CCreatureHandler.cpp 29 KB

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  1. #include "StdInc.h"
  2. #include "CCreatureHandler.h"
  3. #include "CLodHandler.h"
  4. #include "../lib/VCMI_Lib.h"
  5. #include "../lib/CGameState.h"
  6. #include "../lib/JsonNode.h"
  7. using namespace boost::assign;
  8. extern CLodHandler * bitmaph;
  9. /*
  10. * CCreatureHandler.cpp, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. CCreatureHandler::CCreatureHandler()
  19. {
  20. VLC->creh = this;
  21. // Set the faction alignments to the defaults:
  22. // Good: Castle, Rampart, Tower // Evil: Inferno, Necropolis, Dungeon
  23. // Neutral: Stronghold, Fortess, Conflux
  24. factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
  25. doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
  26. allCreatures.setDescription("All creatures");
  27. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  28. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  29. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  30. }
  31. int CCreature::getQuantityID(const int & quantity)
  32. {
  33. if (quantity<5)
  34. return 0;
  35. if (quantity<10)
  36. return 1;
  37. if (quantity<20)
  38. return 2;
  39. if (quantity<50)
  40. return 3;
  41. if (quantity<100)
  42. return 4;
  43. if (quantity<250)
  44. return 5;
  45. if (quantity<500)
  46. return 6;
  47. if (quantity<1000)
  48. return 7;
  49. return 8;
  50. }
  51. int CCreature::estimateCreatureCount(ui32 countID)
  52. {
  53. static const int creature_count[] = { 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  54. if (countID > 8)
  55. assert("Wrong countID!");
  56. return creature_count[countID];
  57. }
  58. bool CCreature::isDoubleWide() const
  59. {
  60. return doubleWide;
  61. }
  62. bool CCreature::isFlying() const
  63. {
  64. return hasBonusOfType(Bonus::FLYING);
  65. }
  66. bool CCreature::isShooting() const
  67. {
  68. return hasBonusOfType(Bonus::SHOOTER);
  69. }
  70. bool CCreature::isUndead() const
  71. {
  72. return hasBonusOfType(Bonus::UNDEAD);
  73. }
  74. /**
  75. * Determines if the creature is of a good alignment.
  76. * @return true if the creture is good, false otherwise.
  77. */
  78. bool CCreature::isGood () const
  79. {
  80. return VLC->creh->isGood(faction);
  81. }
  82. /**
  83. * Determines if the creature is of an evil alignment.
  84. * @return true if the creature is evil, false otherwise.
  85. */
  86. bool CCreature::isEvil () const
  87. {
  88. return VLC->creh->isEvil(faction);
  89. }
  90. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  91. {
  92. int ret = 2147483645;
  93. int resAmnt = std::min(res.size(),cost.size());
  94. for(int i=0;i<resAmnt;i++)
  95. if(cost[i])
  96. ret = std::min(ret,(int)(res[i]/cost[i]));
  97. return ret;
  98. }
  99. CCreature::CCreature()
  100. {
  101. doubleWide = false;
  102. setNodeType(CBonusSystemNode::CREATURE);
  103. }
  104. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  105. {
  106. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  107. addNewBonus(added);
  108. }
  109. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  110. // {
  111. // out.insert (VLC->creh->globalEffects);
  112. // }
  113. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  114. {
  115. //TODO upgrade of upgrade?
