CCreatureHandler.cpp 32 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138
  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 creatures json configs" << std::endl;
  266. const JsonNode gameConf(ResourceID("config/gameConfig.json"));
  267. const JsonNode config(JsonUtils::assembleFromFiles(gameConf["creatures"].convertTo<std::vector<std::string> >()));
  268. BOOST_FOREACH(auto & node, config.Struct())
  269. {
  270. const JsonNode &creature = node.second;
  271. int creatureID = creature["id"].Float();
  272. const JsonNode *value;
  273. // Set various creature properties
  274. CCreature *c = creatures[creatureID];
  275. c->level = creature["level"].Float();
  276. c->animDefName = creature["defname"].String();
  277. VLC->modh->identifiers.requestIdentifier(std::string("faction.") + creature["faction"].String(), [=](si32 faction)
  278. {
  279. c->faction = faction;
  280. });
  281. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  282. {
  283. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
  284. {
  285. c->upgrades.insert(identifier);
  286. });
  287. }
  288. value = &creature["projectile_defname"];
  289. if (!value->isNull())
  290. {
  291. c->projectile = value->String();
  292. value = &creature["projectile_spin"];
  293. c->projectileSpin = value->Bool();
  294. }
  295. value = &creature["ability_remove"];//remove first - arch devil
  296. if (!value->isNull())
  297. {
  298. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  299. {
  300. RemoveAbility(c, ability);
  301. }
  302. }
  303. value = &creature["abilities"];
  304. if (!value->isNull()) {
  305. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  306. {
  307. AddAbility(c, ability.Vector());
  308. }
  309. }
  310. c->special = creature["special"].Bool();
  311. if ( c->special )
  312. notUsedMonsters.insert(c->idNumber);
  313. const JsonNode & sounds = creature["sound"];
  314. #define GET_SOUND_VALUE(value_name) c->sounds.value_name = sounds[#value_name].String()
  315. GET_SOUND_VALUE(attack);
  316. GET_SOUND_VALUE(defend);
  317. GET_SOUND_VALUE(killed);
  318. GET_SOUND_VALUE(move);
  319. GET_SOUND_VALUE(shoot);
  320. GET_SOUND_VALUE(wince);
  321. GET_SOUND_VALUE(ext1);
  322. GET_SOUND_VALUE(ext2);
  323. GET_SOUND_VALUE(startMoving);
  324. GET_SOUND_VALUE(endMoving);
  325. #undef GET_SOUND_VALUE
  326. // Main reference name, e.g. royalGriffin
  327. c->nameRef = node.first;
  328. VLC->modh->identifiers.registerObject("creature." + node.first, c->idNumber);
  329. // Alternative names, if any
  330. BOOST_FOREACH(const JsonNode &name, creature["extraNames"].Vector())
  331. {
  332. VLC->modh->identifiers.registerObject("creature." + name.String(), c->idNumber);
  333. }
  334. }
  335. loadAnimationInfo();
  336. //reading creature ability names
  337. const JsonNode config2(ResourceID("config/bonusnames.json"));
  338. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  339. {
  340. std::map<std::string,int>::const_iterator it_map;
  341. std::string bonusID = bonus["id"].String();
  342. it_map = bonusNameMap.find(bonusID);
  343. if (it_map != bonusNameMap.end())
  344. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  345. else
  346. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  347. }
  348. //handle magic resistance secondary skill premy, potentialy may be buggy
  349. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  350. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  351. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  352. {
  353. CLegacyConfigParser parser("DATA/CREXPBON.TXT");
  354. Bonus b; //prototype with some default properties
  355. b.source = Bonus::STACK_EXPERIENCE;
  356. b.duration = Bonus::PERMANENT;
  357. b.valType = Bonus::ADDITIVE_VALUE;
  358. b.effectRange = Bonus::NO_LIMIT;
  359. b.additionalInfo = 0;
  360. b.turnsRemain = 0;
  361. BonusList bl;
  362. parser.endLine();
  363. parser.readString(); //ignore index
  364. loadStackExp(b, bl, parser);
  365. BOOST_FOREACH(Bonus * b, bl)
  366. addBonusForAllCreatures(b); //health bonus is common for all
  367. parser.endLine();
  368. for (int i = 1; i < 7; ++i)
  369. {
  370. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  371. {
  372. parser.readString(); //ignore index
  373. bl.clear();
  374. loadStackExp(b, bl, parser);
  375. BOOST_FOREACH(Bonus * b, bl)
  376. addBonusForTier(i, b);
