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- #include "StdInc.h"
- #include "CCreatureHandler.h"
- #include "CGeneralTextHandler.h"
- #include "filesystem/CResourceLoader.h"
- #include "VCMI_Lib.h"
- #include "CGameState.h"
- #include "CTownHandler.h"
- #include "CModHandler.h"
- using namespace boost::assign;
- /*
- * CCreatureHandler.cpp, 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
- *
- */
-
- static inline void registerCreature(const std::string &name, const si32 id)
- {
- const std::string fullname = "creature." + name;
- VLC->modh->identifiers.registerObject(fullname,id);
- }
- ///CCreatureHandler
- CCreatureHandler::CCreatureHandler()
- {
- VLC->creh = this;
- allCreatures.setDescription("All creatures");
- creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
- for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
- creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
- }
- int CCreature::getQuantityID(const int & quantity)
- {
- if (quantity<5)
- return 1;
- if (quantity<10)
- return 2;
- if (quantity<20)
- return 3;
- if (quantity<50)
- return 4;
- if (quantity<100)
- return 5;
- if (quantity<250)
- return 6;
- if (quantity<500)
- return 7;
- if (quantity<1000)
- return 8;
- return 9;
- }
- int CCreature::estimateCreatureCount(ui32 countID)
- {
- static const int creature_count[] = { 0, 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
- if (countID > 9)
- assert("Wrong countID!");
- return creature_count[countID];
- }
- bool CCreature::isDoubleWide() const
- {
- return doubleWide;
- }
- bool CCreature::isFlying() const
- {
- return hasBonusOfType(Bonus::FLYING);
- }
- bool CCreature::isShooting() const
- {
- return hasBonusOfType(Bonus::SHOOTER);
- }
- bool CCreature::isUndead() const
- {
- return hasBonusOfType(Bonus::UNDEAD);
- }
- /**
- * Determines if the creature is of a good alignment.
- * @return true if the creture is good, false otherwise.
- */
- bool CCreature::isGood () const
- {
- return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
- }
- /**
- * Determines if the creature is of an evil alignment.
- * @return true if the creature is evil, false otherwise.
- */
- bool CCreature::isEvil () const
- {
- return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
- }
- si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
- {
- int ret = 2147483645;
- int resAmnt = std::min(res.size(),cost.size());
- for(int i=0;i<resAmnt;i++)
- if(cost[i])
- ret = std::min(ret,(int)(res[i]/cost[i]));
- return ret;
- }
- CCreature::CCreature()
- {
- doubleWide = false;
- setNodeType(CBonusSystemNode::CREATURE);
- }
- void CCreature::addBonus(int val, Bonus::BonusType type, int subtype /*= -1*/)
- {
- Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
- addNewBonus(added);
- }
- bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
- {
- //TODO upgrade of upgrade?
- return vstd::contains(upgrades, anotherCre->idNumber);
- }
- bool CCreature::valid() const
- {
- return this == VLC->creh->creatures[idNumber];
- }
- std::string CCreature::nodeName() const
- {
- return "\"" + namePl + "\"";
- }
- bool CCreature::isItNativeTerrain(int terrain) const
- {
- return VLC->townh->factions[faction].nativeTerrain == terrain;
- }
- static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
- {
- Bonus *nsf = new Bonus();
- std::string type = ability_vec[0].String();
- auto it = bonusNameMap.find(type);
- if (it == bonusNameMap.end()) {
- if (type == "DOUBLE_WIDE")
- cre->doubleWide = true;
- else if (type == "ENEMY_MORALE_DECREASING") {
- cre->addBonus(-1, Bonus::MORALE);
- cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
