CCreatureHandler.cpp 32 KB

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  1. #include "StdInc.h"
  2. #include "CCreatureHandler.h"
  3. #include "CGeneralTextHandler.h"
  4. #include "Filesystem/CResourceLoader.h"
  5. #include "VCMI_Lib.h"
  6. #include "CGameState.h"
  7. #include "CTownHandler.h"
  8. #include "CModHandler.h"
  9. using namespace boost::assign;
  10. /*
  11. * CCreatureHandler.cpp, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. CCreatureHandler::CCreatureHandler()
  20. {
  21. VLC->creh = this;
  22. doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //according to Strategija
  23. allCreatures.setDescription("All creatures");
  24. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  25. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  26. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  27. }
  28. int CCreature::getQuantityID(const int & quantity)
  29. {
  30. if (quantity<5)
  31. return 1;
  32. if (quantity<10)
  33. return 2;
  34. if (quantity<20)
  35. return 3;
  36. if (quantity<50)
  37. return 4;
  38. if (quantity<100)
  39. return 5;
  40. if (quantity<250)
  41. return 6;
  42. if (quantity<500)
  43. return 7;
  44. if (quantity<1000)
  45. return 8;
  46. return 9;
  47. }
  48. int CCreature::estimateCreatureCount(ui32 countID)
  49. {
  50. static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  51. if (countID > 9)
  52. assert("Wrong countID!");
  53. return creature_count[countID];
  54. }
  55. bool CCreature::isDoubleWide() const
  56. {
  57. return doubleWide;
  58. }
  59. bool CCreature::isFlying() const
  60. {
  61. return hasBonusOfType(Bonus::FLYING);
  62. }
  63. bool CCreature::isShooting() const
  64. {
  65. return hasBonusOfType(Bonus::SHOOTER);
  66. }
  67. bool CCreature::isUndead() const
  68. {
  69. return hasBonusOfType(Bonus::UNDEAD);
  70. }
  71. /**
  72. * Determines if the creature is of a good alignment.
  73. * @return true if the creture is good, false otherwise.
  74. */
  75. bool CCreature::isGood () const
  76. {
  77. return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
  78. }
  79. /**
  80. * Determines if the creature is of an evil alignment.
  81. * @return true if the creature is evil, false otherwise.
  82. */
  83. bool CCreature::isEvil () const
  84. {
  85. return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
  86. }
  87. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  88. {
  89. int ret = 2147483645;
  90. int resAmnt = std::min(res.size(),cost.size());
  91. for(int i=0;i<resAmnt;i++)
  92. if(cost[i])
  93. ret = std::min(ret,(int)(res[i]/cost[i]));
  94. return ret;
  95. }
  96. CCreature::CCreature()
  97. {
  98. doubleWide = false;
  99. setNodeType(CBonusSystemNode::CREATURE);
  100. }
  101. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  102. {
  103. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  104. addNewBonus(added);
  105. }
  106. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  107. // {
  108. // out.insert (VLC->creh->globalEffects);
  109. // }
  110. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  111. {
  112. //TODO upgrade of upgrade?