  116. return vstd::contains(upgrades, anotherCre->idNumber);
  117. }
  118. bool CCreature::valid() const
  119. {
  120. return this == VLC->creh->creatures[idNumber];
  121. }
  122. std::string CCreature::nodeName() const
  123. {
  124. return "\"" + namePl + "\"";
  125. }
  126. int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
  127. {
  128. befi=i;
  129. for(; i<andame; ++i)
  130. {
  131. if(buf[i]=='\t')
  132. break;
  133. }
  134. std::string tmp = buf.substr(befi, i-befi);
  135. int ret = atoi(buf.substr(befi, i-befi).c_str());
  136. ++i;
  137. return ret;
  138. }
  139. double readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
  140. {
  141. befi=i;
  142. for(; i<andame; ++i)
  143. {
  144. if(buf[i]=='\t')
  145. break;
  146. }
  147. std::string tmp = buf.substr(befi, i-befi);
  148. double ret = atof(buf.substr(befi, i-befi).c_str());
  149. ++i;
  150. return ret;
  151. }
  152. /**
  153. * Determines if a faction is good.
  154. * @param ID of the faction.
  155. * @return true if the faction is good, false otherwise.
  156. */
  157. bool CCreatureHandler::isGood (si8 faction) const
  158. {
  159. return faction != -1 && factionAlignments[faction] == 1;
  160. }
  161. /**
  162. * Determines if a faction is evil.
  163. * @param ID of the faction.
  164. * @return true if the faction is evil, false otherwise.
  165. */
  166. bool CCreatureHandler::isEvil (si8 faction) const
  167. {
  168. return faction != -1 && factionAlignments[faction] == -1;
  169. }
  170. static Bonus ParseBonus (const JsonVector &ability_vec) //TODO: merge with AddAbility, create universal parser for all bonus properties
  171. {
  172. Bonus b;
  173. std::string type = ability_vec[0].String();
  174. auto it = bonusNameMap.find(type);
  175. if (it == bonusNameMap.end())
  176. {
  177. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  178. return b;
  179. }
  180. b.type = it->second;
  181. b.val = ability_vec[1].Float();
  182. b.subtype = ability_vec[2].Float();
  183. b.additionalInfo = ability_vec[3].Float();
  184. b.duration = Bonus::PERMANENT;
  185. b.turnsRemain = 0;
  186. return b;
  187. }
  188. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  189. {
  190. Bonus *nsf = new Bonus();
  191. std::string type = ability_vec[0].String();
  192. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  193. if (it == bonusNameMap.end()) {
  194. if (type == "DOUBLE_WIDE")
  195. cre->doubleWide = true;
  196. else if (type == "ENEMY_MORALE_DECREASING") {
  197. cre->addBonus(-1, Bonus::MORALE);
  198. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  199. }
  200. else if (type == "ENEMY_LUCK_DECREASING") {
  201. cre->addBonus(-1, Bonus::LUCK);
  202. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  203. } else
  204. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  205. return;
  206. }
  207. nsf->type = it->second;
  208. nsf->val = ability_vec[1].Float();
  209. nsf->subtype = ability_vec[2].Float();
  210. nsf->additionalInfo = ability_vec[3].Float();
  211. nsf->source = Bonus::CREATURE_ABILITY;
  212. nsf->sid = cre->idNumber;
  213. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  214. nsf->duration = Bonus::PERMANENT;
  215. nsf->turnsRemain = 0;
  216. cre->addNewBonus(nsf);
  217. }
  218. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  219. {
  220. std::string type = ability.String();
  221. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  222. if (it == bonusNameMap.end()) {
  223. if (type == "DOUBLE_WIDE")
  224. cre->doubleWide = false;
  225. else
  226. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  227. return;
  228. }
  229. int typeNo = it->second;
  230. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  231. Bonus *b = cre->getBonus(Selector::type(ecf));
  232. cre->removeBonus(b);
  233. }
  234. void CCreatureHandler::loadCreatures()
  235. {
  236. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  237. ////////////reading ZCRTRAIT.TXT ///////////////////
  238. std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
  239. int andame = buf.size();
