CCreatureHandler.cpp 33 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. doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //according to Strategija
  23. allCreatures.setDescription("All creatures");
  24. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  25. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  26. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  27. }
  28. int CCreature::getQuantityID(const int & quantity)
  29. {
  30. if (quantity<5)
  31. return 1;
  32. if (quantity<10)
  33. return 2;
  34. if (quantity<20)
  35. return 3;
  36. if (quantity<50)
  37. return 4;
  38. if (quantity<100)
  39. return 5;
  40. if (quantity<250)
  41. return 6;
  42. if (quantity<500)
  43. return 7;
  44. if (quantity<1000)
  45. return 8;
  46. return 9;
  47. }
  48. int CCreature::estimateCreatureCount(ui32 countID)
  49. {
  50. static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  51. if (countID > 9)
  52. assert("Wrong countID!");
  53. return creature_count[countID];
  54. }
  55. bool CCreature::isDoubleWide() const
  56. {
  57. return doubleWide;
  58. }
  59. bool CCreature::isFlying() const
  60. {
  61. return hasBonusOfType(Bonus::FLYING);
  62. }
  63. bool CCreature::isShooting() const
  64. {
  65. return hasBonusOfType(Bonus::SHOOTER);
  66. }
  67. bool CCreature::isUndead() const
  68. {
  69. return hasBonusOfType(Bonus::UNDEAD);
  70. }
  71. /**
  72. * Determines if the creature is of a good alignment.
  73. * @return true if the creture is good, false otherwise.
  74. */
  75. bool CCreature::isGood () const
  76. {
  77. return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
  78. }
  79. /**
  80. * Determines if the creature is of an evil alignment.
  81. * @return true if the creature is evil, false otherwise.
  82. */
  83. bool CCreature::isEvil () const
  84. {
  85. return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
  86. }
  87. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  88. {
  89. int ret = 2147483645;
  90. int resAmnt = std::min(res.size(),cost.size());
  91. for(int i=0;i<resAmnt;i++)
  92. if(cost[i])
  93. ret = std::min(ret,(int)(res[i]/cost[i]));
  94. return ret;
  95. }
  96. CCreature::CCreature()
  97. {
  98. doubleWide = false;
  99. setNodeType(CBonusSystemNode::CREATURE);
  100. }
  101. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  102. {
  103. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  104. addNewBonus(added);
  105. }
  106. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  107. // {
  108. // out.insert (VLC->creh->globalEffects);
  109. // }
  110. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  111. {
  112. //TODO upgrade of upgrade?
  113. return vstd::contains(upgrades, anotherCre->idNumber);
  114. }
  115. bool CCreature::valid() const
  116. {
  117. return this == VLC->creh->creatures[idNumber];
  118. }
  119. std::string CCreature::nodeName() const
  120. {
  121. return "\"" + namePl + "\"";
  122. }
  123. bool CCreature::isItNativeTerrain(int terrain) const
  124. {
  125. return VLC->townh->factions[faction].nativeTerrain == terrain;
  126. }
  127. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  128. {
  129. Bonus *nsf = new Bonus();
  130. std::string type = ability_vec[0].String();
  131. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  132. if (it == bonusNameMap.end()) {
  133. if (type == "DOUBLE_WIDE")
  134. cre->doubleWide = true;
  135. else if (type == "ENEMY_MORALE_DECREASING") {
  136. cre->addBonus(-1, Bonus::MORALE);
  137. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  138. }
  139. else if (type == "ENEMY_LUCK_DECREASING") {
  140. cre->addBonus(-1, Bonus::LUCK);
  141. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  142. } else
  143. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  144. return;
  145. }
  146. nsf->type = it->second;
  147. nsf->val = ability_vec[1].Float();
  148. nsf->subtype = ability_vec[2].Float();
  149. nsf->additionalInfo = ability_vec[3].Float();
  150. nsf->source = Bonus::CREATURE_ABILITY;
  151. nsf->sid = cre->idNumber;
  152. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  153. nsf->duration = Bonus::PERMANENT;
  154. nsf->turnsRemain = 0;
  155. cre->addNewBonus(nsf);
  156. }
  157. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  158. {
  159. std::string type = ability.String();
  160. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  161. if (it == bonusNameMap.end()) {
  162. if (type == "DOUBLE_WIDE")
