CCreatureHandler.h 9.7 KB

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