  240. int i=0; //buf iterator
  241. int hmcr=0;
  242. for(; i<andame; ++i)
  243. {
  244. if(buf[i]=='\r')
  245. ++hmcr;
  246. if(hmcr==2)
  247. break;
  248. }
  249. i+=2;
  250. while(i<buf.size())
  251. {
  252. CCreature &ncre = *new CCreature;
  253. ncre.idNumber = creatures.size();
  254. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  255. ncre.level=0;
  256. int befi=i;
  257. for(; i<andame; ++i)
  258. {
  259. if(buf[i]=='\t')
  260. break;
  261. }
  262. ncre.nameSing = buf.substr(befi, i-befi);
  263. ++i;
  264. befi=i;
  265. for(; i<andame; ++i)
  266. {
  267. if(buf[i]=='\t')
  268. break;
  269. }
  270. ncre.namePl = buf.substr(befi, i-befi);
  271. ++i;
  272. for(int v=0; v<7; ++v)
  273. {
  274. ncre.cost[v] = readNumber(befi, i, andame, buf);
  275. }
  276. ncre.fightValue = readNumber(befi, i, andame, buf);
  277. ncre.AIValue = readNumber(befi, i, andame, buf);
  278. ncre.growth = readNumber(befi, i, andame, buf);
  279. ncre.hordeGrowth = readNumber(befi, i, andame, buf);
  280. ncre.hitPoints = readNumber(befi, i, andame, buf);
  281. ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
  282. ncre.speed = readNumber(befi, i, andame, buf);
  283. ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
  284. ncre.attack = readNumber(befi, i, andame, buf);
  285. ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  286. ncre.defence = readNumber(befi, i, andame, buf);
  287. ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  288. ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
  289. ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
  290. ncre.damageMax = readNumber(befi, i, andame, buf);
  291. ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
  292. ncre.shots = readNumber(befi, i, andame, buf);
  293. ncre.addBonus(ncre.shots, Bonus::SHOTS);
  294. ncre.spells = readNumber(befi, i, andame, buf);
  295. ncre.ammMin = readNumber(befi, i, andame, buf);
  296. ncre.ammMax = readNumber(befi, i, andame, buf);
  297. befi=i;
  298. for(; i<andame; ++i)
  299. {
  300. if(buf[i]=='\t')
  301. break;
  302. }
  303. ncre.abilityText = buf.substr(befi, i-befi);
  304. ++i;
  305. befi=i;
  306. for(; i<andame; ++i)
  307. {
  308. if(buf[i]=='\r')
  309. break;
  310. }
  311. ncre.abilityRefs = buf.substr(befi, i-befi);
  312. i+=2;
  313. if(true)
  314. { //adding abilities from ZCRTRAIT.TXT
  315. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  316. ncre.doubleWide = true;
  317. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  318. ncre.addBonus(0, Bonus::FLYING);
  319. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  320. ncre.addBonus(0, Bonus::SHOOTER);
  321. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  322. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  323. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  324. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  325. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  326. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  327. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  328. ncre.addBonus(0, Bonus::UNDEAD);
  329. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  330. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  331. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  332. ncre.addBonus(0, Bonus::JOUSTING);
  333. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  334. {
  335. ncre.addBonus(+1, Bonus::MORALE);;
  336. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  337. }
  338. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  339. {
  340. ncre.addBonus(-1, Bonus::MORALE);;
  341. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  342. }
  343. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  344. ncre.addBonus(0, Bonus::KING1);
  345. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  346. ncre.addBonus(0, Bonus::KING2);
  347. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  348. ncre.addBonus(0, Bonus::KING3);
  349. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  350. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  351. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  352. ncre.addBonus(0, Bonus::CATAPULT);