  113. return vstd::contains(upgrades, anotherCre->idNumber);
  114. }
  115. bool CCreature::valid() const
  116. {
  117. return this == VLC->creh->creatures[idNumber];
  118. }
  119. std::string CCreature::nodeName() const
  120. {
  121. return "\"" + namePl + "\"";
  122. }
  123. bool CCreature::isItNativeTerrain(int terrain) const
  124. {
  125. return VLC->townh->factions[faction].nativeTerrain == terrain;
  126. }
  127. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  128. {
  129. Bonus *nsf = new Bonus();
  130. std::string type = ability_vec[0].String();
  131. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  132. if (it == bonusNameMap.end()) {
  133. if (type == "DOUBLE_WIDE")
  134. cre->doubleWide = true;
  135. else if (type == "ENEMY_MORALE_DECREASING") {
  136. cre->addBonus(-1, Bonus::MORALE);
  137. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  138. }
  139. else if (type == "ENEMY_LUCK_DECREASING") {
  140. cre->addBonus(-1, Bonus::LUCK);
  141. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  142. } else
  143. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  144. return;
  145. }
  146. nsf->type = it->second;
  147. nsf->val = ability_vec[1].Float();
  148. nsf->subtype = ability_vec[2].Float();
  149. nsf->additionalInfo = ability_vec[3].Float();
  150. nsf->source = Bonus::CREATURE_ABILITY;
  151. nsf->sid = cre->idNumber;
  152. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  153. nsf->duration = Bonus::PERMANENT;
  154. nsf->turnsRemain = 0;
  155. cre->addNewBonus(nsf);
  156. }
  157. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  158. {
  159. std::string type = ability.String();
  160. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  161. if (it == bonusNameMap.end()) {
  162. if (type == "DOUBLE_WIDE")
  163. cre->doubleWide = false;
  164. else
  165. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  166. return;
  167. }
  168. int typeNo = it->second;
  169. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  170. Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
  171. cre->removeBonus(b);
  172. }
  173. void CCreatureHandler::loadCreatures()
  174. {
  175. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  176. ////////////reading ZCRTRAIT.TXT ///////////////////
  177. CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
  178. parser.endLine(); // header
  179. parser.endLine();
  180. do
  181. {
  182. //loop till non-empty line
  183. while (parser.isNextEntryEmpty())
  184. parser.endLine();
  185. CCreature &ncre = *new CCreature;
  186. ncre.idNumber = creatures.size();
  187. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  188. ncre.level=0;
  189. ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
  190. ncre.nameSing = parser.readString();
  191. ncre.namePl = parser.readString();
  192. for(int v=0; v<7; ++v)
  193. {
  194. ncre.cost[v] = parser.readNumber();
  195. }
  196. ncre.fightValue = parser.readNumber();
  197. ncre.AIValue = parser.readNumber();
  198. ncre.growth = parser.readNumber();
  199. ncre.hordeGrowth = parser.readNumber();
  200. ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
  201. ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
  202. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  203. ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  204. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
  205. ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
  206. ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
  207. //spells - not used?
  208. parser.readNumber();
  209. ncre.ammMin = parser.readNumber();
  210. ncre.ammMax = parser.readNumber();
  211. ncre.abilityText = parser.readString();
  212. ncre.abilityRefs = parser.readString();
  213. { //adding abilities from ZCRTRAIT.TXT
  214. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  215. ncre.doubleWide = true;
  216. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  217. ncre.addBonus(0, Bonus::FLYING);
  218. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  219. ncre.addBonus(0, Bonus::SHOOTER);
  220. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  221. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  222. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  223. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  224. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  225. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  226. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  227. ncre.addBonus(0, Bonus::UNDEAD);
  228. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  229. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  230. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  231. ncre.addBonus(0, Bonus::JOUSTING);
  232. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  233. {
  234. ncre.addBonus(+1, Bonus::MORALE);;