  377. parser.endLine();
  378. }
  379. }
  380. for (int j = 0; j < 4; ++j) //tier 7
  381. {
  382. parser.readString(); //ignore index
  383. bl.clear();
  384. loadStackExp(b, bl, parser);
  385. BOOST_FOREACH(Bonus * b, bl)
  386. {
  387. addBonusForTier(7, b);
  388. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  389. }
  390. parser.endLine();
  391. }
  392. do //parse everything that's left
  393. {
  394. b.sid = parser.readNumber(); //id = this particular creature ID
  395. loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
  396. }
  397. while (parser.endLine());
  398. //Calculate rank exp values, formula appears complicated bu no parsing needed
  399. expRanks.resize(8);
  400. int dif = 0;
  401. int it = 8000; //ignore name of this variable
  402. expRanks[0].push_back(it);
  403. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  404. {
  405. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  406. dif += it/5;
  407. }
  408. for (int i = 1; i < 8; ++i)
  409. {
  410. dif = 0;
  411. it = 1000 * i;
  412. expRanks[i].push_back(it);
  413. for (int j = 1; j < 10; ++j)
  414. {
  415. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  416. dif += it/5;
  417. }
  418. }
  419. CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
  420. expBonParser.endLine(); //header
  421. maxExpPerBattle.resize(8);
  422. for (int i = 1; i < 8; ++i)
  423. {
  424. expBonParser.readString(); //index
  425. expBonParser.readString(); //float multiplier -> hardcoded
  426. expBonParser.readString(); //ignore upgrade mod? ->hardcoded
  427. expBonParser.readString(); //already calculated
  428. maxExpPerBattle[i] = expBonParser.readNumber();
  429. expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
  430. expBonParser.endLine();
  431. }
  432. //skeleton gets exp penalty
  433. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  434. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  435. //exp for tier >7, rank 11
  436. expRanks[0].push_back(147000);
  437. expAfterUpgrade = 75; //percent
  438. maxExpPerBattle[0] = maxExpPerBattle[7];
  439. }//end of Stack Experience
  440. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  441. const JsonNode config3(ResourceID("config/commanders.json"));
  442. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  443. {
  444. commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
  445. }
  446. int i = 0;
  447. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  448. {
  449. skillLevels.push_back (std::vector<ui8>());
  450. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  451. {
  452. skillLevels[i].push_back (skillLevel.Float());
  453. }
  454. ++i;
  455. }
  456. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  457. {
  458. std::pair <Bonus, std::pair <ui8, ui8> > a;
  459. a.first = *JsonUtils::parseBonus (ability["ability"].Vector());
  460. a.second.first = ability["skills"].Vector()[0].Float();
  461. a.second.second = ability["skills"].Vector()[1].Float();
  462. skillRequirements.push_back (a);
  463. }
  464. }
  465. void CCreatureHandler::loadAnimationInfo()
  466. {
  467. CLegacyConfigParser parser("DATA/CRANIM.TXT");
  468. parser.endLine(); // header
  469. parser.endLine();
  470. for(int dd=0; dd<creatures.size(); ++dd)
  471. {
  472. while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
  473. ;
  474. loadUnitAnimInfo(*creatures[dd], parser);
  475. }
  476. }
  477. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
  478. {
  479. unit.timeBetweenFidgets = parser.readNumber();
  480. unit.walkAnimationTime = parser.readNumber();
  481. unit.attackAnimationTime = parser.readNumber();
  482. unit.flightAnimationDistance = parser.readNumber();
  483. ///////////////////////
  484. unit.upperRightMissleOffsetX = parser.readNumber();
  485. unit.upperRightMissleOffsetY = parser.readNumber();
  486. unit.rightMissleOffsetX = parser.readNumber();
  487. unit.rightMissleOffsetY = parser.readNumber();
  488. unit.lowerRightMissleOffsetX = parser.readNumber();
  489. unit.lowerRightMissleOffsetY = parser.readNumber();
  490. ///////////////////////
  491. for(int jjj=0; jjj<12; ++jjj)
  492. {
  493. unit.missleFrameAngles[jjj] = parser.readNumber();
  494. }
  495. unit.troopCountLocationOffset= parser.readNumber();
  496. unit.attackClimaxFrame = parser.readNumber();
  497. parser.endLine();
  498. }