  353. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  354. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  355. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  356. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  357. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  358. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  359. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  360. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  361. }
  362. if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
  363. {
  364. ncre.idNumber = creatures.size();
  365. creatures.push_back(&ncre);
  366. }
  367. }
  368. // loading creatures properties
  369. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  370. const JsonNode config(GameConstants::DATA_DIR + "/config/creatures.json");
  371. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  372. {
  373. int creatureID = creature["id"].Float();
  374. const JsonNode *value;
  375. /* A creature can have several names. */
  376. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  377. {
  378. boost::assign::insert(nameToID)(name.String(), creatureID);
  379. }
  380. // Set various creature properties
  381. CCreature *c = creatures[creatureID];
  382. c->level = creature["level"].Float();
  383. c->faction = creature["faction"].Float();
  384. c->animDefName = creature["defname"].String();
  385. value = &creature["upgrade"];
  386. if (!value->isNull())
  387. c->upgrades.insert(value->Float());
  388. value = &creature["projectile_defname"];
  389. if (!value->isNull())
  390. {
  391. idToProjectile[creatureID] = value->String();
  392. value = &creature["projectile_spin"];
  393. idToProjectileSpin[creatureID] = value->Bool();
  394. }
  395. value = &creature["turret_shooter"];
  396. if (!value->isNull() && value->Bool())
  397. factionToTurretCreature[c->faction] = creatureID;
  398. value = &creature["ability_add"];
  399. if (!value->isNull()) {
  400. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  401. {
  402. AddAbility(c, ability.Vector());
  403. }
  404. }
  405. value = &creature["ability_remove"];
  406. if (!value->isNull())
  407. {
  408. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  409. {
  410. RemoveAbility(c, ability);
  411. }
  412. }
  413. }
  414. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector()) {
  415. notUsedMonsters += creature.Float();
  416. }
  417. buildBonusTreeForTiers();
  418. loadAnimationInfo();
  419. //reading creature ability names
  420. const JsonNode config2(GameConstants::DATA_DIR + "/config/bonusnames.json");
  421. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  422. {
  423. std::map<std::string,int>::const_iterator it_map;
  424. std::string bonusID = bonus["id"].String();
  425. it_map = bonusNameMap.find(bonusID);
  426. if (it_map != bonusNameMap.end())
  427. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  428. else
  429. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  430. }
  431. //handle magic resistance secondary skill premy, potentialy may be buggy
  432. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  433. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  434. if (GameConstants::STACK_EXP) //reading default stack experience bonuses
  435. {
  436. buf = bitmaph->getTextFile("CREXPBON.TXT");
  437. int it = 0;
  438. si32 creid = -1;
  439. Bonus b; //prototype with some default properties
  440. b.source = Bonus::STACK_EXPERIENCE;
  441. b.duration = Bonus::PERMANENT;
  442. b.valType = Bonus::ADDITIVE_VALUE;
  443. b.effectRange = Bonus::NO_LIMIT;
  444. b.additionalInfo = 0;
  445. b.turnsRemain = 0;
  446. BonusList bl;
  447. std::string dump2;
  448. loadToIt (dump2, buf, it, 3); //ignore first line
  449. loadToIt (dump2, buf, it, 4); //ignore index
  450. loadStackExp(b, bl, buf, it);
  451. BOOST_FOREACH(Bonus * b, bl)
  452. addBonusForAllCreatures(b); //health bonus is common for all
  453. loadToIt (dump2, buf, it, 3); //crop comment
  454. for (i = 1; i < 7; ++i)
  455. {