  235. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  236. }
  237. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  238. {
  239. ncre.addBonus(-1, Bonus::MORALE);;
  240. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  241. }
  242. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  243. ncre.addBonus(0, Bonus::KING1);
  244. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  245. ncre.addBonus(0, Bonus::KING2);
  246. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  247. ncre.addBonus(0, Bonus::KING3);
  248. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  249. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  250. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  251. ncre.addBonus(0, Bonus::CATAPULT);
  252. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  253. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  254. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  255. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  256. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  257. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  258. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  259. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  260. }
  261. creatures.push_back(&ncre);
  262. }
  263. while (parser.endLine());
  264. // loading creatures properties
  265. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  266. const JsonNode config(ResourceID("config/creatures.json"));
  267. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  268. {
  269. int creatureID = creature["id"].Float();
  270. const JsonNode *value;
  271. /* A creature can have several names. */
  272. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  273. {
  274. boost::assign::insert(nameToID)(name.String(), creatureID);
  275. }
  276. // Set various creature properties
  277. CCreature *c = creatures[creatureID];
  278. c->level = creature["level"].Float();
  279. c->faction = creature["faction"].Float();
  280. c->animDefName = creature["defname"].String();
  281. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  282. {
  283. c->upgradeNames.insert(value.String());
  284. }
  285. value = &creature["projectile_defname"];
  286. if (!value->isNull())
  287. {
  288. c->projectile = value->String();
  289. value = &creature["projectile_spin"];
  290. c->projectileSpin = value->Bool();
  291. }
  292. value = &creature["ability_remove"];//remove first - arch devil
  293. if (!value->isNull())
  294. {
  295. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  296. {
  297. RemoveAbility(c, ability);
  298. }
  299. }
  300. value = &creature["ability_add"];
  301. if (!value->isNull()) {
  302. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  303. {
  304. AddAbility(c, ability.Vector());
  305. }
  306. }
  307. }
  308. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  309. {
  310. notUsedMonsters += creature.Float();
  311. }
  312. loadAnimationInfo();
  313. loadSoundsInfo();
  314. //reading creature ability names
  315. const JsonNode config2(ResourceID("config/bonusnames.json"));
  316. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  317. {
  318. std::map<std::string,int>::const_iterator it_map;
  319. std::string bonusID = bonus["id"].String();
  320. it_map = bonusNameMap.find(bonusID);
  321. if (it_map != bonusNameMap.end())
  322. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  323. else
  324. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  325. }
  326. //handle magic resistance secondary skill premy, potentialy may be buggy
  327. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  328. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  329. if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
  330. {
  331. CLegacyConfigParser parser("DATA/CREXPBON.TXT");
  332. Bonus b; //prototype with some default properties
  333. b.source = Bonus::STACK_EXPERIENCE;
  334. b.duration = Bonus::PERMANENT;
  335. b.valType = Bonus::ADDITIVE_VALUE;
  336. b.effectRange = Bonus::NO_LIMIT;
  337. b.additionalInfo = 0;
  338. b.turnsRemain = 0;
  339. BonusList bl;
  340. parser.endLine();
  341. parser.readString(); //ignore index
  342. loadStackExp(b, bl, parser);
  343. BOOST_FOREACH(Bonus * b, bl)
  344. addBonusForAllCreatures(b); //health bonus is common for all
  345. parser.endLine();
  346. for (int i = 1; i < 7; ++i)
  347. {
  348. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  349. {
  350. parser.readString(); //ignore index
  351. bl.clear();
  352. loadStackExp(b, bl, parser);
  353. BOOST_FOREACH(Bonus * b, bl)
  354. addBonusForTier(i, b);
  355. parser.endLine();
  356. }
  357. }
  358. for (int j = 0; j < 4; ++j) //tier 7
  359. {
  360. parser.readString(); //ignore index
  361. bl.clear();
  362. loadStackExp(b, bl, parser);
  363. BOOST_FOREACH(Bonus * b, bl)
  364. {
  365. addBonusForTier(7, b);