  499. void CCreatureHandler::load(const JsonNode & node)
  500. {
  501. BOOST_FOREACH(auto & entry, node.Struct())
  502. {
  503. if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
  504. {
  505. CCreature * creature = loadCreature(entry.second);
  506. creature->nameRef = entry.first;
  507. creature->idNumber = creatures.size();
  508. creatures.push_back(creature);
  509. tlog3 << "Added creature: " << entry.first << "\n";
  510. VLC->modh->identifiers.registerObject(std::string("creature.") + creature->nameRef, creature->idNumber);
  511. }
  512. }
  513. }
  514. CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
  515. {
  516. CCreature * cre = new CCreature();
  517. const JsonNode & name = node["name"];
  518. cre->nameSing = name["singular"].String();
  519. cre->namePl = name["plural"].String();
  520. cre->cost = Res::ResourceSet(node["cost"]);
  521. cre->level = node["level"].Float();
  522. cre->fightValue = node["fightValue"].Float();
  523. cre->AIValue = node["aiValue"].Float();
  524. cre->growth = node["growth"].Float();
  525. cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
  526. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  527. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  528. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  529. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  530. const JsonNode & vec = node["damage"];
  531. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  532. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  533. auto & amounts = node ["advMapAmount"];
  534. cre->ammMin = amounts["min"].Float();
  535. cre->ammMax = amounts["max"].Float();
  536. std::string factionStr = node["faction"].String();
  537. if (factionStr.empty())
  538. factionStr = "neutral"; //TODO: should be done in schema
  539. VLC->modh->identifiers.requestIdentifier(std::string("faction.") + factionStr, [=](si32 faction)
  540. {
  541. cre->faction = faction;
  542. });
  543. //optional
  544. BOOST_FOREACH (auto & str, node["upgrades"].Vector())
  545. {
  546. VLC->modh->identifiers.requestIdentifier(std::string("creature.") + str.String(), [=](si32 identifier)
  547. {
  548. cre->upgrades.insert(identifier);
  549. });
  550. }
  551. if (!node["shots"].isNull())
  552. cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
  553. if (node["spellPoints"].isNull())
  554. cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
  555. cre->doubleWide = node["doubleWide"].Bool();
  556. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  557. {
  558. auto b = JsonUtils::parseBonus(bonus);
  559. b->source = Bonus::CREATURE_ABILITY;
  560. b->duration = Bonus::PERMANENT;
  561. cre->addNewBonus(b);
  562. }
  563. BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
  564. {
  565. auto bonus = JsonUtils::parseBonus (exp["bonus"]);
  566. bonus->source = Bonus::STACK_EXPERIENCE;
  567. bonus->duration = Bonus::PERMANENT;
  568. const JsonVector &values = exp["values"].Vector();
  569. int lowerLimit = 1;//, upperLimit = 255;
  570. if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
  571. {
  572. BOOST_FOREACH (const JsonNode &val, values)
  573. {
  574. if (val.Bool() == true)
  575. {
  576. bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
  577. cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
  578. break; //TODO: allow bonuses to turn off?
  579. }
  580. ++lowerLimit;
  581. }
  582. }
  583. else
  584. {
  585. int lastVal = 0;
  586. BOOST_FOREACH (const JsonNode &val, values)
  587. {
  588. if (val.Float() != lastVal)
  589. {
  590. bonus->val = val.Float() - lastVal;
  591. bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
  592. cre->addNewBonus (new Bonus(*bonus));
  593. }
  594. lastVal = val.Float();
  595. ++lowerLimit;
  596. }
  597. }
  598. }
  599. //graphics
  600. const JsonNode & graphics = node["graphics"];
  601. cre->animDefName = graphics["animation"].String();
  602. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  603. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  604. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  605. const JsonNode & animationTime = graphics["animationTime"];
  606. cre->walkAnimationTime = animationTime["walk"].Float();
  607. cre->attackAnimationTime = animationTime["attack"].Float();
  608. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  609. //TODO: background?