- }
- else if (type == "ENEMY_LUCK_DECREASING") {
- cre->addBonus(-1, Bonus::LUCK);
- cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
- } else
- tlog1 << "Error: invalid ability type " << type << " in creatures config" << std::endl;
- return;
- }
- nsf->type = it->second;
-
- JsonUtils::parseTypedBonusShort(ability_vec,nsf);
- nsf->source = Bonus::CREATURE_ABILITY;
- nsf->sid = cre->idNumber;
-
- cre->addNewBonus(nsf);
- }
- static void RemoveAbility(CCreature *cre, const JsonNode &ability)
- {
- const std::string type = ability.String();
- auto it = bonusNameMap.find(type);
- if (it == bonusNameMap.end()) {
- if (type == "DOUBLE_WIDE")
- cre->doubleWide = false;
- else
- tlog1 << "Error: invalid ability type " << type << " in creatures config" << std::endl;
- return;
- }
- const int typeNo = it->second;
- Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
- Bonus *b = cre->getBonusLocalFirst(Selector::type(ecf));
- cre->removeBonus(b);
- }
- void CCreatureHandler::loadBonuses(CCreature & ncre, std::string bonuses)
- {
- static const std::map<std::string,Bonus::BonusType> abilityMap =
- boost::assign::map_list_of
- ("FLYING_ARMY", Bonus::FLYING)
- ("SHOOTING_ARMY", Bonus::SHOOTER)
- ("SIEGE_WEAPON", Bonus::SIEGE_WEAPON)
- ("const_free_attack", Bonus::BLOCKS_RETALIATION)
- ("IS_UNDEAD", Bonus::UNDEAD)
- ("const_no_melee_penalty",Bonus::NO_MELEE_PENALTY)
- ("const_jousting",Bonus::JOUSTING)
- ("KING_1",Bonus::KING1)
- ("KING_2",Bonus::KING2)
- ("KING_3",Bonus::KING3)
- ("const_no_wall_penalty",Bonus::NO_WALL_PENALTY)
- ("CATAPULT",Bonus::CATAPULT)
- ("MULTI_HEADED",Bonus::ATTACKS_ALL_ADJACENT)
- ("IMMUNE_TO_MIND_SPELLS",Bonus::MIND_IMMUNITY)
- ("HAS_EXTENDED_ATTACK",Bonus::TWO_HEX_ATTACK_BREATH);
- auto hasAbility = [&](const std::string name) -> bool
- {
- return boost::algorithm::find_first(bonuses, name);
- };
- BOOST_FOREACH(auto a, abilityMap)
- {
- if(hasAbility(a.first))
- ncre.addBonus(0, a.second);
- }
- if(hasAbility("DOUBLE_WIDE"))
- ncre.doubleWide = true;
- if(hasAbility("const_raises_morale"))
- {
- ncre.addBonus(+1, Bonus::MORALE);;
- ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
- }
- if(hasAbility("const_lowers_morale"))
- {
- ncre.addBonus(-1, Bonus::MORALE);;
- ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
- }
- }
- void CCreatureHandler::load()
- {
- tlog5 << "\t\tReading ZCRTRAIT.TXT" << std::endl;
- ////////////reading ZCRTRAIT.TXT ///////////////////
- CLegacyConfigParser parser("DATA/ZCRTRAIT.TXT");
- parser.endLine(); // header
- parser.endLine();
- do
- {
- //loop till non-empty line
- while (parser.isNextEntryEmpty())
- parser.endLine();
- CCreature &ncre = *new CCreature;
- ncre.idNumber = CreatureID(creatures.size());
- ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
- ncre.level=0;
- ncre.iconIndex = ncre.idNumber + 2; // +2 for empty\selection images
- ncre.nameSing = parser.readString();
- ncre.namePl = parser.readString();
- for(int v=0; v<7; ++v)
- {
- ncre.cost[v] = parser.readNumber();
- }
- ncre.fightValue = parser.readNumber();
- ncre.AIValue = parser.readNumber();
- ncre.growth = parser.readNumber();
- ncre.hordeGrowth = parser.readNumber();
- ncre.addBonus(parser.readNumber(), Bonus::STACK_HEALTH);
- ncre.addBonus(parser.readNumber(), Bonus::STACKS_SPEED);
- ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
- ncre.addBonus(parser.readNumber(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
- ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 1);
- ncre.addBonus(parser.readNumber(), Bonus::CREATURE_DAMAGE, 2);
- ncre.addBonus(parser.readNumber(), Bonus::SHOTS);
- //spells - not used?