  366. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  367. }
  368. parser.endLine();
  369. }
  370. do //parse everything that's left
  371. {
  372. b.sid = parser.readNumber(); //id = this particular creature ID
  373. loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
  374. }
  375. while (parser.endLine());
  376. //Calculate rank exp values, formula appears complicated bu no parsing needed
  377. expRanks.resize(8);
  378. int dif = 0;
  379. int it = 8000; //ignore name of this variable
  380. expRanks[0].push_back(it);
  381. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  382. {
  383. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  384. dif += it/5;
  385. }
  386. for (int i = 1; i < 8; ++i)
  387. {
  388. dif = 0;
  389. it = 1000 * i;
  390. expRanks[i].push_back(it);
  391. for (int j = 1; j < 10; ++j)
  392. {
  393. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  394. dif += it/5;
  395. }
  396. }
  397. CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
  398. expBonParser.endLine(); //header
  399. maxExpPerBattle.resize(8);
  400. for (int i = 1; i < 8; ++i)
  401. {
  402. expBonParser.readString(); //index
  403. expBonParser.readString(); //float multiplier -> hardcoded
  404. expBonParser.readString(); //ignore upgrade mod? ->hardcoded
  405. expBonParser.readString(); //already calculated
  406. maxExpPerBattle[i] = expBonParser.readNumber();
  407. expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
  408. expBonParser.endLine();
  409. }
  410. //skeleton gets exp penalty
  411. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  412. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  413. //exp for tier >7, rank 11
  414. expRanks[0].push_back(147000);
  415. expAfterUpgrade = 75; //percent
  416. maxExpPerBattle[0] = maxExpPerBattle[7];
  417. }//end of Stack Experience
  418. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  419. const JsonNode config3(ResourceID("config/commanders.json"));
  420. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  421. {
  422. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  423. }
  424. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  425. {
  426. commanderLevelPremy.push_back(ParseBonus (bonus.Vector()));
  427. }
  428. int i = 0;
  429. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  430. {
  431. skillLevels.push_back (std::vector<ui8>());
  432. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  433. {
  434. skillLevels[i].push_back (skillLevel.Float());
  435. }
  436. ++i;
  437. }
  438. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  439. {
  440. std::pair <Bonus, std::pair <ui8, ui8> > a;
  441. a.first = *ParseBonus (ability["ability"].Vector());
  442. a.second.first = ability["skills"].Vector()[0].Float();
  443. a.second.second = ability["skills"].Vector()[1].Float();
  444. skillRequirements.push_back (a);
  445. }
  446. }
  447. void CCreatureHandler::loadAnimationInfo()
  448. {
  449. CLegacyConfigParser parser("DATA/CRANIM.TXT");
  450. parser.endLine(); // header
  451. parser.endLine();
  452. for(int dd=0; dd<creatures.size(); ++dd)
  453. {
  454. while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
  455. ;
  456. loadUnitAnimInfo(*creatures[dd], parser);
  457. }
  458. }
  459. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
  460. {
  461. unit.timeBetweenFidgets = parser.readNumber();
  462. unit.walkAnimationTime = parser.readNumber();
  463. unit.attackAnimationTime = parser.readNumber();
  464. unit.flightAnimationDistance = parser.readNumber();
  465. ///////////////////////
  466. unit.upperRightMissleOffsetX = parser.readNumber();
  467. unit.upperRightMissleOffsetY = parser.readNumber();
  468. unit.rightMissleOffsetX = parser.readNumber();
  469. unit.rightMissleOffsetY = parser.readNumber();
  470. unit.lowerRightMissleOffsetX = parser.readNumber();
  471. unit.lowerRightMissleOffsetY = parser.readNumber();
  472. ///////////////////////
  473. for(int jjj=0; jjj<12; ++jjj)
  474. {
  475. unit.missleFrameAngles[jjj] = parser.readNumber();
  476. }
  477. unit.troopCountLocationOffset= parser.readNumber();
  478. unit.attackClimaxFrame = parser.readNumber();
  479. parser.endLine();
  480. }
  481. void CCreatureHandler::loadSoundsInfo()
  482. {
  483. tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
  484. const JsonNode config(ResourceID("config/cr_sounds.json"));
  485. if (!config["creature_sounds"].isNull())
  486. {
  487. BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector())
  488. {
  489. const JsonNode *value;
  490. int id;
  491. value = &node["name"];
  492. bmap<std::string,int>::const_iterator i = nameToID.find(value->String());
  493. if (i != nameToID.end())
  494. id = i->second;
  495. else
  496. {
  497. tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
  498. continue;