  163. cre->doubleWide = false;
  164. else
  165. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  166. return;
  167. }
  168. int typeNo = it->second;
  169. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  170. Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
  171. cre->removeBonus(b);
  172. }
  173. void CCreatureHandler::loadCreatures()
  174. {
  175. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  176. ////////////reading ZCRTRAIT.TXT ///////////////////
  177. CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
  178. parser.endLine(); // header
  179. parser.endLine();
  180. do
  181. {
  182. //loop till non-empty line
  183. while (parser.isNextEntryEmpty())
  184. parser.endLine();
  185. CCreature &ncre = *new CCreature;
  186. ncre.idNumber = creatures.size();
  187. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  188. ncre.level=0;
  189. ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
  190. ncre.nameSing = parser.readString();
  191. ncre.namePl = parser.readString();
  192. for(int v=0; v<7; ++v)
  193. {
  194. ncre.cost[v] = parser.readNumber();
  195. }
  196. ncre.fightValue = parser.readNumber();
  197. ncre.AIValue = parser.readNumber();
  198. ncre.growth = parser.readNumber();
  199. ncre.hordeGrowth = parser.readNumber();
  200. ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
  201. ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
  202. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  203. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  204. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
  205. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
  206. ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
  207. //spells - not used?
  208. parser.readNumber();
  209. ncre.ammMin = parser.readNumber();
  210. ncre.ammMax = parser.readNumber();
  211. ncre.abilityText = parser.readString();
  212. ncre.abilityRefs = parser.readString();
  213. { //adding abilities from ZCRTRAIT.TXT
  214. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  215. ncre.doubleWide = true;
  216. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  217. ncre.addBonus(0, Bonus::FLYING);
  218. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  219. ncre.addBonus(0, Bonus::SHOOTER);
  220. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  221. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  222. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  223. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  224. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  225. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  226. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  227. ncre.addBonus(0, Bonus::UNDEAD);
  228. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  229. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  230. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  231. ncre.addBonus(0, Bonus::JOUSTING);
  232. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  233. {
  234. ncre.addBonus(+1, Bonus::MORALE);;
  235. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  236. }
  237. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  238. {
  239. ncre.addBonus(-1, Bonus::MORALE);;
  240. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  241. }
  242. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  243. ncre.addBonus(0, Bonus::KING1);
  244. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  245. ncre.addBonus(0, Bonus::KING2);
  246. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  247. ncre.addBonus(0, Bonus::KING3);
  248. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  249. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  250. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  251. ncre.addBonus(0, Bonus::CATAPULT);
  252. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  253. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  254. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  255. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  256. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  257. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  258. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  259. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  260. }
  261. creatures.push_back(&ncre);
  262. }
  263. while (parser.endLine());
  264. // loading creatures properties
  265. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  266. const JsonNode config(ResourceID("config/creatures.json"));
