CCreatureHandler.h 7.6 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 "IHandlerBase.h"
  17. #include "Color.h"
  18. #include "filesystem/ResourcePath.h"
  19. #include <vcmi/Creature.h>
  20. #include <vcmi/CreatureService.h>
  21. VCMI_LIB_NAMESPACE_BEGIN
  22. class CLegacyConfigParser;
  23. class CCreatureHandler;
  24. class CCreature;
  25. class JsonSerializeFormat;
  26. class CRandomGenerator;
  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. std::string getDescriptionTranslated() const;
  43. std::string getDescriptionTextID() const;
  44. ui32 ammMin; // initial size of stack of these creatures on adventure map (if not set in editor)
  45. ui32 ammMax;
  46. bool special = true; // Creature is not available normally (war machines, commanders, several unused creatures, etc
  47. std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
  48. AnimationPath animDefName; // creature animation used during battles
  49. si32 iconIndex = -1; // index of icon in files like twcrport, used in tests now.
  50. /// names of files with appropriate icons. Used only during loading
  51. std::string smallIconName;
  52. std::string largeIconName;
  53. enum class CreatureQuantityId
  54. {
  55. FEW = 1,
  56. SEVERAL,
  57. PACK,
  58. LOTS,
  59. HORDE,
  60. THRONG,
  61. SWARM,
  62. ZOUNDS,
  63. LEGION
  64. };
  65. struct CreatureAnimation
  66. {
  67. struct RayColor {
  68. ColorRGBA start;
  69. ColorRGBA end;
  70. };
  71. double timeBetweenFidgets, idleAnimationTime,
  72. walkAnimationTime, attackAnimationTime;
  73. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
  74. upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  75. std::vector<double> missleFrameAngles;
  76. int attackClimaxFrame;
  77. AnimationPath projectileImageName;
  78. std::vector<RayColor> projectileRay;
  79. } animation;
  80. //sound info
  81. struct CreatureBattleSounds
  82. {
  83. AudioPath attack;
  84. AudioPath defend;
  85. AudioPath killed; // was killed or died
  86. AudioPath move;
  87. AudioPath shoot; // range attack
  88. AudioPath wince; // attacked but did not die
  89. AudioPath startMoving;
  90. AudioPath endMoving;
  91. } sounds;
  92. ArtifactID warMachine;
  93. std::string getNamePluralTranslated() const override;
  94. std::string getNameSingularTranslated() const override;
  95. std::string getNamePluralTextID() const override;
  96. std::string getNameSingularTextID() const override;
  97. FactionID getFaction() const override;
  98. int32_t getIndex() const override;
  99. int32_t getIconIndex() const override;
  100. std::string getJsonKey() const override;
  101. void registerIcons(const IconRegistar & cb) const override;
  102. CreatureID getId() const override;
  103. const IBonusBearer * getBonusBearer() const override;
  104. int32_t getAdvMapAmountMin() const override;
  105. int32_t getAdvMapAmountMax() const override;
  106. int32_t getAIValue() const override;
  107. int32_t getFightValue() const override;
  108. int32_t getLevel() const override;
  109. int32_t getGrowth() const override;
  110. int32_t getHorde() const override;
  111. int32_t getBaseAttack() const override;
  112. int32_t getBaseDefense() const override;
  113. int32_t getBaseDamageMin() const override;
  114. int32_t getBaseDamageMax() const override;
  115. int32_t getBaseHitPoints() const override;
  116. int32_t getBaseSpellPoints() const override;
  117. int32_t getBaseSpeed() const override;
  118. int32_t getBaseShots() const override;
  119. int32_t getRecruitCost(GameResID resIndex) const override;
  120. TResources getFullRecruitCost() const override;
  121. bool isDoubleWide() const override; //returns true if unit is double wide on battlefield
  122. bool hasUpgrades() const override;
  123. bool isGood () const;
  124. bool isEvil () const;
  125. si32 maxAmount(const TResources &res) const; //how many creatures can be bought
  126. static CCreature::CreatureQuantityId getQuantityID(const int & quantity);
  127. static std::string getQuantityRangeStringForId(const CCreature::CreatureQuantityId & quantityId);
  128. static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
  129. bool isMyUpgrade(const CCreature *anotherCre) const;
  130. bool valid() const;
  131. void addBonus(int val, BonusType type);
  132. void addBonus(int val, BonusType type, BonusSubtypeID subtype);
  133. std::string nodeName() const override;
  134. template<typename RanGen>
  135. int getRandomAmount(RanGen ranGen) const
  136. {
  137. if(ammMax == ammMin)
  138. return ammMax;
  139. else
  140. return ammMin + (ranGen() % (ammMax - ammMin));
  141. }
  142. void updateFrom(const JsonNode & data);
  143. void serializeJson(JsonSerializeFormat & handler);
  144. CCreature();
  145. private:
  146. static const std::map<CreatureQuantityId, std::string> creatureQuantityRanges;
  147. };
  148. class DLL_LINKAGE CCreatureHandler : public CHandlerBase<CreatureID, Creature, CCreature, CreatureService>
  149. {
  150. private:
  151. void loadJsonAnimation(CCreature * creature, const JsonNode & graphics) const;
  152. void loadStackExperience(CCreature * creature, const JsonNode & input) const;
  153. void loadCreatureJson(CCreature * creature, const JsonNode & config) const;
  154. /// adding abilities from ZCRTRAIT.TXT
  155. void loadBonuses(JsonNode & creature, std::string bonuses) const;
  156. /// load all creatures from H3 files
  157. void load();
  158. void loadCommanders();
  159. /// load creature from json structure
  160. void load(std::string creatureID, const JsonNode & node);
  161. /// read cranim.txt file from H3
  162. void loadAnimationInfo(std::vector<JsonNode> & h3Data) const;
  163. /// read one line from cranim.txt
  164. void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser & parser) const;
  165. /// parse crexpbon.txt file from H3
  166. void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) const;
  167. /// help function for parsing CREXPBON.txt
  168. int stringToNumber(std::string & s) const;
  169. protected:
  170. const std::vector<std::string> & getTypeNames() const override;
  171. CCreature * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
  172. public:
  173. std::set<CreatureID> doubledCreatures; //they get double week
  174. //stack exp
  175. std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
  176. std::vector<ui32> maxExpPerBattle; //%, tiers same as above
  177. si8 expAfterUpgrade;//multiplier in %
  178. //Commanders
  179. BonusList commanderLevelPremy; //bonus values added with each level-up
  180. 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
  181. std::vector <std::pair <std::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
  182. CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
  183. CCreatureHandler();
  184. ~CCreatureHandler();
  185. /// load all stack experience bonuses from H3 files
  186. void loadCrExpBon(CBonusSystemNode & globalEffects);
  187. /// load all stack modifier bonuses from H3 files. TODO: move this to json
  188. void loadCrExpMod();
  189. void afterLoadFinalization() override;
  190. std::vector<JsonNode> loadLegacyData() override;
  191. };
  192. VCMI_LIB_NAMESPACE_END