  499. }
  500. /* This is a bit ugly. Maybe we should use an array for
  501. * sound ids instead of separate variables and define
  502. * attack/defend/killed/... as indexes. */
  503. #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) creatures[id]->sounds.value_name = value->String(); } while(0)
  504. GET_SOUND_VALUE(attack);
  505. GET_SOUND_VALUE(defend);
  506. GET_SOUND_VALUE(killed);
  507. GET_SOUND_VALUE(move);
  508. GET_SOUND_VALUE(shoot);
  509. GET_SOUND_VALUE(wince);
  510. GET_SOUND_VALUE(ext1);
  511. GET_SOUND_VALUE(ext2);
  512. GET_SOUND_VALUE(startMoving);
  513. GET_SOUND_VALUE(endMoving);
  514. #undef GET_SOUND_VALUE
  515. }
  516. }
  517. }
  518. void CCreatureHandler::load(const JsonNode & node)
  519. {
  520. BOOST_FOREACH(auto & entry, node.Struct())
  521. {
  522. if (!entry.second.isNull()) // may happens if mod removed creature by setting json entry to null
  523. {
  524. CCreature * creature = loadCreature(entry.second);
  525. creature->nameRef = entry.first;
  526. creature->idNumber = creatures.size();
  527. nameToID[entry.first] = creatures.size();
  528. creatures.push_back(creature);
  529. tlog3 << "Added creature: " << entry.first << "\n";
  530. //TODO: notify modHandler that this refName can be resolved to ID
  531. }
  532. }
  533. }
  534. CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
  535. {
  536. CCreature * cre = new CCreature();
  537. const JsonNode & name = node["name"];
  538. cre->nameSing = name["singular"].String();
  539. cre->namePl = name["plural"].String();
  540. cre->cost = Res::ResourceSet(node["cost"]);
  541. cre->level = node["level"].Float();
  542. cre->faction = node["faction"].Float(); //TODO: replaced by string -> id conversion
  543. cre->fightValue = node["fightValue"].Float();
  544. cre->AIValue = node["aiValue"].Float();
  545. cre->growth = node["growth"].Float();
  546. cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
  547. cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
  548. cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
  549. cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  550. cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  551. const JsonNode & vec = node["damage"];
  552. cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
  553. cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
  554. auto & amounts = node ["advMapAmount"];
  555. cre->ammMin = amounts["min"].Float();
  556. cre->ammMax = amounts["max"].Float();
  557. //optional
  558. BOOST_FOREACH (auto & str, node["upgrades"].Vector())
  559. {
  560. cre->upgradeNames.insert (str.String());
  561. }
  562. if (!node["shots"].isNull())
  563. cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
  564. if (node["spellPoints"].isNull())
  565. cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
  566. cre->doubleWide = node["doubleWide"].Bool();
  567. BOOST_FOREACH (const JsonNode &bonus, node["abilities"].Vector())
  568. {
  569. auto b = ParseBonus(bonus);
  570. b->source = Bonus::CREATURE_ABILITY;
  571. b->duration = Bonus::PERMANENT;
  572. cre->addNewBonus(b);
  573. }
  574. BOOST_FOREACH (const JsonNode &exp, node["stackExperience"].Vector())
  575. {
  576. auto bonus = ParseBonus (exp["bonus"]);
  577. bonus->source = Bonus::STACK_EXPERIENCE;
  578. bonus->duration = Bonus::PERMANENT;
  579. const JsonVector &values = exp["values"].Vector();
  580. int lowerLimit = 1;//, upperLimit = 255;
  581. if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
  582. {
  583. BOOST_FOREACH (const JsonNode &val, values)
  584. {
  585. if (val.Bool() == true)
  586. {
  587. bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
  588. cre->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
  589. break; //TODO: allow bonuses to turn off?
  590. }
  591. ++lowerLimit;
  592. }
  593. }
  594. else
  595. {
  596. int lastVal = 0;
  597. BOOST_FOREACH (const JsonNode &val, values)
  598. {
  599. if (val.Float() != lastVal)
  600. {
  601. bonus->val = val.Float() - lastVal;
  602. bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
  603. cre->addNewBonus (new Bonus(*bonus));
  604. }
  605. lastVal = val.Float();
  606. ++lowerLimit;
  607. }
  608. }
  609. }
  610. //graphics
  611. const JsonNode & graphics = node["graphics"];
  612. cre->animDefName = graphics["animation"].String();
  613. cre->timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
  614. cre->troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
  615. cre->attackClimaxFrame = graphics["attackClimaxFrame"].Float();
  616. const JsonNode & animationTime = graphics["animationTime"];
  617. cre->walkAnimationTime = animationTime["walk"].Float();
  618. cre->attackAnimationTime = animationTime["attack"].Float();
  619. cre->flightAnimationDistance = animationTime["flight"].Float(); //?
  620. //TODO: background?