  267. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  268. {
  269. int creatureID = creature["id"].Float();
  270. const JsonNode *value;
  271. // Set various creature properties
  272. CCreature *c = creatures[creatureID];
  273. c->level = creature["level"].Float();
  274. c->animDefName = creature["defname"].String();
  275. VLC->modh->identifiers.requestIdentifier(std::string("faction.") + creature["faction"].String(), [=](si32 faction)
  276. {
  277. c->faction = faction;
  278. });
  279. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  280. {
  281. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
  282. {
  283. c->upgrades.insert(identifier);
  284. });
  285. }
  286. value = &creature["projectile_defname"];
  287. if (!value->isNull())
  288. {
  289. c->projectile = value->String();
  290. value = &creature["projectile_spin"];
  291. c->projectileSpin = value->Bool();
  292. }
  293. value = &creature["ability_remove"];//remove first - arch devil
  294. if (!value->isNull())
  295. {
  296. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  297. {
  298. RemoveAbility(c, ability);
  299. }
  300. }
  301. value = &creature["ability_add"];
  302. if (!value->isNull()) {
  303. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  304. {
  305. AddAbility(c, ability.Vector());
  306. }
  307. }
  308. /* A creature can have several names. */
  309. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  310. {
  311. VLC->modh->identifiers.registerObject(std::string("creature.") + name.String(), c->idNumber);
  312. }
  313. }
  314. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  315. {
  316. notUsedMonsters += creature.Float();
  317. }
  318. loadAnimationInfo();
  319. loadSoundsInfo();
  320. //reading creature ability names
  321. const JsonNode config2(ResourceID("config/bonusnames.json"));
  322. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  323. {
  324. std::map<std::string,int>::const_iterator it_map;
  325. std::string bonusID = bonus["id"].String();
  326. it_map = bonusNameMap.find(bonusID);
  327. if (it_map != bonusNameMap.end())
  328. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  329. else
  330. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  331. }
  332. //handle magic resistance secondary skill premy, potentialy may be buggy
  333. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  334. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  335. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  336. {
  337. CLegacyConfigParser parser("DATA/CREXPBON.TXT");
  338. Bonus b; //prototype with some default properties
  339. b.source = Bonus::STACK_EXPERIENCE;
  340. b.duration = Bonus::PERMANENT;
  341. b.valType = Bonus::ADDITIVE_VALUE;
  342. b.effectRange = Bonus::NO_LIMIT;
  343. b.additionalInfo = 0;
  344. b.turnsRemain = 0;
  345. BonusList bl;
  346. parser.endLine();
  347. parser.readString(); //ignore index
  348. loadStackExp(b, bl, parser);
  349. BOOST_FOREACH(Bonus * b, bl)
  350. addBonusForAllCreatures(b); //health bonus is common for all
  351. parser.endLine();
  352. for (int i = 1; i < 7; ++i)
  353. {
  354. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  355. {
  356. parser.readString(); //ignore index
  357. bl.clear();
  358. loadStackExp(b, bl, parser);
  359. BOOST_FOREACH(Bonus * b, bl)
  360. addBonusForTier(i, b);
  361. parser.endLine();
  362. }
  363. }
  364. for (int j = 0; j < 4; ++j) //tier 7
  365. {
  366. parser.readString(); //ignore index
  367. bl.clear();
  368. loadStackExp(b, bl, parser);
  369. BOOST_FOREACH(Bonus * b, bl)
  370. {
  371. addBonusForTier(7, b);
  372. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  373. }
  374. parser.endLine();
  375. }
  376. do //parse everything that's left
  377. {
  378. b.sid = parser.readNumber(); //id = this particular creature ID
  379. loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
  380. }
  381. while (parser.endLine());
  382. //Calculate rank exp values, formula appears complicated bu no parsing needed
  383. expRanks.resize(8);
  384. int dif = 0;
  385. int it = 8000; //ignore name of this variable
  386. expRanks[0].push_back(it);
  387. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  388. {
  389. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  390. dif += it/5;
  391. }
  392. for (int i = 1; i < 8; ++i)
  393. {
  394. dif = 0;
  395. it = 1000 * i;
  396. expRanks[i].push_back(it);
  397. for (int j = 1; j < 10; ++j)
  398. {
