CCreatureHandler.h 9.8 KB

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  1. /*
  2. * CCreatureHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "bonuses/Bonus.h"
  12. #include "bonuses/CBonusSystemNode.h"
  13. #include "ConstTransitivePtr.h"
  14. #include "ResourceSet.h"
  15. #include "GameConstants.h"
  16. #include "JsonNode.h"
  17. #include "IHandlerBase.h"
  18. #include "CRandomGenerator.h"
  19. #include "Color.h"
  20. #include <vcmi/Creature.h>
  21. #include <vcmi/CreatureService.h>
  22. VCMI_LIB_NAMESPACE_BEGIN
  23. class CLegacyConfigParser;
  24. class CCreatureHandler;
  25. class CCreature;
  26. class JsonSerializeFormat;
  27. class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
  28. {
  29. friend class CCreatureHandler;
  30. std::string modScope;
  31. std::string identifier;
  32. std::string getNameTranslated() const override;
  33. std::string getNameTextID() const override;
  34. CreatureID idNumber;
  35. FactionID faction = FactionID::NEUTRAL;
  36. ui8 level = 0; // 0 - unknown; 1-7 for "usual" creatures
  37. //stats that are not handled by bonus system
  38. ui32 fightValue, AIValue, growth, hordeGrowth;
  39. bool doubleWide = false;
  40. TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
  41. public:
  42. ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
  43. bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
  44. std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
  45. std::string animDefName; // creature animation used during battles
  46. std::string advMapDef; //for new creatures only, image for adventure map
  47. si32 iconIndex = -1; // index of icon in files like twcrport, used in tests now.
  48. /// names of files with appropriate icons. Used only during loading
  49. std::string smallIconName;
  50. std::string largeIconName;
  51. enum class CreatureQuantityId
  52. {
  53. FEW = 1,
  54. SEVERAL,
  55. PACK,
  56. LOTS,
  57. HORDE,
  58. THRONG,
  59. SWARM,
  60. ZOUNDS,
  61. LEGION
  62. };
  63. struct CreatureAnimation
  64. {
  65. struct RayColor {
  66. ColorRGBA start;
  67. ColorRGBA end;
  68. template <typename Handler> void serialize(Handler &h, const int version)
  69. {
  70. h & start & end;
  71. }
  72. };
  73. double timeBetweenFidgets, idleAnimationTime,
  74. walkAnimationTime, attackAnimationTime;
  75. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
  76. upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  77. std::vector<double> missleFrameAngles;
  78. int troopCountLocationOffset, attackClimaxFrame;
  79. std::string projectileImageName;
  80. std::vector<RayColor> projectileRay;
  81. //bool projectileSpin; //if true, appropriate projectile is spinning during flight
  82. template <typename Handler> void serialize(Handler &h, const int version)
  83. {
  84. h & timeBetweenFidgets;
  85. h & idleAnimationTime;
  86. h & walkAnimationTime;
  87. h & attackAnimationTime;
  88. if (version < 814)
  89. {
  90. float unused = 0.f;
  91. h & unused;
  92. }
  93. h & upperRightMissleOffsetX;
  94. h & rightMissleOffsetX;
  95. h & lowerRightMissleOffsetX;
  96. h & upperRightMissleOffsetY;
  97. h & rightMissleOffsetY;
  98. h & lowerRightMissleOffsetY;
  99. h & missleFrameAngles;
  100. h & troopCountLocationOffset;
  101. h & attackClimaxFrame;
  102. h & projectileImageName;
  103. h & projectileRay;
  104. }
  105. } animation;
  106. //sound info
  107. struct CreatureBattleSounds
  108. {
  109. std::string attack;
  110. std::string defend;
  111. std::string killed; // was killed or died
  112. std::string move;
  113. std::string shoot; // range attack
  114. std::string wince; // attacked but did not die
  115. std::string startMoving;
  116. std::string endMoving;
  117. template <typename Handler> void serialize(Handler &h, const int version)
  118. {
  119. h & attack;
  120. h & defend;
  121. h & killed;
  122. h & move;
  123. h & shoot;
  124. h & wince;
  125. h & startMoving;
  126. h & endMoving;
  127. }
  128. } sounds;
  129. ArtifactID warMachine;
  130. std::string getNamePluralTranslated() const override;
  131. std::string getNameSingularTranslated() const override;
  132. std::string getNamePluralTextID() const override;
  133. std::string getNameSingularTextID() const override;
  134. FactionID getFaction() const override;
  135. int32_t getIndex() const override;
  136. int32_t getIconIndex() const override;
  137. std::string getJsonKey() const override;
  138. void registerIcons(const IconRegistar & cb) const override;
  139. CreatureID getId() const override;
  140. virtual const IBonusBearer * getBonusBearer() const override;
  141. int32_t getAdvMapAmountMin() const override;
  142. int32_t getAdvMapAmountMax() const override;
  143. int32_t getAIValue() const override;
  144. int32_t getFightValue() const override;
  145. int32_t getLevel() const override;
  146. int32_t getGrowth() const override;
  147. int32_t getHorde() const override;