  621. const JsonNode & missile = graphics["missile"];
  622. //TODO: parse
  623. cre->projectile = missile["projectile"].String();
  624. cre->projectileSpin = missile["spinning"].Bool();
  625. const JsonNode & offsets = missile["offset"];
  626. cre->upperRightMissleOffsetX = offsets["upperX"].Float();
  627. cre->upperRightMissleOffsetY = offsets["upperY"].Float();
  628. cre->rightMissleOffsetX = offsets["middleX"].Float();
  629. cre->rightMissleOffsetY = offsets["middleY"].Float();
  630. cre->lowerRightMissleOffsetX = offsets["lowerX"].Float();
  631. cre->lowerRightMissleOffsetY = offsets["lowerY"].Float();
  632. int i = 0;
  633. BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
  634. {
  635. cre->missleFrameAngles[i++] = angle.Float();
  636. }
  637. cre->advMapDef = graphics["map"].String();
  638. cre->iconIndex = graphics["iconIndex"].Float();
  639. const JsonNode & sounds = node["sound"];
  640. #define GET_SOUND_VALUE(value_name) do { cre->sounds.value_name = sounds[#value_name].String(); } while(0)
  641. GET_SOUND_VALUE(attack);
  642. GET_SOUND_VALUE(defend);
  643. GET_SOUND_VALUE(killed);
  644. GET_SOUND_VALUE(move);
  645. GET_SOUND_VALUE(shoot);
  646. GET_SOUND_VALUE(wince);
  647. GET_SOUND_VALUE(ext1);
  648. GET_SOUND_VALUE(ext2);
  649. GET_SOUND_VALUE(startMoving);
  650. GET_SOUND_VALUE(endMoving);
  651. #undef GET_SOUND_VALUE
  652. return cre;
  653. }
  654. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
  655. {
  656. bool enable = false; //some bonuses are activated with values 2 or 1
  657. std::string buf = parser.readString();
  658. std::string mod = parser.readString();
  659. switch (buf[0])
  660. {
  661. case 'H':
  662. b.type = Bonus::STACK_HEALTH;
  663. b.valType = Bonus::PERCENT_TO_BASE;
  664. break;
  665. case 'A':
  666. b.type = Bonus::PRIMARY_SKILL;
  667. b.subtype = PrimarySkill::ATTACK;
  668. break;
  669. case 'D':
  670. b.type = Bonus::PRIMARY_SKILL;
  671. b.subtype = PrimarySkill::DEFENSE;
  672. break;
  673. case 'M': //Max damage
  674. b.type = Bonus::CREATURE_DAMAGE;
  675. b.subtype = 2;
  676. break;
  677. case 'm': //Min damage
  678. b.type = Bonus::CREATURE_DAMAGE;
  679. b.subtype = 1;
  680. break;
  681. case 'S':
  682. b.type = Bonus::STACKS_SPEED; break;
  683. case 'O':
  684. b.type = Bonus::SHOTS; break;
  685. case 'b':
  686. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  687. case 'C':
  688. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  689. case 'd':
  690. b.type = Bonus::DEFENSIVE_STANCE; break;
  691. case 'e':
  692. b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
  693. b.subtype = 0;
  694. break;
  695. case 'E':
  696. b.type = Bonus::DEATH_STARE;
  697. b.subtype = 0; //Gorgon
  698. break;
  699. case 'g':
  700. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  701. b.subtype = -1; //all magic schools
  702. break;
  703. case 'P':
  704. b.type = Bonus::CASTS; break;
  705. case 'R':
  706. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  707. case 'W':
  708. b.type = Bonus::MAGIC_RESISTANCE;
  709. b.subtype = 0; //otherwise creature window goes crazy
  710. break;
  711. case 'f': //on-off skill
  712. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  713. switch (mod[0])
  714. {
  715. case 'A':
  716. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  717. case 'b':
  718. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  719. case 'B':
  720. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  721. case 'c':
  722. b.type = Bonus::JOUSTING; break;
  723. case 'D':
  724. b.type = Bonus::ADDITIONAL_ATTACK; break;
  725. case 'f':
  726. b.type = Bonus::FEARLESS; break;
  727. case 'F':
  728. b.type = Bonus::FLYING; break;
  729. case 'm':
  730. b.type = Bonus::SELF_MORALE; break;
  731. case 'M':
  732. b.type = Bonus::NO_MORALE; break;
  733. case 'p': //Mind spells
  734. case 'P':
  735. b.type = Bonus::MIND_IMMUNITY; break;
  736. case 'r':
  737. b.type = Bonus::REBIRTH; //on/off? makes sense?