  399. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  400. dif += it/5;
  401. }
  402. }
  403. CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
  404. expBonParser.endLine(); //header
  405. maxExpPerBattle.resize(8);
  406. for (int i = 1; i < 8; ++i)
  407. {
  408. expBonParser.readString(); //index
  409. expBonParser.readString(); //float multiplier -> hardcoded
  410. expBonParser.readString(); //ignore upgrade mod? ->hardcoded
  411. expBonParser.readString(); //already calculated
  412. maxExpPerBattle[i] = expBonParser.readNumber();
  413. expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
  414. expBonParser.endLine();
  415. }
  416. //skeleton gets exp penalty
  417. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  418. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  419. //exp for tier >7, rank 11
  420. expRanks[0].push_back(147000);
  421. expAfterUpgrade = 75; //percent
  422. maxExpPerBattle[0] = maxExpPerBattle[7];
  423. }//end of Stack Experience
  424. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  425. const JsonNode config3(ResourceID("config/commanders.json"));
  426. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  427. {
  428. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  429. }
  430. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  431. {
  432. commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
  433. }
  434. int i = 0;
  435. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  436. {
  437. skillLevels.push_back (std::vector<ui8>());
  438. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  439. {
  440. skillLevels[i].push_back (skillLevel.Float());
  441. }
  442. ++i;
  443. }
  444. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  445. {
  446. std::pair <Bonus, std::pair <ui8, ui8> > a;
  447. a.first = *JsonUtils::parseBonus (ability["ability"].Vector());
  448. a.second.first = ability["skills"].Vector()[0].Float();
  449. a.second.second = ability["skills"].Vector()[1].Float();
  450. skillRequirements.push_back (a);
  451. }
  452. }
  453. void CCreatureHandler::loadAnimationInfo()
  454. {
  455. CLegacyConfigParser parser("DATA/CRANIM.TXT");
  456. parser.endLine(); // header
  457. parser.endLine();
  458. for(int dd=0; dd<creatures.size(); ++dd)
  459. {
  460. while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
  461. ;
  462. loadUnitAnimInfo(*creatures[dd], parser);
  463. }
  464. }
  465. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
  466. {
  467. unit.timeBetweenFidgets = parser.readNumber();
  468. unit.walkAnimationTime = parser.readNumber();
  469. unit.attackAnimationTime = parser.readNumber();
  470. unit.flightAnimationDistance = parser.readNumber();
  471. ///////////////////////
  472. unit.upperRightMissleOffsetX = parser.readNumber();
  473. unit.upperRightMissleOffsetY = parser.readNumber();
  474. unit.rightMissleOffsetX = parser.readNumber();
  475. unit.rightMissleOffsetY = parser.readNumber();
  476. unit.lowerRightMissleOffsetX = parser.readNumber();
  477. unit.lowerRightMissleOffsetY = parser.readNumber();
  478. ///////////////////////
  479. for(int jjj=0; jjj<12; ++jjj)
  480. {
  481. unit.missleFrameAngles[jjj] = parser.readNumber();
  482. }
  483. unit.troopCountLocationOffset= parser.readNumber();
  484. unit.attackClimaxFrame = parser.readNumber();
  485. parser.endLine();
  486. }
  487. void CCreatureHandler::loadCreatureSounds(JsonNode node, si32 creaID) // passing node by value to get clearer binding code
  488. {
  489. /* This is a bit ugly. Maybe we should use an array for
  490. * sound ids instead of separate variables and define
  491. * attack/defend/killed/... as indexes. */
  492. #define GET_SOUND_VALUE(value_name) do { creatures[creaID]->sounds.value_name = node[#value_name].String(); } while(0)
  493. GET_SOUND_VALUE(attack);
  494. GET_SOUND_VALUE(defend);
  495. GET_SOUND_VALUE(killed);
  496. GET_SOUND_VALUE(move);
  497. GET_SOUND_VALUE(shoot);
  498. GET_SOUND_VALUE(wince);
  499. GET_SOUND_VALUE(ext1);
  500. GET_SOUND_VALUE(ext2);
  501. GET_SOUND_VALUE(startMoving);
  502. GET_SOUND_VALUE(endMoving);
  503. #undef GET_SOUND_VALUE
  504. }
  505. void CCreatureHandler::loadSoundsInfo()
  506. {
  507. tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
  508. const JsonNode config(ResourceID("config/cr_sounds.json"));
  509. if (!config["creature_sounds"].isNull())
  510. {
  511. BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector())
  512. {
  513. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + node["name"].String(),
