CCreatureHandler.cpp 30 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 = new Bonus();
  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. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  386. {
  387. c->upgrades.insert(value.Float());
  388. }
  389. value = &creature["projectile_defname"];
  390. if (!value->isNull())
  391. {
  392. idToProjectile[creatureID] = value->String();
  393. value = &creature["projectile_spin"];
  394. idToProjectileSpin[creatureID] = value->Bool();
  395. }
  396. value = &creature["turret_shooter"];
  397. if (!value->isNull() && value->Bool())
  398. factionToTurretCreature[c->faction] = creatureID;
  399. value = &creature["ability_add"];
  400. if (!value->isNull()) {
  401. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  402. {
  403. AddAbility(c, ability.Vector());
  404. }
  405. }
  406. value = &creature["ability_remove"];
  407. if (!value->isNull())
  408. {
  409. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  410. {
  411. RemoveAbility(c, ability);
  412. }
  413. }
  414. }
  415. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  416. {
  417. notUsedMonsters += creature.Float();
  418. }
  419. buildBonusTreeForTiers();
  420. loadAnimationInfo();
  421. //reading creature ability names
  422. const JsonNode config2(GameConstants::DATA_DIR + "/config/bonusnames.json");
  423. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  424. {
  425. std::map<std::string,int>::const_iterator it_map;
  426. std::string bonusID = bonus["id"].String();
  427. it_map = bonusNameMap.find(bonusID);
  428. if (it_map != bonusNameMap.end())
  429. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  430. else
  431. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  432. }
  433. //handle magic resistance secondary skill premy, potentialy may be buggy
  434. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  435. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  436. if (GameConstants::STACK_EXP) //reading default stack experience bonuses
  437. {
  438. buf = bitmaph->getTextFile("CREXPBON.TXT");
  439. int it = 0;
  440. si32 creid = -1;
  441. Bonus b; //prototype with some default properties
  442. b.source = Bonus::STACK_EXPERIENCE;
  443. b.duration = Bonus::PERMANENT;
  444. b.valType = Bonus::ADDITIVE_VALUE;
  445. b.effectRange = Bonus::NO_LIMIT;
  446. b.additionalInfo = 0;
  447. b.turnsRemain = 0;
  448. BonusList bl;
  449. std::string dump2;
  450. loadToIt (dump2, buf, it, 3); //ignore first line
  451. loadToIt (dump2, buf, it, 4); //ignore index
  452. loadStackExp(b, bl, buf, it);
  453. BOOST_FOREACH(Bonus * b, bl)
  454. addBonusForAllCreatures(b); //health bonus is common for all
  455. loadToIt (dump2, buf, it, 3); //crop comment
  456. for (i = 1; i < 7; ++i)
  457. {
  458. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  459. {
  460. loadToIt (dump2, buf, it, 4); //ignore index
  461. bl.clear();
  462. loadStackExp(b, bl, buf, it);
  463. BOOST_FOREACH(Bonus * b, bl)
  464. addBonusForTier(i, b);
  465. loadToIt (dump2, buf, it, 3); //crop comment
  466. }
  467. }
  468. for (int j = 0; j < 4; ++j) //tier 7
  469. {
  470. loadToIt (dump2, buf, it, 4); //ignore index
  471. bl.clear();
  472. loadStackExp(b, bl, buf, it);
  473. BOOST_FOREACH(Bonus * b, bl)
  474. {
  475. addBonusForTier(7, b);
  476. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  477. }
  478. loadToIt (dump2, buf, it, 3); //crop comment
  479. }
  480. do //parse everything that's left
  481. {
  482. loadToIt(creid, buf, it, 4); //get index
  483. b.sid = creid; //id = this particular creature ID
  484. loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
  485. loadToIt (dump2, buf, it, 3); //crop comment
  486. } while (it < buf.size());
  487. //Calculate rank exp values, formula appears complicated bu no parsing needed
  488. expRanks.resize(8);
  489. int dif = 0;
  490. it = 8000; //ignore name of this variable
  491. expRanks[0].push_back(it);
  492. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  493. {
  494. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  495. dif += it/5;
  496. }
  497. for (i = 1; i < 8; ++i)
  498. {
  499. dif = 0;
  500. it = 1000 * i;
  501. expRanks[i].push_back(it);
  502. for (int j = 1; j < 10; ++j)
  503. {
  504. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  505. dif += it/5;
  506. }
  507. }
  508. buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
  509. it = 0;
  510. loadToIt (dump2, buf, it, 3); //ignore first line
  511. maxExpPerBattle.resize(8);
  512. si32 val;
  513. for (i = 1; i < 8; ++i)
  514. {
  515. loadToIt (dump2, buf, it, 4); //index
  516. loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
  517. loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
  518. loadToIt (dump2, buf, it, 4); //already calculated
  519. loadToIt (val, buf, it, 4);
  520. maxExpPerBattle[i] = (ui32)val;
  521. loadToIt (val, buf, it, 4); //11th level
  522. val += (si32)expRanks[i].back();
  523. expRanks[i].push_back((ui32)val);
  524. loadToIt (dump2, buf, it, 3); //crop comment
  525. }
  526. //skeleton gets exp penalty
  527. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  528. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  529. //exp for tier >7, rank 11
  530. expRanks[0].push_back(147000);
  531. expAfterUpgrade = 75; //percent
  532. maxExpPerBattle[0] = maxExpPerBattle[7];
  533. }//end of Stack Experience
  534. //experiment - add 100 to attack for creatures of tier 1