  738. b.subtype = 0;
  739. b.val = 20; //arbitrary value
  740. break;
  741. case 'R':
  742. b.type = Bonus::BLOCKS_RETALIATION; break;
  743. case 's':
  744. b.type = Bonus::FREE_SHOOTING; break;
  745. case 'u':
  746. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  747. case 'U':
  748. b.type = Bonus::UNDEAD; break;
  749. default:
  750. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  751. return;
  752. break;
  753. }
  754. break;
  755. case 'w': //specific spell immunities, enabled/disabled
  756. enable = true;
  757. switch (mod[0])
  758. {
  759. case 'B': //Blind
  760. b.type = Bonus::SPELL_IMMUNITY;
  761. b.subtype = 74;
  762. break;
  763. case 'H': //Hypnotize
  764. b.type = Bonus::SPELL_IMMUNITY;
  765. b.subtype = 60;
  766. break;
  767. case 'I': //Implosion
  768. b.type = Bonus::SPELL_IMMUNITY;
  769. b.subtype = 18;
  770. break;
  771. case 'K': //Berserk
  772. b.type = Bonus::SPELL_IMMUNITY;
  773. b.subtype = 59;
  774. break;
  775. case 'M': //Meteor Shower
  776. b.type = Bonus::SPELL_IMMUNITY;
  777. b.subtype = 23;
  778. break;
  779. case 'N': //dispell beneficial spells
  780. b.type = Bonus::SPELL_IMMUNITY;
  781. b.subtype = 78;
  782. break;
  783. case 'R': //Armageddon
  784. b.type = Bonus::SPELL_IMMUNITY;
  785. b.subtype = 26;
  786. break;
  787. case 'S': //Slow
  788. b.type = Bonus::SPELL_IMMUNITY;
  789. b.subtype = 54;
  790. break;
  791. case '6':
  792. case '7':
  793. case '8':
  794. case '9':
  795. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  796. b.val = std::atoi(mod.c_str()) - 5;
  797. break;
  798. case ':':
  799. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  800. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  801. break;
  802. case 'F':
  803. b.type = Bonus::FIRE_IMMUNITY;
  804. b.subtype = 1; //not positive
  805. break;
  806. case 'O':
  807. b.type = Bonus::FIRE_IMMUNITY;
  808. b.subtype = 2; //only direct damage
  809. break;
  810. case 'f':
  811. b.type = Bonus::FIRE_IMMUNITY;
  812. b.subtype = 0; //all
  813. break;
  814. case 'C':
  815. b.type = Bonus::WATER_IMMUNITY;
  816. b.subtype = 1; //not positive
  817. break;
  818. case 'W':
  819. b.type = Bonus::WATER_IMMUNITY;
  820. b.subtype = 2; //only direct damage
  821. break;
  822. case 'w':
  823. b.type = Bonus::WATER_IMMUNITY;
  824. b.subtype = 0; //all
  825. break;
  826. case 'E':
  827. b.type = Bonus::EARTH_IMMUNITY;
  828. b.subtype = 2; //only direct damage
  829. break;
  830. case 'e':
  831. b.type = Bonus::EARTH_IMMUNITY;
  832. b.subtype = 0; //all
  833. break;
  834. case 'A':
  835. b.type = Bonus::AIR_IMMUNITY;
  836. b.subtype = 2; //only direct damage
  837. break;
  838. case 'a':
  839. b.type = Bonus::AIR_IMMUNITY;
  840. b.subtype = 0; //all
  841. break;
  842. case 'D':
  843. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  844. break;
  845. case '0':
  846. b.type = Bonus::RECEPTIVE;
  847. break;
  848. default:
  849. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  850. return;
  851. }
  852. break;
  853. case 'i':
  854. enable = true;
  855. b.type = Bonus::NO_DISTANCE_PENALTY;
  856. break;
  857. case 'o':
  858. enable = true;
  859. b.type = Bonus::NO_WALL_PENALTY;
  860. break;
  861. case 'a':
  862. case 'c': //some special abilities are threated as spells, work in progress
  863. b.type = Bonus::SPELL_AFTER_ATTACK;
  864. b.subtype = stringToNumber(mod);
  865. break;
  866. case 'h':
  867. b.type= Bonus::HATE;
  868. b.subtype = stringToNumber(mod);
  869. break;
  870. case 'p':
  871. b.type = Bonus::SPELL_BEFORE_ATTACK;
  872. b.subtype = stringToNumber(mod);
  873. b.additionalInfo = 3; //always expert?
