtype = 0; //all
  783. break;
  784. case 'A':
  785. b.type = Bonus::AIR_IMMUNITY;
  786. b.subtype = 2; //only direct damage
  787. break;
  788. case 'a':
  789. b.type = Bonus::AIR_IMMUNITY;
  790. b.subtype = 0; //all
  791. break;
  792. case 'D':
  793. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  794. break;
  795. case '0':
  796. b.type = Bonus::RECEPTIVE;
  797. break;
  798. default:
  799. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  800. return;
  801. }
  802. break;
  803. case 'i':
  804. enable = true;
  805. b.type = Bonus::NO_DISTANCE_PENALTY;
  806. break;
  807. case 'o':
  808. enable = true;
  809. b.type = Bonus::NO_WALL_PENALTY;
  810. break;
  811. case 'a':
  812. case 'c':
  813. case 'K':
  814. case 'k':
  815. b.type = Bonus::SPELL_AFTER_ATTACK;
  816. b.subtype = stringToNumber(mod);
  817. break;
  818. case 'h':
  819. b.type= Bonus::HATE;
  820. b.subtype = stringToNumber(mod);
  821. break;
  822. case 'p':
  823. case 'J':
  824. b.type = Bonus::SPELL_BEFORE_ATTACK;
  825. b.subtype = stringToNumber(mod);
  826. b.additionalInfo = 3; //always expert?
  827. break;
  828. case 'r':
  829. b.type = Bonus::HP_REGENERATION;
  830. b.val = stringToNumber(mod);
  831. break;
  832. case 's':
  833. b.type = Bonus::ENCHANTED;
  834. b.subtype = stringToNumber(mod);
  835. b.valType = Bonus::INDEPENDENT_MAX;
  836. break;
  837. default:
  838. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  839. return;
  840. break;
  841. }
  842. switch (mod[0])
  843. {
  844. case '+':
  845. case '=': //should we allow percent values to stack or pick highest?
  846. b.valType = Bonus::ADDITIVE_VALUE;
  847. break;
  848. }
  849. //limiters, range
  850. si32 lastVal, curVal, lastLev = 0;
  851. if (enable) //0 and 2 means non-active, 1 - active
  852. {
  853. if (b.type != Bonus::REBIRTH)
  854. b.val = 0; //on-off ability, no value specified
  855. curVal = parser.readNumber();// 0 level is never active
  856. for (int i = 1; i < 11; ++i)
  857. {
  858. curVal = parser.readNumber();
  859. if (curVal == 1)
  860. {
  861. b.limiter.reset (new RankRangeLimiter(i));
  862. bl.push_back(new Bonus(b));
  863. break; //never turned off it seems
  864. }
  865. }
  866. }
  867. else
  868. {
  869. lastVal = parser.readNumber(); //basic value, not particularly useful but existent
  870. for (int i = 1; i < 11; ++i)
  871. {
  872. curVal = parser.readNumber();
  873. if (b.type == Bonus::HATE)
  874. curVal *= 10; //odd fix
  875. if (curVal > lastVal) //threshold, add new bonus
  876. {
  877. b.val = curVal - lastVal;
  878. lastVal = curVal;
  879. b.limiter.reset (new RankRangeLimiter(i));
  880. bl.push_back(new Bonus(b));
  881. lastLev = i; //start new range from here, i = previous rank
  882. }
  883. else if (curVal < lastVal)
  884. {
  885. b.val = lastVal;
  886. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  887. }
  888. }
  889. }
  890. }
  891. int CCreatureHandler::stringToNumber(std::string & s)
  892. {
  893. boost::algorithm::replace_first(s,"#",""); //drop hash character
  894. return std::atoi(s.c_str());
  895. }
  896. CCreatureHandler::~CCreatureHandler()
  897. {
  898. }
  899. CreatureID CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  900. {
  901. int r = 0;
  902. if(tier == -1) //pick any allowed creature
  903. {
  904. do
  905. {
  906. r = vstd::pickRandomElementOf(creatures, randGen)->idNumber;
  907. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  908. }
  909. else
  910. {
  911. assert(vstd::iswithin(tier, 1, 7));
  912. std::vector<CreatureID> allowed;
  913. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  914. {
  915. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  916. CreatureID creid = static_cast<const CCreature*>(b)->idNumber;
  917. if(!vstd::contains(notUsedMonsters, creid))
  918. allowed.push_back(creid);
  919. }
  920. if(!allowed.size())
  921. {
  922. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  923. return CreatureID::NONE;
  924. }
  925. return vstd::pickRandomElementOf(allowed, randGen);
  926. }
  927. return CreatureID(r);
  928. }
  929. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  930. {
  931. assert(vstd::iswithin(tier, 1, 7));
  932. creaturesOfLevel[tier].addNewBonus(b);
  933. }
  934. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  935. {
  936. allCreatures.addNewBonus(b);
  937. }
  938. void CCreatureHandler::buildBonusTreeForTiers()
  939. {
  940. BOOST_FOREACH(CCreature *c, creatures)
  941. {
  942. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  943. c->attachTo(&creaturesOfLevel[c->level]);
  944. else
  945. c->attachTo(&creaturesOfLevel[0]);
  946. }
  947. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  948. b.attachTo(&allCreatures);
  949. }
  950. void CCreatureHandler::deserializationFix()
  951. {
  952. buildBonusTreeForTiers();
  953. }