  456. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  457. {
  458. loadToIt (dump2, buf, it, 4); //ignore index
  459. bl.clear();
  460. loadStackExp(b, bl, buf, it);
  461. BOOST_FOREACH(Bonus * b, bl)
  462. addBonusForTier(i, b);
  463. loadToIt (dump2, buf, it, 3); //crop comment
  464. }
  465. }
  466. for (int j = 0; j < 4; ++j) //tier 7
  467. {
  468. loadToIt (dump2, buf, it, 4); //ignore index
  469. bl.clear();
  470. loadStackExp(b, bl, buf, it);
  471. BOOST_FOREACH(Bonus * b, bl)
  472. {
  473. addBonusForTier(7, b);
  474. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  475. }
  476. loadToIt (dump2, buf, it, 3); //crop comment
  477. }
  478. do //parse everything that's left
  479. {
  480. loadToIt(creid, buf, it, 4); //get index
  481. b.sid = creid; //id = this particular creature ID
  482. loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
  483. loadToIt (dump2, buf, it, 3); //crop comment
  484. } while (it < buf.size());
  485. //Calculate rank exp values, formula appears complicated bu no parsing needed
  486. expRanks.resize(8);
  487. int dif = 0;
  488. it = 8000; //ignore name of this variable
  489. expRanks[0].push_back(it);
  490. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  491. {
  492. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  493. dif += it/5;
  494. }
  495. for (i = 1; i < 8; ++i)
  496. {
  497. dif = 0;
  498. it = 1000 * i;
  499. expRanks[i].push_back(it);
  500. for (int j = 1; j < 10; ++j)
  501. {
  502. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  503. dif += it/5;
  504. }
  505. }
  506. buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
  507. it = 0;
  508. loadToIt (dump2, buf, it, 3); //ignore first line
  509. maxExpPerBattle.resize(8);
  510. si32 val;
  511. for (i = 1; i < 8; ++i)
  512. {
  513. loadToIt (dump2, buf, it, 4); //index
  514. loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
  515. loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
  516. loadToIt (dump2, buf, it, 4); //already calculated
  517. loadToIt (val, buf, it, 4);
  518. maxExpPerBattle[i] = (ui32)val;
  519. loadToIt (val, buf, it, 4); //11th level
  520. val += (si32)expRanks[i].back();
  521. expRanks[i].push_back((ui32)val);
  522. loadToIt (dump2, buf, it, 3); //crop comment
  523. }
  524. //skeleton gets exp penalty
  525. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  526. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  527. //exp for tier >7, rank 11
  528. expRanks[0].push_back(147000);
  529. expAfterUpgrade = 75; //percent
  530. maxExpPerBattle[0] = maxExpPerBattle[7];
  531. }//end of Stack Experience
  532. //experiment - add 100 to attack for creatures of tier 1
  533. // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
  534. // addBonusForTier(1, b);
  535. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  536. const JsonNode config3(GameConstants::DATA_DIR + "/config/commanders.json");
  537. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  538. {
  539. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  540. }
  541. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  542. {
  543. commanderLevelPremy.push_back(&ParseBonus (bonus.Vector()));
  544. }
  545. i = 0;
  546. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  547. {
  548. BOOST_FOREACH (auto skillLevel, skill.Vector())
  549. {
  550. skillLevels[i].push_back (skillLevel.Float());
  551. }
  552. ++i;
  553. }
  554. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  555. {
  556. std::pair <Bonus, std::pair <ui8, ui8> > a;
  557. a.first = ParseBonus (ability["ability"].Vector());
  558. a.second.first = ability["skills"].Vector()[0].Float();
  559. a.second.second = ability["skills"].Vector()[1].Float();
  560. skillRequirements.push_back (a);
  561. }
  562. }
  563. void CCreatureHandler::loadAnimationInfo()
  564. {
  565. std::string buf = bitmaph->getTextFile("CRANIM.TXT");
  566. int andame = buf.size();
  567. int i=0; //buf iterator
  568. int hmcr=0;
  569. for(; i<andame; ++i)
  570. {
  571. if(buf[i]=='\r')
  572. ++hmcr;
  573. if(hmcr==2)
  574. break;
  575. }