  874. break;
  875. case 's':
  876. b.type = Bonus::ENCHANTED;
  877. b.subtype = stringToNumber(mod);
  878. b.valType = Bonus::INDEPENDENT_MAX;
  879. break;
  880. default:
  881. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  882. return;
  883. break;
  884. }
  885. switch (mod[0])
  886. {
  887. case '+':
  888. case '=': //should we allow percent values to stack or pick highest?
  889. b.valType = Bonus::ADDITIVE_VALUE;
  890. break;
  891. }
  892. //limiters, range
  893. si32 lastVal, curVal, lastLev = 0;
  894. if (enable) //0 and 2 means non-active, 1 - active
  895. {
  896. if (b.type != Bonus::REBIRTH)
  897. b.val = 0; //on-off ability, no value specified
  898. curVal = parser.readNumber();// 0 level is never active
  899. for (int i = 1; i < 11; ++i)
  900. {
  901. curVal = parser.readNumber();
  902. if (curVal == 1)
  903. {
  904. b.limiter.reset (new RankRangeLimiter(i));
  905. bl.push_back(new Bonus(b));
  906. break; //never turned off it seems
  907. }
  908. }
  909. }
  910. else
  911. {
  912. lastVal = parser.readNumber(); //basic value, not particularly useful but existent
  913. for (int i = 1; i < 11; ++i)
  914. {
  915. curVal = parser.readNumber();
  916. if (b.type == Bonus::HATE)
  917. curVal *= 10; //odd fix
  918. if (curVal > lastVal) //threshold, add new bonus
  919. {
  920. b.val = curVal - lastVal;
  921. lastVal = curVal;
  922. b.limiter.reset (new RankRangeLimiter(i));
  923. bl.push_back(new Bonus(b));
  924. lastLev = i; //start new range from here, i = previous rank
  925. }
  926. else if (curVal < lastVal)
  927. {
  928. b.val = lastVal;
  929. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  930. }
  931. }
  932. }
  933. }
  934. int CCreatureHandler::stringToNumber(std::string & s)
  935. {
  936. boost::algorithm::replace_first(s,"#",""); //drop hash character
  937. return std::atoi(s.c_str());
  938. }
  939. CCreatureHandler::~CCreatureHandler()
  940. {
  941. }
  942. static int retreiveRandNum(const boost::function<int()> &randGen)
  943. {
  944. if(randGen)
  945. return randGen();
  946. else
  947. return rand();
  948. }
  949. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  950. {
  951. return v.at(retreiveRandNum(randGen) % v.size());
  952. }
  953. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  954. {
  955. int r = 0;
  956. if(tier == -1) //pick any allowed creature
  957. {
  958. do
  959. {
  960. r = pickRandomElementOf(creatures, randGen)->idNumber;
  961. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  962. }
  963. else
  964. {
  965. assert(vstd::iswithin(tier, 1, 7));
  966. std::vector<int> allowed;
  967. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  968. {
  969. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  970. int creid = static_cast<const CCreature*>(b)->idNumber;
  971. if(!vstd::contains(notUsedMonsters, creid))
  972. allowed.push_back(creid);
  973. }
  974. if(!allowed.size())
  975. {
  976. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  977. return 0;
  978. }
  979. return pickRandomElementOf(allowed, randGen);
  980. }
  981. return r;
  982. }
  983. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  984. {
  985. assert(vstd::iswithin(tier, 1, 7));
  986. creaturesOfLevel[tier].addNewBonus(b);
  987. }
  988. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  989. {
  990. allCreatures.addNewBonus(b);
  991. }
  992. void CCreatureHandler::buildBonusTreeForTiers()
  993. {
  994. BOOST_FOREACH(CCreature *c, creatures)
  995. {
  996. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  997. c->attachTo(&creaturesOfLevel[c->level]);
  998. else
  999. c->attachTo(&creaturesOfLevel[0]);
  1000. }
  1001. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  1002. b.attachTo(&allCreatures);
  1003. }
  1004. void CCreatureHandler::deserializationFix()
  1005. {
  1006. buildBonusTreeForTiers();
  1007. }