  514. boost::bind(&CCreatureHandler::loadCreatureSounds, this, node, _1));
  515. }
  516. }
  517. }
  518. void CCreatureHandler::load(const JsonNode & node)
  519. {
  520. BOOST_FOREACH(auto & entry, node.Struct())
  521. {
  522. if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
  523. {
  524. CCreature * creature = loadCreature(entry.second);
  525. creature->nameRef = entry.first;
  526. creature->idNumber = creatures.size();
  527. creatures.push_back(creature);
  528. tlog3 << "Added creature: " << entry.first << "\n";
  529. VLC->modh->identifiers.registerObject(std::string("creature.") + creature->nameRef, creature->idNumber);
  530. }
  531. }
  532. }
  533. CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
  534. {
  535. CCreature * cre = new CCreature();
  536. const JsonNode & name = node["name"];
  537. cre->nameSing = name["singular"].String();
  538. cre->namePl = name["plural"].String();
  539. cre->cost = Res::ResourceSet(node["cost"]);
  540. cre->level = node["level"].Float();
  541. cre->fightValue = node["fightValue"].Float();
  542. cre->AIValue = node["aiValue"].Float();
  543. cre->growth = node["growth"].Float();
  544. cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
  545. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  546. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  547. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  548. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  549. const JsonNode & vec = node["damage"];
  550. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  551. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  552. auto & amounts = node ["advMapAmount"];
  553. cre->ammMin = amounts["min"].Float();
  554. cre->ammMax = amounts["max"].Float();
  555. std::string factionStr = node["faction"].String();
  556. if (factionStr.empty())
  557. factionStr = "neutral"; //TODO: should be done in schema
  558. VLC->modh->identifiers.requestIdentifier(std::string("faction.") + factionStr, [=](si32 faction)
  559. {
  560. cre->faction = faction;
  561. });
  562. //optional
  563. BOOST_FOREACH (auto & str, node["upgrades"].Vector())
  564. {
  565. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + str.String(), [=](si32 identifier)
  566. {
  567. cre->upgrades.insert(identifier);
  568. });
  569. }
  570. if (!node["shots"].isNull())
  571. cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
  572. if (node["spellPoints"].isNull())
  573. cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
  574. cre->doubleWide = node["doubleWide"].Bool();
  575. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  576. {
  577. auto b = JsonUtils::parseBonus(bonus);
  578. b->source = Bonus::CREATURE_ABILITY;
  579. b->duration = Bonus::PERMANENT;
  580. cre->addNewBonus(b);
  581. }
  582. BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
  583. {
  584. auto bonus = JsonUtils::parseBonus (exp["bonus"]);
  585. bonus->source = Bonus::STACK_EXPERIENCE;
  586. bonus->duration = Bonus::PERMANENT;
  587. const JsonVector &values = exp["values"].Vector();
  588. int lowerLimit = 1;//, upperLimit = 255;
  589. if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
  590. {
  591. BOOST_FOREACH (const JsonNode &val, values)
  592. {
  593. if (val.Bool() == true)
  594. {
  595. bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
  596. cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
  597. break; //TODO: allow bonuses to turn off?
  598. }
  599. ++lowerLimit;
  600. }
  601. }
  602. else
  603. {
  604. int lastVal = 0;
  605. BOOST_FOREACH (const JsonNode &val, values)
  606. {
  607. if (val.Float() != lastVal)
  608. {
  609. bonus->val = val.Float() - lastVal;
  610. bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
  611. cre->addNewBonus (new Bonus(*bonus));
  612. }
  613. lastVal = val.Float();
  614. ++lowerLimit;
  615. }
  616. }
  617. }
  618. //graphics
  619. const JsonNode & graphics = node["graphics"];
  620. cre->animDefName = graphics["animation"].String();
  621. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  622. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  623. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  624. const JsonNode & animationTime = graphics["animationTime"];
  625. cre->walkAnimationTime = animationTime["walk"].Float();
  626. cre->attackAnimationTime = animationTime["attack"].Float();
  627. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  628. //TODO: background?