  610. const JsonNode & missile = graphics["missile"];
  611. //TODO: parse
  612. cre->projectile = missile["projectile"].String();
  613. cre->projectileSpin = missile["spinning"].Bool();
  614. const JsonNode & offsets = missile["offset"];
  615. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  616. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  617. cre->rightMissleOffsetX = offsets["middleX"].Float();
  618. cre->rightMissleOffsetY = offsets["middleY"].Float();
  619. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  620. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  621. int i = 0;
  622. BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
  623. {
  624. cre->missleFrameAngles[i++] = angle.Float();
  625. }
  626. cre->advMapDef = graphics["map"].String();
  627. cre->iconIndex = graphics["iconIndex"].Float();
  628. const JsonNode & sounds = node["sound"];
  629. #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
  630. GET_SOUND_VALUE(attack);
  631. GET_SOUND_VALUE(defend);
  632. GET_SOUND_VALUE(killed);
  633. GET_SOUND_VALUE(move);
  634. GET_SOUND_VALUE(shoot);
  635. GET_SOUND_VALUE(wince);
  636. GET_SOUND_VALUE(ext1);
  637. GET_SOUND_VALUE(ext2);
  638. GET_SOUND_VALUE(startMoving);
  639. GET_SOUND_VALUE(endMoving);
  640. #undef GET_SOUND_VALUE
  641. return cre;
  642. }
  643. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
  644. {
  645. bool enable = false; //some bonuses are activated with values 2 or 1
  646. std::string buf = parser.readString();
  647. std::string mod = parser.readString();
  648. switch (buf[0])
  649. {
  650. case 'H':
  651. b.type = Bonus::STACK_HEALTH;
  652. b.valType = Bonus::PERCENT_TO_BASE;
  653. break;
  654. case 'A':
  655. b.type = Bonus::PRIMARY_SKILL;
  656. b.subtype = PrimarySkill::ATTACK;
  657. break;
  658. case 'D':
  659. b.type = Bonus::PRIMARY_SKILL;
  660. b.subtype = PrimarySkill::DEFENSE;
  661. break;
  662. case 'M': //Max damage
  663. b.type = Bonus::CREATURE_DAMAGE;
  664. b.subtype = 2;
  665. break;
  666. case 'm': //Min damage
  667. b.type = Bonus::CREATURE_DAMAGE;
  668. b.subtype = 1;
  669. break;
  670. case 'S':
  671. b.type = Bonus::STACKS_SPEED; break;
  672. case 'O':
  673. b.type = Bonus::SHOTS; break;
  674. case 'b':
  675. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  676. case 'C':
  677. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  678. case 'd':
  679. b.type = Bonus::DEFENSIVE_STANCE; break;
  680. case 'e':
  681. b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
  682. b.subtype = 0;
  683. break;
  684. case 'E':
  685. b.type = Bonus::DEATH_STARE;
  686. b.subtype = 0; //Gorgon
  687. break;
  688. case 'F':
  689. b.type = Bonus::FEAR; break;
  690. case 'g':
  691. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  692. b.subtype = -1; //all magic schools
  693. break;
  694. case 'P':
  695. b.type = Bonus::CASTS; break;
  696. case 'R':
  697. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  698. case 'W':
  699. b.type = Bonus::MAGIC_RESISTANCE;
  700. b.subtype = 0; //otherwise creature window goes crazy
  701. break;
  702. case 'f': //on-off skill
  703. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  704. switch (mod[0])
  705. {
  706. case 'A':
  707. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  708. case 'b':
  709. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  710. case 'B':
  711. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  712. case 'c':
  713. b.type = Bonus::JOUSTING; break;
  714. case 'D':
  715. b.type = Bonus::ADDITIONAL_ATTACK; break;
  716. case 'f':
  717. b.type = Bonus::FEARLESS; break;
  718. case 'F':
  719. b.type = Bonus::FLYING; break;
  720. case 'm':
  721. b.type = Bonus::SELF_MORALE; break;
  722. case 'M':
  723. b.type = Bonus::NO_MORALE; break;
  724. case 'p': //Mind spells
  725. case 'P':
  726. b.type = Bonus::MIND_IMMUNITY; break;
  727. case 'r':
  728. b.type = Bonus::REBIRTH; //on/off? makes sense?