  535. // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
  536. // addBonusForTier(1, b);
  537. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  538. const JsonNode config3(GameConstants::DATA_DIR + "/config/commanders.json");
  539. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  540. {
  541. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  542. }
  543. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  544. {
  545. commanderLevelPremy.push_back(ParseBonus (bonus.Vector()));
  546. }
  547. i = 0;
  548. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  549. {
  550. BOOST_FOREACH (auto skillLevel, skill.Vector())
  551. {
  552. skillLevels[i].push_back (skillLevel.Float());
  553. }
  554. ++i;
  555. }
  556. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  557. {
  558. std::pair <Bonus, std::pair <ui8, ui8> > a;
  559. a.first = *ParseBonus (ability["ability"].Vector());
  560. a.second.first = ability["skills"].Vector()[0].Float();
  561. a.second.second = ability["skills"].Vector()[1].Float();
  562. skillRequirements.push_back (a);
  563. }
  564. }
  565. void CCreatureHandler::loadAnimationInfo()
  566. {
  567. std::string buf = bitmaph->getTextFile("CRANIM.TXT");
  568. int andame = buf.size();
  569. int i=0; //buf iterator
  570. int hmcr=0;
  571. for(; i<andame; ++i)
  572. {
  573. if(buf[i]=='\r')
  574. ++hmcr;
  575. if(hmcr==2)
  576. break;
  577. }
  578. i+=2;
  579. for(int dd=0; dd<creatures.size(); ++dd)
  580. {
  581. //tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
  582. loadUnitAnimInfo(*creatures[dd], buf, i);
  583. }
  584. return;
  585. }
  586. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
  587. {
  588. int befi=i;
  589. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  590. while(unit.timeBetweenFidgets == 0.0)
  591. {
  592. for(; i<src.size(); ++i)
  593. {
  594. if(src[i]=='\r')
  595. break;
  596. }
  597. i+=2;
  598. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  599. }
  600. unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
  601. unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
  602. unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
  603. ///////////////////////
  604. unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  605. unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  606. unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
  607. unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
  608. unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  609. unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  610. ///////////////////////
  611. for(int jjj=0; jjj<12; ++jjj)
  612. {
  613. unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
  614. }
  615. unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
  616. unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
  617. for(; i<src.size(); ++i)
  618. {
  619. if(src[i]=='\r')
  620. break;
  621. }
  622. i+=2;
  623. }
  624. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
  625. {
  626. std::string buf, mod;
  627. bool enable = false; //some bonuses are activated with values 2 or 1
  628. loadToIt(buf, src, it, 4);
  629. loadToIt(mod, src, it, 4);
  630. switch (buf[0])
  631. {
  632. case 'H':
  633. b.type = Bonus::STACK_HEALTH;
  634. b.valType = Bonus::PERCENT_TO_BASE;
  635. break;
  636. case 'A':
  637. b.type = Bonus::PRIMARY_SKILL;
  638. b.subtype = PrimarySkill::ATTACK;
  639. break;
  640. case 'D':
  641. b.type = Bonus::PRIMARY_SKILL;
  642. b.subtype = PrimarySkill::DEFENSE;
  643. break;
  644. case 'M': //Max damage
  645. b.type = Bonus::CREATURE_DAMAGE;
  646. b.subtype = 2;
  647. break;
  648. case 'm': //Min damage
  649. b.type = Bonus::CREATURE_DAMAGE;
  650. b.subtype = 1;
  651. break;
  652. case 'S':
  653. b.type = Bonus::STACKS_SPEED; break;
  654. case 'O':
  655. b.type = Bonus::SHOTS; break;
  656. case 'b':
  657. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  658. case 'C':
  659. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  660. case 'd':
  661. b.type = Bonus::DEFENSIVE_STANCE; break;
  662. case 'e':
  663. b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
  664. case 'E':
  665. b.type = Bonus::DEATH_STARE;
  666. b.subtype = 0; //Gorgon
  667. break;
  668. case 'g':
  669. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  670. b.subtype = -1; //all magic schools
  671. break;
  672. case 'P':
  673. b.type = Bonus::CASTS; break;
  674. case 'R':
  675. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  676. case 'W':
  677. b.type = Bonus::MAGIC_RESISTANCE;
  678. b.subtype = 0; //otherwise creature window goes crazy
  679. break;
  680. case 'f': //on-off skill
  681. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  682. switch (mod[0])
  683. {
  684. case 'A':
  685. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  686. case 'b':
  687. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  688. case 'B':
  689. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  690. case 'c':
  691. b.type = Bonus::JOUSTING; break;
  692. case 'D':
  693. b.type = Bonus::ADDITIONAL_ATTACK; break;
  694. case 'f':
  695. b.type = Bonus::FEARLESS; break;
  696. case 'F':
  697. b.type = Bonus::FLYING; break;
  698. case 'm':
  699. b.type = Bonus::SELF_MORALE; break;
  700. case 'M':
  701. b.type = Bonus::NO_MORALE; break;
  702. case 'p': //Mind spells
  703. case 'P':
  704. b.type = Bonus::MIND_IMMUNITY; break;
  705. case 'r':
  706. b.type = Bonus::REBIRTH; //on/off? makes sense?