  629. const JsonNode & missile = graphics["missile"];
  630. //TODO: parse
  631. cre->projectile = missile["projectile"].String();
  632. cre->projectileSpin = missile["spinning"].Bool();
  633. const JsonNode & offsets = missile["offset"];
  634. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  635. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  636. cre->rightMissleOffsetX = offsets["middleX"].Float();
  637. cre->rightMissleOffsetY = offsets["middleY"].Float();
  638. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  639. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  640. int i = 0;
  641. BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
  642. {
  643. cre->missleFrameAngles[i++] = angle.Float();
  644. }
  645. cre->advMapDef = graphics["map"].String();
  646. cre->iconIndex = graphics["iconIndex"].Float();
  647. const JsonNode & sounds = node["sound"];
  648. #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
  649. GET_SOUND_VALUE(attack);
  650. GET_SOUND_VALUE(defend);
  651. GET_SOUND_VALUE(killed);
  652. GET_SOUND_VALUE(move);
  653. GET_SOUND_VALUE(shoot);
  654. GET_SOUND_VALUE(wince);
  655. GET_SOUND_VALUE(ext1);
  656. GET_SOUND_VALUE(ext2);
  657. GET_SOUND_VALUE(startMoving);
  658. GET_SOUND_VALUE(endMoving);
  659. #undef GET_SOUND_VALUE
  660. return cre;
  661. }
  662. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
  663. {
  664. bool enable = false; //some bonuses are activated with values 2 or 1
  665. std::string buf = parser.readString();
  666. std::string mod = parser.readString();
  667. switch (buf[0])
  668. {
  669. case 'H':
  670. b.type = Bonus::STACK_HEALTH;
  671. b.valType = Bonus::PERCENT_TO_BASE;
  672. break;
  673. case 'A':
  674. b.type = Bonus::PRIMARY_SKILL;
  675. b.subtype = PrimarySkill::ATTACK;
  676. break;
  677. case 'D':
  678. b.type = Bonus::PRIMARY_SKILL;
  679. b.subtype = PrimarySkill::DEFENSE;
  680. break;
  681. case 'M': //Max damage
  682. b.type = Bonus::CREATURE_DAMAGE;
  683. b.subtype = 2;
  684. break;
  685. case 'm': //Min damage
  686. b.type = Bonus::CREATURE_DAMAGE;
  687. b.subtype = 1;
  688. break;
  689. case 'S':
  690. b.type = Bonus::STACKS_SPEED; break;
  691. case 'O':
  692. b.type = Bonus::SHOTS; break;
  693. case 'b':
  694. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  695. case 'C':
  696. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  697. case 'd':
  698. b.type = Bonus::DEFENSIVE_STANCE; break;
  699. case 'e':
  700. b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
  701. b.subtype = 0;
  702. break;
  703. case 'E':
  704. b.type = Bonus::DEATH_STARE;
  705. b.subtype = 0; //Gorgon
  706. break;
  707. case 'g':
  708. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  709. b.subtype = -1; //all magic schools
  710. break;
  711. case 'P':
  712. b.type = Bonus::CASTS; break;
  713. case 'R':
  714. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  715. case 'W':
  716. b.type = Bonus::MAGIC_RESISTANCE;
  717. b.subtype = 0; //otherwise creature window goes crazy
  718. break;
  719. case 'f': //on-off skill
  720. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  721. switch (mod[0])
  722. {
  723. case 'A':
  724. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  725. case 'b':
  726. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  727. case 'B':
  728. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  729. case 'c':
  730. b.type = Bonus::JOUSTING; break;
  731. case 'D':
  732. b.type = Bonus::ADDITIONAL_ATTACK; break;
  733. case 'f':
  734. b.type = Bonus::FEARLESS; break;
  735. case 'F':
  736. b.type = Bonus::FLYING; break;
  737. case 'm':
  738. b.type = Bonus::SELF_MORALE; break;
  739. case 'M':
  740. b.type = Bonus::NO_MORALE; break;
  741. case 'p': //Mind spells
  742. case 'P':
  743. b.type = Bonus::MIND_IMMUNITY; break;
  744. case 'r':
  745. b.type = Bonus::REBIRTH; //on/off? makes sense?