- parser.readNumber();
- ncre.ammMin = parser.readNumber();
- ncre.ammMax = parser.readNumber();
-
- ncre.abilityText = parser.readString();
- loadBonuses(ncre, parser.readString()); //Attributes
- creatures.push_back(&ncre);
- }
- while (parser.endLine());
- // loading creatures properties
- tlog5 << "\t\tReading creatures json configs" << std::endl;
- const JsonNode gameConf(ResourceID("config/gameConfig.json"));
- const JsonNode config(JsonUtils::assembleFromFiles(gameConf["creatures"].convertTo<std::vector<std::string> >()));
- BOOST_FOREACH(auto & node, config.Struct())
- {
- int creatureID = node.second["id"].Float();
- CCreature *c = creatures[creatureID];
- loadCreatureJson(c, node.second);
- // Main reference name, e.g. royalGriffin
- c->nameRef = node.first;
- registerCreature(node.first, c->idNumber);
- // Alternative names, if any
- BOOST_FOREACH(const JsonNode &name, node.second["extraNames"].Vector())
- {
- registerCreature(name.String(), c->idNumber);
- }
- }
- loadAnimationInfo();
- if (VLC->modh->modules.STACK_EXP) //reading default stack experience bonuses
- {
- CLegacyConfigParser parser("DATA/CREXPBON.TXT");
- Bonus b; //prototype with some default properties
- b.source = Bonus::STACK_EXPERIENCE;
- b.duration = Bonus::PERMANENT;
- b.valType = Bonus::ADDITIVE_VALUE;
- b.effectRange = Bonus::NO_LIMIT;
- b.additionalInfo = 0;
- b.turnsRemain = 0;
- BonusList bl;
- parser.endLine();
- parser.readString(); //ignore index
- loadStackExp(b, bl, parser);
- BOOST_FOREACH(Bonus * b, bl)
- addBonusForAllCreatures(b); //health bonus is common for all
- parser.endLine();
- for (int i = 1; i < 7; ++i)
- {
- for (int j = 0; j < 4; ++j) //four modifiers common for tiers
- {
- parser.readString(); //ignore index
- bl.clear();
- loadStackExp(b, bl, parser);
- BOOST_FOREACH(Bonus * b, bl)
- addBonusForTier(i, b);
- parser.endLine();
- }
- }
- for (int j = 0; j < 4; ++j) //tier 7
- {
- parser.readString(); //ignore index
- bl.clear();
- loadStackExp(b, bl, parser);
- BOOST_FOREACH(Bonus * b, bl)
- {
- addBonusForTier(7, b);
- creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
- }
- parser.endLine();
- }
- do //parse everything that's left
- {
- b.sid = parser.readNumber(); //id = this particular creature ID
- loadStackExp(b, creatures[b.sid]->getBonusList(), parser); //add directly to CCreature Node
- }
- while (parser.endLine());
- //Calculate rank exp values, formula appears complicated bu no parsing needed
- expRanks.resize(8);
- int dif = 0;
- int it = 8000; //ignore name of this variable
- expRanks[0].push_back(it);
- for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
- {
- expRanks[0].push_back(expRanks[0][j-1] + it + dif);
- dif += it/5;
- }
- for (int i = 1; i < 8; ++i)
- {
- dif = 0;
- it = 1000 * i;
- expRanks[i].push_back(it);
- for (int j = 1; j < 10; ++j)
- {
- expRanks[i].push_back(expRanks[i][j-1] + it + dif);
- dif += it/5;
- }
- }
- CLegacyConfigParser expBonParser("DATA/CREXPMOD.TXT");
- expBonParser.endLine(); //header
- maxExpPerBattle.resize(8);
- for (int i = 1; i < 8; ++i)
- {
- expBonParser.readString(); //index
- expBonParser.readString(); //float multiplier -> hardcoded
- expBonParser.readString(); //ignore upgrade mod? ->hardcoded
- expBonParser.readString(); //already calculated
- maxExpPerBattle[i] = expBonParser.readNumber();
- expRanks[i].push_back(expRanks[i].back() + expBonParser.readNumber());
- expBonParser.endLine();
- }
- //skeleton gets exp penalty
- creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
- creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
- //exp for tier >7, rank 11
- expRanks[0].push_back(147000);
- expAfterUpgrade = 75; //percent
- maxExpPerBattle[0] = maxExpPerBattle[7];
- }//end of Stack Experience
- tlog5 << "\t\tReading config/commanders.json" << std::endl;
- const JsonNode config3(ResourceID("config/commanders.json"));
- BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
- {
- commanderLevelPremy.push_back(JsonUtils::parseBonus (bonus.Vector()));
- }
- int i = 0;
- BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
- {
- skillLevels.push_back (std::vector<ui8>());
- BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
- {
- skillLevels[i].push_back (skillLevel.Float());
- }
- ++i;
- }
- BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
- {
- std::pair <Bonus, std::pair <ui8, ui8> > a;
- a.first = *JsonUtils::parseBonus (ability["ability"].Vector());
- a.second.first = ability["skills"].Vector()[0].Float();
- a.second.second = ability["skills"].Vector()[1].Float();
- skillRequirements.push_back (a);
- }
- }
- void CCreatureHandler::loadAnimationInfo()
- {
- CLegacyConfigParser parser("DATA/CRANIM.TXT");
- parser.endLine(); // header
- parser.endLine();
- for(int dd=0; dd<creatures.size(); ++dd)
- {
- while (parser.isNextEntryEmpty() && parser.endLine()) // skip empty lines
- ;
- loadUnitAnimInfo(*creatures[dd], parser);
- }
- }
- void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser & parser)
- {
- unit.animation.timeBetweenFidgets = parser.readNumber();
- unit.animation.walkAnimationTime = parser.readNumber();
- unit.animation.attackAnimationTime = parser.readNumber();
- unit.animation.flightAnimationDistance = parser.readNumber();
- ///////////////////////
- unit.animation.upperRightMissleOffsetX = parser.readNumber();
- unit.animation.upperRightMissleOffsetY = parser.readNumber();
- unit.animation.rightMissleOffsetX = parser.readNumber();
- unit.animation.rightMissleOffsetY = parser.readNumber();
- unit.animation.lowerRightMissleOffsetX = parser.readNumber();
- unit.animation.lowerRightMissleOffsetY = parser.readNumber();
- ///////////////////////
- for(int jjj=0; jjj<12; ++jjj)
- unit.animation.missleFrameAngles.push_back(parser.readNumber());
- unit.animation.troopCountLocationOffset= parser.readNumber();
- unit.animation.attackClimaxFrame = parser.readNumber();
- parser.endLine();
- }
- void CCreatureHandler::load(std::string creatureID, const JsonNode & node)
- {
- CCreature * creature = loadCreature(node);
- creature->nameRef = creatureID;
- creature->idNumber = CreatureID(creatures.size());
- creatures.push_back(creature);
- tlog5 << "Added creature: " << creatureID << "\n";
- registerCreature(creature->nameRef, creature->idNumber);
- }
- CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
- {
- CCreature * cre = new CCreature();
- const JsonNode & name = node["name"];
- cre->nameSing = name["singular"].String();
- cre->namePl = name["plural"].String();
- cre->cost = Res::ResourceSet(node["cost"]);
- cre->fightValue = node["fightValue"].Float();
- cre->AIValue = node["aiValue"].Float();
- cre->growth = node["growth"].Float();
- cre->hordeGrowth = node["horde"].Float(); // Needed at least until configurable buildings
- cre->addBonus(node["hitPoints"].Float(), Bonus::STACK_HEALTH);
- cre->addBonus(node["speed"].Float(), Bonus::STACKS_SPEED);
- cre->addBonus(node["attack"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
- cre->addBonus(node["defense"].Float(), Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
- const JsonNode & vec = node["damage"];
- cre->addBonus(vec["min"].Float(), Bonus::CREATURE_DAMAGE, 1);
- cre->addBonus(vec["max"].Float(), Bonus::CREATURE_DAMAGE, 2);
- auto & amounts = node ["advMapAmount"];
- cre->ammMin = amounts["min"].Float();
- cre->ammMax = amounts["max"].Float();
- if (!node["shots"].isNull())
- cre->addBonus(node["shots"].Float(), Bonus::SHOTS);
- if (node["spellPoints"].isNull())
- cre->addBonus(node["spellPoints"].Float(), Bonus::CASTS);
- cre->doubleWide = node["doubleWide"].Bool();
- //graphics
- loadStackExperience(cre, node["stackExperience"]);
- const JsonNode & graphics = node["graphics"];
- cre->animation.timeBetweenFidgets = graphics["timeBetweenFidgets"].Float();
- cre->animation.troopCountLocationOffset = graphics["troopCountLocationOffset"].Float();
- cre->animation.attackClimaxFrame = graphics["attackClimaxFrame"].Float();
- const JsonNode & animationTime = graphics["animationTime"];
- cre->animation.walkAnimationTime = animationTime["walk"].Float();
- cre->animation.attackAnimationTime = animationTime["attack"].Float();
- cre->animation.flightAnimationDistance = animationTime["flight"].Float(); //?