  707. b.subtype = 0;
  708. b.val = 20; //arbitrary value
  709. break;
  710. case 'R':
  711. b.type = Bonus::BLOCKS_RETALIATION; break;
  712. case 's':
  713. b.type = Bonus::FREE_SHOOTING; break;
  714. case 'u':
  715. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  716. case 'U':
  717. b.type = Bonus::UNDEAD; break;
  718. default:
  719. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  720. return;
  721. break;
  722. }
  723. break;
  724. case 'w': //specific spell immunities, enabled/disabled
  725. enable = true;
  726. switch (mod[0])
  727. {
  728. case 'B': //Blind
  729. b.type = Bonus::SPELL_IMMUNITY;
  730. b.subtype = 74;
  731. break;
  732. case 'H': //Hypnotize
  733. b.type = Bonus::SPELL_IMMUNITY;
  734. b.subtype = 60;
  735. break;
  736. case 'I': //Implosion
  737. b.type = Bonus::SPELL_IMMUNITY;
  738. b.subtype = 18;
  739. break;
  740. case 'K': //Berserk
  741. b.type = Bonus::SPELL_IMMUNITY;
  742. b.subtype = 59;
  743. break;
  744. case 'M': //Meteor Shower
  745. b.type = Bonus::SPELL_IMMUNITY;
  746. b.subtype = 23;
  747. break;
  748. case 'N': //dispell beneficial spells
  749. b.type = Bonus::SPELL_IMMUNITY;
  750. b.subtype = 78;
  751. break;
  752. case 'R': //Armageddon
  753. b.type = Bonus::SPELL_IMMUNITY;
  754. b.subtype = 26;
  755. break;
  756. case 'S': //Slow
  757. b.type = Bonus::SPELL_IMMUNITY;
  758. b.subtype = 54;
  759. break;
  760. case '6':
  761. case '7':
  762. case '8':
  763. case '9':
  764. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  765. b.val = std::atoi(mod.c_str()) - 5;
  766. break;
  767. case ':':
  768. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  769. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  770. break;
  771. case 'F':
  772. b.type = Bonus::FIRE_IMMUNITY;
  773. b.subtype = 1; //not positive
  774. break;
  775. case 'O':
  776. b.type = Bonus::FIRE_IMMUNITY;
  777. b.subtype = 2; //only direct damage
  778. break;
  779. case 'f':
  780. b.type = Bonus::FIRE_IMMUNITY;
  781. b.subtype = 0; //all
  782. break;
  783. case 'C':
  784. b.type = Bonus::WATER_IMMUNITY;
  785. b.subtype = 1; //not positive
  786. break;
  787. case 'W':
  788. b.type = Bonus::WATER_IMMUNITY;
  789. b.subtype = 2; //only direct damage
  790. break;
  791. case 'w':
  792. b.type = Bonus::WATER_IMMUNITY;
  793. b.subtype = 0; //all
  794. break;
  795. case 'E':
  796. b.type = Bonus::EARTH_IMMUNITY;
  797. b.subtype = 2; //only direct damage
  798. break;
  799. case 'e':
  800. b.type = Bonus::EARTH_IMMUNITY;
  801. b.subtype = 0; //all
  802. break;
  803. case 'A':
  804. b.type = Bonus::AIR_IMMUNITY;
  805. b.subtype = 2; //only direct damage
  806. break;
  807. case 'a':
  808. b.type = Bonus::AIR_IMMUNITY;
  809. b.subtype = 0; //all
  810. break;
  811. case 'D':
  812. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  813. break;
  814. case '0':
  815. b.type = Bonus::RECEPTIVE;
  816. break;
  817. default:
  818. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  819. return;
  820. }
  821. break;
  822. case 'i':
  823. enable = true;
  824. b.type = Bonus::NO_DISTANCE_PENALTY;
  825. break;
  826. case 'o':
  827. enable = true;
  828. b.type = Bonus::NO_WALL_PENALTY;
  829. break;
  830. case 'a':
  831. case 'c': //some special abilities are threated as spells, work in progress
  832. b.type = Bonus::SPELL_AFTER_ATTACK;
  833. b.subtype = stringToNumber(mod);
  834. break;
  835. case 'h':
  836. b.type= Bonus::HATE;
  837. b.subtype = stringToNumber(mod);
  838. break;
  839. case 'p':
  840. b.type = Bonus::SPELL_BEFORE_ATTACK;
  841. b.subtype = stringToNumber(mod);
  842. b.additionalInfo = 3; //always expert?