  148. int32_t getBaseAttack() const override;
  149. int32_t getBaseDefense() const override;
  150. int32_t getBaseDamageMin() const override;
  151. int32_t getBaseDamageMax() const override;
  152. int32_t getBaseHitPoints() const override;
  153. int32_t getBaseSpellPoints() const override;
  154. int32_t getBaseSpeed() const override;
  155. int32_t getBaseShots() const override;
  156. int32_t getRecruitCost(GameResID resIndex) const override;
  157. TResources getFullRecruitCost() const override;
  158. bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
  159. bool hasUpgrades() const override;
  160. bool isGood () const;
  161. bool isEvil () const;
  162. si32 maxAmount(const TResources &res) const; //how many creatures can be bought
  163. static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
  164. static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
  165. static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
  166. bool isMyUpgrade(const CCreature *anotherCre) const;
  167. bool valid() const;
  168. void addBonus(int val, Bonus::BonusType type, int subtype = -1);
  169. std::string nodeName() const override;
  170. template<typename RanGen>
  171. int getRandomAmount(RanGen ranGen) const
  172. {
  173. if(ammMax == ammMin)
  174. return ammMax;
  175. else
  176. return ammMin + (ranGen() % (ammMax - ammMin));
  177. }
  178. void updateFrom(const JsonNode & data);
  179. void serializeJson(JsonSerializeFormat & handler);
  180. template <typename Handler> void serialize(Handler &h, const int version)
  181. {
  182. h & static_cast<CBonusSystemNode&>(*this);
  183. h & cost;
  184. h & upgrades;
  185. h & fightValue;
  186. h & AIValue;
  187. h & growth;
  188. h & hordeGrowth;
  189. h & ammMin;
  190. h & ammMax;
  191. h & level;
  192. h & animDefName;
  193. h & advMapDef;
  194. h & iconIndex;
  195. h & smallIconName;
  196. h & largeIconName;
  197. h & idNumber;
  198. h & faction;
  199. h & sounds;
  200. h & animation;
  201. h & doubleWide;
  202. h & special;
  203. h & identifier;
  204. h & modScope;
  205. h & warMachine;
  206. }
  207. CCreature();
  208. private:
  209. static const std::map<CreatureQuantityId, std::string> creatureQuantityRanges;
  210. };
  211. class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
  212. {
  213. private:
  214. void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const;
  215. void loadStackExperience(CCreature * creature, const JsonNode & input) const;
  216. void loadCreatureJson(CCreature * creature, const JsonNode & config) const;
  217. /// adding abilities from ZCRTRAIT.TXT
  218. void loadBonuses(JsonNode & creature, std::string bonuses) const;
  219. /// load all creatures from H3 files
  220. void load();
  221. void loadCommanders();
  222. /// load creature from json structure
  223. void load(std::string creatureID, const JsonNode & node);
  224. /// read cranim.txt file from H3
  225. void loadAnimationInfo(std::vector<JsonNode> & h3Data) const;
  226. /// read one line from cranim.txt
  227. void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const;
  228. /// parse crexpbon.txt file from H3
  229. void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const;
  230. /// help function for parsing CREXPBON.txt
  231. int stringToNumber(std::string & s) const;
  232. protected:
  233. const std::vector<std::string> & getTypeNames() const override;
  234. CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
  235. public:
  236. std::set<CreatureID> doubledCreatures; //they get double week
  237. //stack exp
  238. std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
  239. std::vector<ui32> maxExpPerBattle; //%, tiers same as above
  240. si8 expAfterUpgrade;//multiplier in %
  241. //Commanders
  242. BonusList commanderLevelPremy; //bonus values added with each level-up
  243. std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
  244. std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
  245. const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
  246. CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
  247. CCreatureHandler();
  248. ~CCreatureHandler();
  249. /// load all stack experience bonuses from H3 files
  250. void loadCrExpBon(CBonusSystemNode & globalEffects);
  251. /// load all stack modifier bonuses from H3 files. TODO: move this to json
  252. void loadCrExpMod();
  253. void afterLoadFinalization() override;
  254. std::vector<JsonNode> loadLegacyData() override;
  255. std::vector<bool> getDefaultAllowed() const override;
  256. template <typename Handler> void serialize(Handler &h, const int version)
  257. {
  258. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  259. h & doubledCreatures;
  260. h & objects;
  261. h & expRanks;
  262. h & maxExpPerBattle;
  263. h & expAfterUpgrade;
  264. h & skillLevels;
  265. h & skillRequirements;
  266. h & commanderLevelPremy;
  267. }
  268. };
  269. VCMI_LIB_NAMESPACE_END