CCreatureHandler.cpp 29 KB

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