- const JsonNode & missile = graphics["missile"];
- const JsonNode & offsets = missile["offset"];
- cre->animation.upperRightMissleOffsetX = offsets["upperX"].Float();
- cre->animation.upperRightMissleOffsetY = offsets["upperY"].Float();
- cre->animation.rightMissleOffsetX = offsets["middleX"].Float();
- cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
- cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
- cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
- cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double>>();
- cre->advMapDef = graphics["map"].String();
- cre->iconIndex = graphics["iconIndex"].Float();
- loadCreatureJson(cre, node);
- return cre;
- }
- void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & config)
- {
- creature->level = config["level"].Float();
- creature->animDefName = config["graphics"]["animation"].String();
- BOOST_FOREACH(const JsonNode &ability, config["ability_remove"].Vector())
- {
- RemoveAbility(creature, ability);
- }
- BOOST_FOREACH(const JsonNode &ability, config["abilities"].Vector())
- {
- if (ability.getType() == JsonNode::DATA_VECTOR)
- AddAbility(creature, ability.Vector()); // used only for H3 creatures
- else
- {
- auto b = JsonUtils::parseBonus(ability);
- b->source = Bonus::CREATURE_ABILITY;
- b->duration = Bonus::PERMANENT;
- creature->addNewBonus(b);
- }
- }
- VLC->modh->identifiers.requestIdentifier(std::string("faction.") + config["faction"].String(), [=](si32 faction)
- {
- creature->faction = faction;
- });
- BOOST_FOREACH(const JsonNode &value, config["upgrades"].Vector())
- {
- VLC->modh->identifiers.requestIdentifier(std::string("creature.") + value.String(), [=](si32 identifier)
- {
- creature->upgrades.insert(CreatureID(identifier));
- });
- }
- if(config["hasDoubleWeek"].Bool())
- doubledCreatures.insert(creature->idNumber);
- creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
- //creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
- creature->special = config["special"].Bool();
- const JsonNode & sounds = config["sound"];
- #define GET_SOUND_VALUE(value_name) creature->sounds.value_name = sounds[#value_name].String()
- GET_SOUND_VALUE(attack);
- GET_SOUND_VALUE(defend);
- GET_SOUND_VALUE(killed);
- GET_SOUND_VALUE(move);
- GET_SOUND_VALUE(shoot);
- GET_SOUND_VALUE(wince);
- GET_SOUND_VALUE(ext1);
- GET_SOUND_VALUE(ext2);
- GET_SOUND_VALUE(startMoving);
- GET_SOUND_VALUE(endMoving);
- #undef GET_SOUND_VALUE
- }
- void CCreatureHandler::loadStackExperience(CCreature * creature, const JsonNode & input)
- {
- BOOST_FOREACH (const JsonNode &exp, input.Vector())
- {
- auto bonus = JsonUtils::parseBonus (exp["bonus"]);
- bonus->source = Bonus::STACK_EXPERIENCE;
- bonus->duration = Bonus::PERMANENT;
- const JsonVector &values = exp["values"].Vector();
- int lowerLimit = 1;//, upperLimit = 255;
- if (values[0].getType() == JsonNode::JsonType::DATA_BOOL)
- {
- BOOST_FOREACH (const JsonNode &val, values)
- {
- if (val.Bool() == true)
- {
- bonus->limiter = make_shared<RankRangeLimiter>(RankRangeLimiter(lowerLimit));
- creature->addNewBonus (new Bonus(*bonus)); //bonuses must be unique objects
- break; //TODO: allow bonuses to turn off?