  729. b.subtype = 0;
  730. b.val = 20; //arbitrary value
  731. break;
  732. case 'R':
  733. b.type = Bonus::BLOCKS_RETALIATION; break;
  734. case 's':
  735. b.type = Bonus::FREE_SHOOTING; break;
  736. case 'u':
  737. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  738. case 'U':
  739. b.type = Bonus::UNDEAD; break;
  740. default:
  741. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  742. return;
  743. break;
  744. }
  745. break;
  746. case 'w': //specific spell immunities, enabled/disabled
  747. enable = true;
  748. switch (mod[0])
  749. {
  750. case 'B': //Blind
  751. b.type = Bonus::SPELL_IMMUNITY;
  752. b.subtype = 74;
  753. break;
  754. case 'H': //Hypnotize
  755. b.type = Bonus::SPELL_IMMUNITY;
  756. b.subtype = 60;
  757. break;
  758. case 'I': //Implosion
  759. b.type = Bonus::SPELL_IMMUNITY;
  760. b.subtype = 18;
  761. break;
  762. case 'K': //Berserk
  763. b.type = Bonus::SPELL_IMMUNITY;
  764. b.subtype = 59;
  765. break;
  766. case 'M': //Meteor Shower
  767. b.type = Bonus::SPELL_IMMUNITY;
  768. b.subtype = 23;
  769. break;
  770. case 'N': //dispell beneficial spells
  771. b.type = Bonus::SPELL_IMMUNITY;
  772. b.subtype = 78;
  773. break;
  774. case 'R': //Armageddon
  775. b.type = Bonus::SPELL_IMMUNITY;
  776. b.subtype = 26;
  777. break;
  778. case 'S': //Slow
  779. b.type = Bonus::SPELL_IMMUNITY;
  780. b.subtype = 54;
  781. break;
  782. case '6':
  783. case '7':
  784. case '8':
  785. case '9':
  786. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  787. b.val = std::atoi(mod.c_str()) - 5;
  788. break;
  789. case ':':
  790. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  791. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  792. break;
  793. case 'F':
  794. b.type = Bonus::FIRE_IMMUNITY;
  795. b.subtype = 1; //not positive
  796. break;
  797. case 'O':
  798. b.type = Bonus::FIRE_IMMUNITY;
  799. b.subtype = 2; //only direct damage
  800. break;
  801. case 'f':
  802. b.type = Bonus::FIRE_IMMUNITY;
  803. b.subtype = 0; //all
  804. break;
  805. case 'C':
  806. b.type = Bonus::WATER_IMMUNITY;
  807. b.subtype = 1; //not positive
  808. break;
  809. case 'W':
  810. b.type = Bonus::WATER_IMMUNITY;
  811. b.subtype = 2; //only direct damage
  812. break;
  813. case 'w':
  814. b.type = Bonus::WATER_IMMUNITY;
  815. b.subtype = 0; //all
  816. break;
  817. case 'E':
  818. b.type = Bonus::EARTH_IMMUNITY;
  819. b.subtype = 2; //only direct damage
  820. break;
  821. case 'e':
  822. b.type = Bonus::EARTH_IMMUNITY;
  823. b.subtype = 0; //all
  824. break;
  825. case 'A':
  826. b.type = Bonus::AIR_IMMUNITY;
  827. b.subtype = 2; //only direct damage
  828. break;
  829. case 'a':
  830. b.type = Bonus::AIR_IMMUNITY;
  831. b.subtype = 0; //all
  832. break;
  833. case 'D':
  834. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  835. break;
  836. case '0':
  837. b.type = Bonus::RECEPTIVE;
  838. break;
  839. default:
  840. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  841. return;
  842. }
  843. break;
  844. case 'i':
  845. enable = true;
  846. b.type = Bonus::NO_DISTANCE_PENALTY;
  847. break;
  848. case 'o':
  849. enable = true;
  850. b.type = Bonus::NO_WALL_PENALTY;
  851. break;
  852. case 'a':
  853. case 'c':
  854. case 'K':
  855. case 'k':
  856. b.type = Bonus::SPELL_AFTER_ATTACK;
  857. b.subtype = stringToNumber(mod);
  858. break;
  859. case 'h':
  860. b.type= Bonus::HATE;
  861. b.subtype = stringToNumber(mod);
  862. break;
  863. case 'p':
  864. case 'J':
  865. b.type = Bonus::SPELL_BEFORE_ATTACK;
  866. b.subtype = stringToNumber(mod);
  867. b.additionalInfo = 3; //always expert?