  576. i+=2;
  577. for(int dd=0; dd<creatures.size(); ++dd)
  578. {
  579. //tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
  580. loadUnitAnimInfo(*creatures[dd], buf, i);
  581. }
  582. return;
  583. }
  584. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
  585. {
  586. int befi=i;
  587. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  588. while(unit.timeBetweenFidgets == 0.0)
  589. {
  590. for(; i<src.size(); ++i)
  591. {
  592. if(src[i]=='\r')
  593. break;
  594. }
  595. i+=2;
  596. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  597. }
  598. unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
  599. unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
  600. unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
  601. ///////////////////////
  602. unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  603. unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  604. unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
  605. unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
  606. unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  607. unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  608. ///////////////////////
  609. for(int jjj=0; jjj<12; ++jjj)
  610. {
  611. unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
  612. }
  613. unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
  614. unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
  615. for(; i<src.size(); ++i)
  616. {
  617. if(src[i]=='\r')
  618. break;
  619. }
  620. i+=2;
  621. }
  622. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
  623. {
  624. std::string buf, mod;
  625. bool enable = false; //some bonuses are activated with values 2 or 1
  626. loadToIt(buf, src, it, 4);
  627. loadToIt(mod, src, it, 4);
  628. switch (buf[0])
  629. {
  630. case 'H':
  631. b.type = Bonus::STACK_HEALTH;
  632. b.valType = Bonus::PERCENT_TO_BASE;
  633. break;
  634. case 'A':
  635. b.type = Bonus::PRIMARY_SKILL;
  636. b.subtype = PrimarySkill::ATTACK;
  637. break;
  638. case 'D':
  639. b.type = Bonus::PRIMARY_SKILL;
  640. b.subtype = PrimarySkill::DEFENSE;
  641. break;
  642. case 'M': //Max damage
  643. b.type = Bonus::CREATURE_DAMAGE;
  644. b.subtype = 2;
  645. break;
  646. case 'm': //Min damage
  647. b.type = Bonus::CREATURE_DAMAGE;
  648. b.subtype = 1;
  649. break;
  650. case 'S':
  651. b.type = Bonus::STACKS_SPEED; break;
  652. case 'O':
  653. b.type = Bonus::SHOTS; break;
  654. case 'b':
  655. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  656. case 'C':
  657. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  658. case 'd':
  659. b.type = Bonus::DEFENSIVE_STANCE; break;
  660. case 'e':
  661. b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
  662. case 'E':
  663. b.type = Bonus::DEATH_STARE;
  664. b.subtype = 0; //Gorgon
  665. break;
  666. case 'g':
  667. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  668. b.subtype = -1; //all magic schools
  669. break;
  670. case 'P':
  671. b.type = Bonus::CASTS; break;
  672. case 'R':
  673. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  674. case 'W':
  675. b.type = Bonus::MAGIC_RESISTANCE;
  676. b.subtype = 0; //otherwise creature window goes crazy
  677. break;
  678. case 'f': //on-off skill
  679. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  680. switch (mod[0])
  681. {
  682. case 'A':
  683. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  684. case 'b':
  685. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  686. case 'B':
  687. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  688. case 'c':
  689. b.type = Bonus::JOUSTING; break;
  690. case 'D':
  691. b.type = Bonus::ADDITIONAL_ATTACK; break;
  692. case 'f':
  693. b.type = Bonus::FEARLESS; break;
  694. case 'F':
  695. b.type = Bonus::FLYING; break;
  696. case 'm':
  697. b.type = Bonus::SELF_MORALE; break;
  698. case 'M':
  699. b.type = Bonus::NO_MORALE; break;
  700. case 'p': //Mind spells
  701. case 'P':
  702. b.type = Bonus::MIND_IMMUNITY; break;
  703. case 'r':
  704. b.type = Bonus::REBIRTH; //on/off? makes sense?