  746. b.subtype = 0;
  747. b.val = 20; //arbitrary value
  748. break;
  749. case 'R':
  750. b.type = Bonus::BLOCKS_RETALIATION; break;
  751. case 's':
  752. b.type = Bonus::FREE_SHOOTING; break;
  753. case 'u':
  754. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  755. case 'U':
  756. b.type = Bonus::UNDEAD; break;
  757. default:
  758. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  759. return;
  760. break;
  761. }
  762. break;
  763. case 'w': //specific spell immunities, enabled/disabled
  764. enable = true;
  765. switch (mod[0])
  766. {
  767. case 'B': //Blind
  768. b.type = Bonus::SPELL_IMMUNITY;
  769. b.subtype = 74;
  770. break;
  771. case 'H': //Hypnotize
  772. b.type = Bonus::SPELL_IMMUNITY;
  773. b.subtype = 60;
  774. break;
  775. case 'I': //Implosion
  776. b.type = Bonus::SPELL_IMMUNITY;
  777. b.subtype = 18;
  778. break;
  779. case 'K': //Berserk
  780. b.type = Bonus::SPELL_IMMUNITY;
  781. b.subtype = 59;
  782. break;
  783. case 'M': //Meteor Shower
  784. b.type = Bonus::SPELL_IMMUNITY;
  785. b.subtype = 23;
  786. break;
  787. case 'N': //dispell beneficial spells
  788. b.type = Bonus::SPELL_IMMUNITY;
  789. b.subtype = 78;
  790. break;
  791. case 'R': //Armageddon
  792. b.type = Bonus::SPELL_IMMUNITY;
  793. b.subtype = 26;
  794. break;
  795. case 'S': //Slow
  796. b.type = Bonus::SPELL_IMMUNITY;
  797. b.subtype = 54;
  798. break;
  799. case '6':
  800. case '7':
  801. case '8':
  802. case '9':
  803. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  804. b.val = std::atoi(mod.c_str()) - 5;
  805. break;
  806. case ':':
  807. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  808. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  809. break;
  810. case 'F':
  811. b.type = Bonus::FIRE_IMMUNITY;
  812. b.subtype = 1; //not positive
  813. break;
  814. case 'O':
  815. b.type = Bonus::FIRE_IMMUNITY;
  816. b.subtype = 2; //only direct damage
  817. break;
  818. case 'f':
  819. b.type = Bonus::FIRE_IMMUNITY;
  820. b.subtype = 0; //all
  821. break;
  822. case 'C':
  823. b.type = Bonus::WATER_IMMUNITY;
  824. b.subtype = 1; //not positive
  825. break;
  826. case 'W':
  827. b.type = Bonus::WATER_IMMUNITY;
  828. b.subtype = 2; //only direct damage
  829. break;
  830. case 'w':
  831. b.type = Bonus::WATER_IMMUNITY;
  832. b.subtype = 0; //all
  833. break;
  834. case 'E':
  835. b.type = Bonus::EARTH_IMMUNITY;
  836. b.subtype = 2; //only direct damage
  837. break;
  838. case 'e':
  839. b.type = Bonus::EARTH_IMMUNITY;
  840. b.subtype = 0; //all
  841. break;
  842. case 'A':
  843. b.type = Bonus::AIR_IMMUNITY;
  844. b.subtype = 2; //only direct damage
  845. break;
  846. case 'a':
  847. b.type = Bonus::AIR_IMMUNITY;
  848. b.subtype = 0; //all
  849. break;
  850. case 'D':
  851. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  852. break;
  853. case '0':
  854. b.type = Bonus::RECEPTIVE;
  855. break;
  856. default:
  857. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  858. return;
  859. }
  860. break;
  861. case 'i':
  862. enable = true;
  863. b.type = Bonus::NO_DISTANCE_PENALTY;
  864. break;
  865. case 'o':
  866. enable = true;
  867. b.type = Bonus::NO_WALL_PENALTY;
  868. break;
  869. case 'a':
  870. case 'c': //some special abilities are threated as spells, work in progress
  871. b.type = Bonus::SPELL_AFTER_ATTACK;
  872. b.subtype = stringToNumber(mod);
  873. break;
  874. case 'h':
  875. b.type= Bonus::HATE;
  876. b.subtype = stringToNumber(mod);
  877. break;
  878. case 'p':
  879. b.type = Bonus::SPELL_BEFORE_ATTACK;
  880. b.subtype = stringToNumber(mod);
  881. b.additionalInfo = 3; //always expert?