  843. break;
  844. default:
  845. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  846. return;
  847. break;
  848. }
  849. switch (mod[0])
  850. {
  851. case '+':
  852. case '=': //should we allow percent values to stack or pick highest?
  853. b.valType = Bonus::ADDITIVE_VALUE;
  854. break;
  855. }
  856. //limiters, range
  857. si32 lastVal, curVal, lastLev = 0;
  858. if (enable) //0 and 2 means non-active, 1 - active
  859. {
  860. if (b.type != Bonus::REBIRTH)
  861. b.val = 0; //on-off ability, no value specified
  862. loadToIt (curVal, src, it, 4); // 0 level is never active
  863. for (int i = 1; i < 11; ++i)
  864. {
  865. loadToIt (curVal, src, it, 4);
  866. if (curVal == 1)
  867. {
  868. b.limiter.reset (new RankRangeLimiter(i));
  869. bl.push_back(new Bonus(b));
  870. break; //never turned off it seems
  871. }
  872. }
  873. }
  874. else
  875. {
  876. loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
  877. for (int i = 1; i < 11; ++i)
  878. {
  879. loadToIt (curVal, src, it, 4);
  880. if (b.type == Bonus::HATE)
  881. curVal *= 10; //odd fix
  882. if (curVal > lastVal) //threshold, add new bonus
  883. {
  884. b.val = curVal - lastVal;
  885. lastVal = curVal;
  886. b.limiter.reset (new RankRangeLimiter(i));
  887. bl.push_back(new Bonus(b));
  888. lastLev = i; //start new range from here, i = previous rank
  889. }
  890. else if (curVal < lastVal)
  891. {
  892. b.val = lastVal;
  893. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  894. }
  895. }
  896. }
  897. }
  898. int CCreatureHandler::stringToNumber(std::string & s)
  899. {
  900. boost::algorithm::replace_first(s,"#",""); //drop hash character
  901. return std::atoi(s.c_str());
  902. }
  903. CCreatureHandler::~CCreatureHandler()
  904. {
  905. }
  906. static int retreiveRandNum(const boost::function<int()> &randGen)
  907. {
  908. if(randGen)
  909. return randGen();
  910. else
  911. return rand();
  912. }
  913. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  914. {
  915. return v[retreiveRandNum(randGen) % v.size()];
  916. }
  917. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  918. {
  919. int r = 0;
  920. if(tier == -1) //pick any allowed creature
  921. {
  922. do
  923. {
  924. r = pickRandomElementOf(creatures, randGen)->idNumber;
  925. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  926. }
  927. else
  928. {
  929. assert(vstd::iswithin(tier, 1, 7));
  930. std::vector<int> allowed;
  931. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  932. {
  933. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  934. int creid = static_cast<const CCreature*>(b)->idNumber;
  935. if(!vstd::contains(notUsedMonsters, creid))
  936. allowed.push_back(creid);
  937. }
  938. if(!allowed.size())
  939. {
  940. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  941. return 0;
  942. }
  943. return pickRandomElementOf(allowed, randGen);
  944. }
  945. return r;
  946. }
  947. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  948. {
  949. assert(vstd::iswithin(tier, 1, 7));
  950. creaturesOfLevel[tier].addNewBonus(b);
  951. }
  952. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  953. {
  954. allCreatures.addNewBonus(b);
  955. }
  956. void CCreatureHandler::buildBonusTreeForTiers()
  957. {
  958. BOOST_FOREACH(CCreature *c, creatures)
  959. {
  960. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  961. c->attachTo(&creaturesOfLevel[c->level]);
  962. else
  963. c->attachTo(&creaturesOfLevel[0]);
  964. }
  965. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  966. b.attachTo(&allCreatures);
  967. }
  968. void CCreatureHandler::deserializationFix()
  969. {
  970. buildBonusTreeForTiers();
  971. }