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- /*
- * CCreatureHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "bonuses/Bonus.h"
- #include "bonuses/CBonusSystemNode.h"
- #include "ResourceSet.h"
- #include "GameConstants.h"
- #include "IHandlerBase.h"
- #include "Color.h"
- #include "filesystem/ResourcePath.h"
- #include <vcmi/Creature.h>
- #include <vcmi/CreatureService.h>
- VCMI_LIB_NAMESPACE_BEGIN
- namespace vstd
- {
- class RNG;
- }
- class CLegacyConfigParser;
- class CCreatureHandler;
- class CCreature;
- class JsonSerializeFormat;
- class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
- {
- friend class CCreatureHandler;
- std::string modScope;
- std::string identifier;
- std::string getNameTranslated() const override;
- std::string getNameTextID() const override;
- CreatureID idNumber;
- FactionID faction = FactionID::NEUTRAL;
- ui8 level = 0; // 0 - unknown; 1-7 for "usual" creatures
- //stats that are not handled by bonus system
- ui32 fightValue, AIValue, growth, hordeGrowth;
- bool doubleWide = false;
- TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
- public:
- std::string getDescriptionTranslated() const;
- std::string getDescriptionTextID() const;
- std::string getBonusTextID(const std::string & bonusID) const;
- ui32 ammMin; // initial size of stack of these creatures on adventure map (if not set in editor)
- ui32 ammMax;
- bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
- bool excludeFromRandomization = false;
- std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
- AnimationPath animDefName; // creature animation used during battles
- ImagePath mapAttackFromLeft; // adventure map creature image when attacked from left
- ImagePath mapAttackFromRight; // adventure map creature image when attacked from right
- si32 iconIndex = -1; // index of icon in files like twcrport, used in tests now.
- /// names of files with appropriate icons. Used only during loading
- std::string smallIconName;
- std::string largeIconName;
- enum class CreatureQuantityId
- {
- FEW = 1,
- SEVERAL,
- PACK,
- LOTS,
- HORDE,
- THRONG,
- SWARM,
- ZOUNDS,
- LEGION
- };
- struct CreatureAnimation
- {
- struct RayColor {
- ColorRGBA start;
- ColorRGBA end;
- };
- double timeBetweenFidgets, idleAnimationTime,
- walkAnimationTime, attackAnimationTime;
- int upperRightMissileOffsetX, rightMissileOffsetX, lowerRightMissileOffsetX,
- upperRightMissileOffsetY, rightMissileOffsetY, lowerRightMissileOffsetY;
- std::vector<double> missileFrameAngles;
- int attackClimaxFrame;
- AnimationPath projectileImageName;
- std::vector<RayColor> projectileRay;
- } animation;
- //sound info
- struct CreatureBattleSounds
- {
- AudioPath attack;
- AudioPath defend;
- AudioPath killed; // was killed or died
- AudioPath move;
- AudioPath shoot; // range attack
- AudioPath wince; // attacked but did not die
- AudioPath startMoving;
- AudioPath endMoving;
- } sounds;
- ArtifactID warMachine;
- std::string getNamePluralTranslated() const override;
- std::string getNameSingularTranslated() const override;
- std::string getNamePluralTextID() const override;
- std::string getNameSingularTextID() const override;
- FactionID getFactionID() const override;
- int32_t getIndex() const override;
- int32_t getIconIndex() const override;
- std::string getJsonKey() const override;
- std::string getModScope() const override;
- void registerIcons(const IconRegistar & cb) const override;
- CreatureID getId() const override;
- const IBonusBearer * getBonusBearer() const override;
- int32_t getAdvMapAmountMin() const override;
- int32_t getAdvMapAmountMax() const override;
- int32_t getAIValue() const override;
- int32_t getFightValue() const override;
- int32_t getLevel() const override;
- int32_t getGrowth() const override;
- int32_t getHorde() const override;
- int32_t getBaseAttack() const override;
- int32_t getBaseDefense() const override;
- int32_t getBaseDamageMin() const override;
- int32_t getBaseDamageMax() const override;
- int32_t getBaseHitPoints() const override;
- int32_t getBaseSpellPoints() const override;
- int32_t getBaseSpeed() const override;
- int32_t getBaseShots() const override;
- int32_t getRecruitCost(GameResID resIndex) const override;
- TResources getFullRecruitCost() const override;
- bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
- bool hasUpgrades() const override;
- bool isGood () const;
- bool isEvil () const;
- si32 maxAmount(const TResources &res) const; //how many creatures can be bought
- static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
- static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
- static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
- /// Returns true if this creature can be directly upgraded to target
- bool isMyDirectUpgrade(const CCreature * target) const;
- /// Returns true if this creature can be upgraded to target
- /// Performs full search through potential upgrades of upgrades
- bool isMyDirectOrIndirectUpgrade(const CCreature *target) const;
- void addBonus(int val, BonusType type);
- void addBonus(int val, BonusType type, BonusSubtypeID subtype);
- std::string nodeName() const override;
- int getRandomAmount(vstd::RNG & ranGen) const;
- void updateFrom(const JsonNode & data);
- void serializeJson(JsonSerializeFormat & handler);
- CCreature();
- private:
- static const std::map<CreatureQuantityId, std::string> creatureQuantityRanges;
- };
- class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
- {
- private:
- void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const;
- void loadStackExperience(CCreature * creature, const JsonNode & input) const;
- void loadCreatureJson(CCreature * creature, const JsonNode & config) const;
- /// load all creatures from H3 files
- void load();
- void loadCommanders();
- /// load creature from json structure
- void load(std::string creatureID, const JsonNode & node);
- /// read cranim.txt file from H3
- void loadAnimationInfo(std::vector<JsonNode> & h3Data) const;
- /// read one line from cranim.txt
- void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const;
- /// parse crexpbon.txt file from H3
- void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const;
- /// help function for parsing CREXPBON.txt
- int stringToNumber(std::string & s) const;
- protected:
- const std::vector<std::string> & getTypeNames() const override;
- std::shared_ptr<CCreature> loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
- public:
- std::set<CreatureID> doubledCreatures; //they get double week
- //stack exp
- std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
- std::vector<ui32> maxExpPerBattle; //%, tiers same as above
- si8 expAfterUpgrade;//multiplier in %
- //Commanders
- BonusList commanderLevelPremy; //bonus values added with each level-up
- std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
- std::vector <std::pair <std::vector<std::shared_ptr<Bonus> >, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
- CCreatureHandler();
- ~CCreatureHandler();
- /// load all stack experience bonuses from H3 files
- void loadCrExpBon(CBonusSystemNode & globalEffects);
- /// load all stack modifier bonuses from H3 files. TODO: move this to json
- void loadCrExpMod();
- void afterLoadFinalization() override;
- std::vector<JsonNode> loadLegacyData() override;
- std::set<CreatureID> getDefaultAllowed() const;
- };
- VCMI_LIB_NAMESPACE_END
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