  882. break;
  883. case 's':
  884. b.type = Bonus::ENCHANTED;
  885. b.subtype = stringToNumber(mod);
  886. b.valType = Bonus::INDEPENDENT_MAX;
  887. break;
  888. default:
  889. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  890. return;
  891. break;
  892. }
  893. switch (mod[0])
  894. {
  895. case '+':
  896. case '=': //should we allow percent values to stack or pick highest?
  897. b.valType = Bonus::ADDITIVE_VALUE;
  898. break;
  899. }
  900. //limiters, range
  901. si32 lastVal, curVal, lastLev = 0;
  902. if (enable) //0 and 2 means non-active, 1 - active
  903. {
  904. if (b.type != Bonus::REBIRTH)
  905. b.val = 0; //on-off ability, no value specified
  906. curVal = parser.readNumber();// 0 level is never active
  907. for (int i = 1; i < 11; ++i)
  908. {
  909. curVal = parser.readNumber();
  910. if (curVal == 1)
  911. {
  912. b.limiter.reset (new RankRangeLimiter(i));
  913. bl.push_back(new Bonus(b));
  914. break; //never turned off it seems
  915. }
  916. }
  917. }
  918. else
  919. {
  920. lastVal = parser.readNumber(); //basic value, not particularly useful but existent
  921. for (int i = 1; i < 11; ++i)
  922. {
  923. curVal = parser.readNumber();
  924. if (b.type == Bonus::HATE)
  925. curVal *= 10; //odd fix
  926. if (curVal > lastVal) //threshold, add new bonus
  927. {
  928. b.val = curVal - lastVal;
  929. lastVal = curVal;
  930. b.limiter.reset (new RankRangeLimiter(i));
  931. bl.push_back(new Bonus(b));
  932. lastLev = i; //start new range from here, i = previous rank
  933. }
  934. else if (curVal < lastVal)
  935. {
  936. b.val = lastVal;
  937. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  938. }
  939. }
  940. }
  941. }
  942. int CCreatureHandler::stringToNumber(std::string & s)
  943. {
  944. boost::algorithm::replace_first(s,"#",""); //drop hash character
  945. return std::atoi(s.c_str());
  946. }
  947. CCreatureHandler::~CCreatureHandler()
  948. {
  949. }
  950. static int retreiveRandNum(const boost::function<int()> &randGen)
  951. {
  952. if(randGen)
  953. return randGen();
  954. else
  955. return rand();
  956. }
  957. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  958. {
  959. return v.at(retreiveRandNum(randGen) % v.size());
  960. }
  961. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  962. {
  963. int r = 0;
  964. if(tier == -1) //pick any allowed creature
  965. {
  966. do
  967. {
  968. r = pickRandomElementOf(creatures, randGen)->idNumber;
  969. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  970. }
  971. else
  972. {
  973. assert(vstd::iswithin(tier, 1, 7));
  974. std::vector<int> allowed;
  975. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  976. {
  977. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  978. int creid = static_cast<const CCreature*>(b)->idNumber;
  979. if(!vstd::contains(notUsedMonsters, creid))
  980. allowed.push_back(creid);
  981. }
  982. if(!allowed.size())
  983. {
  984. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  985. return 0;
  986. }
  987. return pickRandomElementOf(allowed, randGen);
  988. }
  989. return r;
  990. }
  991. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  992. {
  993. assert(vstd::iswithin(tier, 1, 7));
  994. creaturesOfLevel[tier].addNewBonus(b);
  995. }
  996. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  997. {
  998. allCreatures.addNewBonus(b);
  999. }
  1000. void CCreatureHandler::buildBonusTreeForTiers()
  1001. {
  1002. BOOST_FOREACH(CCreature *c, creatures)
  1003. {
  1004. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  1005. c->attachTo(&creaturesOfLevel[c->level]);
  1006. else
  1007. c->attachTo(&creaturesOfLevel[0]);
  1008. }
  1009. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  1010. b.attachTo(&allCreatures);
  1011. }
  1012. void CCreatureHandler::deserializationFix()
  1013. {
  1014. buildBonusTreeForTiers();
  1015. }