  705. b.subtype = 0;
  706. b.val = 20; //arbitrary value
  707. break;
  708. case 'R':
  709. b.type = Bonus::BLOCKS_RETALIATION; break;
  710. case 's':
  711. b.type = Bonus::FREE_SHOOTING; break;
  712. case 'u':
  713. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  714. case 'U':
  715. b.type = Bonus::UNDEAD; break;
  716. default:
  717. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  718. return;
  719. break;
  720. }
  721. break;
  722. case 'w': //specific spell immunities, enabled/disabled
  723. enable = true;
  724. switch (mod[0])
  725. {
  726. case 'B': //Blind
  727. b.type = Bonus::SPELL_IMMUNITY;
  728. b.subtype = 74;
  729. break;
  730. case 'H': //Hypnotize
  731. b.type = Bonus::SPELL_IMMUNITY;
  732. b.subtype = 60;
  733. break;
  734. case 'I': //Implosion
  735. b.type = Bonus::SPELL_IMMUNITY;
  736. b.subtype = 18;
  737. break;
  738. case 'K': //Berserk
  739. b.type = Bonus::SPELL_IMMUNITY;
  740. b.subtype = 59;
  741. break;
  742. case 'M': //Meteor Shower
  743. b.type = Bonus::SPELL_IMMUNITY;
  744. b.subtype = 23;
  745. break;
  746. case 'N': //dispell beneficial spells
  747. b.type = Bonus::SPELL_IMMUNITY;
  748. b.subtype = 78;
  749. break;
  750. case 'R': //Armageddon
  751. b.type = Bonus::SPELL_IMMUNITY;
  752. b.subtype = 26;
  753. break;
  754. case 'S': //Slow
  755. b.type = Bonus::SPELL_IMMUNITY;
  756. b.subtype = 54;
  757. break;
  758. case '6':
  759. case '7':
  760. case '8':
  761. case '9':
  762. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  763. b.val = std::atoi(mod.c_str()) - 5;
  764. break;
  765. case ':':
  766. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  767. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  768. break;
  769. case 'F':
  770. b.type = Bonus::FIRE_IMMUNITY;
  771. b.subtype = 1; //not positive
  772. break;
  773. case 'O':
  774. b.type = Bonus::FIRE_IMMUNITY;
  775. b.subtype = 2; //only direct damage
  776. break;
  777. case 'f':
  778. b.type = Bonus::FIRE_IMMUNITY;
  779. b.subtype = 0; //all
  780. break;
  781. case 'C':
  782. b.type = Bonus::WATER_IMMUNITY;
  783. b.subtype = 1; //not positive
  784. break;
  785. case 'W':
  786. b.type = Bonus::WATER_IMMUNITY;
  787. b.subtype = 2; //only direct damage
  788. break;
  789. case 'w':
  790. b.type = Bonus::WATER_IMMUNITY;
  791. b.subtype = 0; //all
  792. break;
  793. case 'E':
  794. b.type = Bonus::EARTH_IMMUNITY;
  795. b.subtype = 2; //only direct damage
  796. break;
  797. case 'e':
  798. b.type = Bonus::EARTH_IMMUNITY;
  799. b.subtype = 0; //all
  800. break;
  801. case 'A':
  802. b.type = Bonus::AIR_IMMUNITY;
  803. b.subtype = 2; //only direct damage
  804. break;
  805. case 'a':
  806. b.type = Bonus::AIR_IMMUNITY;
  807. b.subtype = 0; //all
  808. break;
  809. case 'D':
  810. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  811. break;
  812. case '0':
  813. b.type = Bonus::RECEPTIVE;
  814. break;
  815. default:
  816. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  817. return;
  818. }
  819. break;
  820. case 'i':
  821. enable = true;
  822. b.type = Bonus::NO_DISTANCE_PENALTY;
  823. break;
  824. case 'o':
  825. enable = true;
  826. b.type = Bonus::NO_WALL_PENALTY;
  827. break;
  828. case 'a':
  829. case 'c': //some special abilities are threated as spells, work in progress
  830. b.type = Bonus::SPELL_AFTER_ATTACK;
  831. b.subtype = stringToNumber(mod);
  832. break;
  833. case 'h':
  834. b.type= Bonus::HATE;
  835. b.subtype = stringToNumber(mod);
  836. break;
  837. case 'p':
  838. b.type = Bonus::SPELL_BEFORE_ATTACK;
  839. b.subtype = stringToNumber(mod);
  840. b.additionalInfo = 3; //always expert?
