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