  868. break;
  869. case 'r':
  870. b.type = Bonus::HP_REGENERATION;
  871. b.val = stringToNumber(mod);
  872. break;
  873. case 's':
  874. b.type = Bonus::ENCHANTED;
  875. b.subtype = stringToNumber(mod);
  876. b.valType = Bonus::INDEPENDENT_MAX;
  877. break;
  878. default:
  879. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  880. return;
  881. break;
  882. }
  883. switch (mod[0])
  884. {
  885. case '+':
  886. case '=': //should we allow percent values to stack or pick highest?
  887. b.valType = Bonus::ADDITIVE_VALUE;
  888. break;
  889. }
  890. //limiters, range
  891. si32 lastVal, curVal, lastLev = 0;
  892. if (enable) //0 and 2 means non-active, 1 - active
  893. {
  894. if (b.type != Bonus::REBIRTH)
  895. b.val = 0; //on-off ability, no value specified
  896. curVal = parser.readNumber();// 0 level is never active
  897. for (int i = 1; i < 11; ++i)
  898. {
  899. curVal = parser.readNumber();
  900. if (curVal == 1)
  901. {
  902. b.limiter.reset (new RankRangeLimiter(i));
  903. bl.push_back(new Bonus(b));
  904. break; //never turned off it seems
  905. }
  906. }
  907. }
  908. else
  909. {
  910. lastVal = parser.readNumber(); //basic value, not particularly useful but existent
  911. for (int i = 1; i < 11; ++i)
  912. {
  913. curVal = parser.readNumber();
  914. if (b.type == Bonus::HATE)
  915. curVal *= 10; //odd fix
  916. if (curVal > lastVal) //threshold, add new bonus
  917. {
  918. b.val = curVal - lastVal;
  919. lastVal = curVal;
  920. b.limiter.reset (new RankRangeLimiter(i));
  921. bl.push_back(new Bonus(b));
  922. lastLev = i; //start new range from here, i = previous rank
  923. }
  924. else if (curVal < lastVal)
  925. {
  926. b.val = lastVal;
  927. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  928. }
  929. }
  930. }
  931. }
  932. int CCreatureHandler::stringToNumber(std::string & s)
  933. {
  934. boost::algorithm::replace_first(s,"#",""); //drop hash character
  935. return std::atoi(s.c_str());
  936. }
  937. CCreatureHandler::~CCreatureHandler()
  938. {
  939. }
  940. static int retreiveRandNum(const boost::function<int()> &randGen)
  941. {
  942. if(randGen)
  943. return randGen();
  944. else
  945. return rand();
  946. }
  947. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  948. {
  949. return v.at(retreiveRandNum(randGen) % v.size());
  950. }
  951. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  952. {
  953. int r = 0;
  954. if(tier == -1) //pick any allowed creature
  955. {
  956. do
  957. {
  958. r = pickRandomElementOf(creatures, randGen)->idNumber;
  959. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  960. }
  961. else
  962. {
  963. assert(vstd::iswithin(tier, 1, 7));
  964. std::vector<int> allowed;
  965. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  966. {
  967. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  968. int creid = static_cast<const CCreature*>(b)->idNumber;
  969. if(!vstd::contains(notUsedMonsters, creid))
  970. allowed.push_back(creid);
  971. }
  972. if(!allowed.size())
  973. {
  974. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  975. return 0;
  976. }
  977. return pickRandomElementOf(allowed, randGen);
  978. }
  979. return r;
  980. }
  981. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  982. {
  983. assert(vstd::iswithin(tier, 1, 7));
  984. creaturesOfLevel[tier].addNewBonus(b);
  985. }
  986. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  987. {
  988. allCreatures.addNewBonus(b);
  989. }
  990. void CCreatureHandler::buildBonusTreeForTiers()
  991. {
  992. BOOST_FOREACH(CCreature *c, creatures)
  993. {
  994. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  995. c->attachTo(&creaturesOfLevel[c->level]);
  996. else
  997. c->attachTo(&creaturesOfLevel[0]);
  998. }
  999. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  1000. b.attachTo(&allCreatures);
  1001. }
  1002. void CCreatureHandler::deserializationFix()
  1003. {
  1004. buildBonusTreeForTiers();
  1005. }