  841. break;
  842. default:
  843. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  844. return;
  845. break;
  846. }
  847. switch (mod[0])
  848. {
  849. case '+':
  850. case '=': //should we allow percent values to stack or pick highest?
  851. b.valType = Bonus::ADDITIVE_VALUE;
  852. break;
  853. }
  854. //limiters, range
  855. si32 lastVal, curVal, lastLev = 0;
  856. if (enable) //0 and 2 means non-active, 1 - active
  857. {
  858. if (b.type != Bonus::REBIRTH)
  859. b.val = 0; //on-off ability, no value specified
  860. loadToIt (curVal, src, it, 4); // 0 level is never active
  861. for (int i = 1; i < 11; ++i)
  862. {
  863. loadToIt (curVal, src, it, 4);
  864. if (curVal == 1)
  865. {
  866. b.limiter.reset (new RankRangeLimiter(i));
  867. bl.push_back(new Bonus(b));
  868. break; //never turned off it seems
  869. }
  870. }
  871. }
  872. else
  873. {
  874. loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
  875. for (int i = 1; i < 11; ++i)
  876. {
  877. loadToIt (curVal, src, it, 4);
  878. if (b.type == Bonus::HATE)
  879. curVal *= 10; //odd fix
  880. if (curVal > lastVal) //threshold, add new bonus
  881. {
  882. b.val = curVal - lastVal;
  883. lastVal = curVal;
  884. b.limiter.reset (new RankRangeLimiter(i));
  885. bl.push_back(new Bonus(b));
  886. lastLev = i; //start new range from here, i = previous rank
  887. }
  888. else if (curVal < lastVal)
  889. {
  890. b.val = lastVal;
  891. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  892. }
  893. }
  894. }
  895. }
  896. int CCreatureHandler::stringToNumber(std::string & s)
  897. {
  898. boost::algorithm::replace_first(s,"#",""); //drop hash character
  899. return std::atoi(s.c_str());
  900. }
  901. CCreatureHandler::~CCreatureHandler()
  902. {
  903. }
  904. static int retreiveRandNum(const boost::function<int()> &randGen)
  905. {
  906. if(randGen)
  907. return randGen();
  908. else
  909. return rand();
  910. }
  911. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  912. {
  913. return v[retreiveRandNum(randGen) % v.size()];
  914. }
  915. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  916. {
  917. int r = 0;
  918. if(tier == -1) //pick any allowed creature
  919. {
  920. do
  921. {
  922. r = pickRandomElementOf(creatures, randGen)->idNumber;
  923. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  924. }
  925. else
  926. {
  927. assert(vstd::iswithin(tier, 1, 7));
  928. std::vector<int> allowed;
  929. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  930. {
  931. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  932. int creid = static_cast<const CCreature*>(b)->idNumber;
  933. if(!vstd::contains(notUsedMonsters, creid))
  934. allowed.push_back(creid);
  935. }
  936. if(!allowed.size())
  937. {
  938. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  939. return 0;
  940. }
  941. return pickRandomElementOf(allowed, randGen);
  942. }
  943. return r;
  944. }
  945. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  946. {
  947. assert(vstd::iswithin(tier, 1, 7));
  948. creaturesOfLevel[tier].addNewBonus(b);
  949. }
  950. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  951. {
  952. allCreatures.addNewBonus(b);
  953. }
  954. void CCreatureHandler::buildBonusTreeForTiers()
  955. {
  956. BOOST_FOREACH(CCreature *c, creatures)
  957. {
  958. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  959. c->attachTo(&creaturesOfLevel[c->level]);
  960. else
  961. c->attachTo(&creaturesOfLevel[0]);
  962. }
  963. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  964. b.attachTo(&allCreatures);
  965. }
  966. void CCreatureHandler::deserializationFix()
  967. {
  968. buildBonusTreeForTiers();
  969. }