- }
- ++lowerLimit;
- }
- }
- else
- {
- int lastVal = 0;
- BOOST_FOREACH (const JsonNode &val, values)
- {
- if (val.Float() != lastVal)
- {
- bonus->val = val.Float() - lastVal;
- bonus->limiter.reset (new RankRangeLimiter(lowerLimit));
- creature->addNewBonus (new Bonus(*bonus));
- }
- lastVal = val.Float();
- ++lowerLimit;
- }
- }
- delete bonus;
- }
- }
- void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser & parser) //help function for parsing CREXPBON.txt
- {
- bool enable = false; //some bonuses are activated with values 2 or 1
- std::string buf = parser.readString();
- std::string mod = parser.readString();
- switch (buf[0])
- {
- case 'H':
- b.type = Bonus::STACK_HEALTH;
- b.valType = Bonus::PERCENT_TO_BASE;
- break;
- case 'A':
- b.type = Bonus::PRIMARY_SKILL;
- b.subtype = PrimarySkill::ATTACK;
- break;
- case 'D':
- b.type = Bonus::PRIMARY_SKILL;
- b.subtype = PrimarySkill::DEFENSE;
- break;
- case 'M': //Max damage
- b.type = Bonus::CREATURE_DAMAGE;
- b.subtype = 2;
- break;
- case 'm': //Min damage
- b.type = Bonus::CREATURE_DAMAGE;
- b.subtype = 1;
- break;
- case 'S':
- b.type = Bonus::STACKS_SPEED; break;
- case 'O':
- b.type = Bonus::SHOTS; break;
- case 'b':
- b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
- case 'C':
- b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
- case 'd':
- b.type = Bonus::DEFENSIVE_STANCE; break;
- case 'e':
- b.type = Bonus::DOUBLE_DAMAGE_CHANCE;
- b.subtype = 0;
- break;
- case 'E':
- b.type = Bonus::DEATH_STARE;
- b.subtype = 0; //Gorgon
- break;
- case 'F':
- b.type = Bonus::FEAR; break;
- case 'g':
- b.type = Bonus::SPELL_DAMAGE_REDUCTION;
- b.subtype = -1; //all magic schools
- break;
- case 'P':
- b.type = Bonus::CASTS; break;
- case 'R':
- b.type = Bonus::ADDITIONAL_RETALIATION; break;
- case 'W':
- b.type = Bonus::MAGIC_RESISTANCE;
- b.subtype = 0; //otherwise creature window goes crazy
- break;
- case 'f': //on-off skill
- enable = true; //sometimes format is: 2 -> 0, 1 -> 1
- switch (mod[0])
- {
- case 'A':
- b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
- case 'b':
- b.type = Bonus::RETURN_AFTER_STRIKE; break;
- case 'B':
- b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
- case 'c':
- b.type = Bonus::JOUSTING; break;
- case 'D':
- b.type = Bonus::ADDITIONAL_ATTACK; break;
- case 'f':
- b.type = Bonus::FEARLESS; break;
- case 'F':
- b.type = Bonus::FLYING; break;
- case 'm':
- b.type = Bonus::SELF_MORALE; break;
- case 'M':
- b.type = Bonus::NO_MORALE; break;
- case 'p': //Mind spells
- case 'P':
- b.type = Bonus::MIND_IMMUNITY; break;
- case 'r':
- b.type = Bonus::REBIRTH; //on/off? makes sense?
- b.subtype = 0;
- b.val = 20; //arbitrary value
- break;
- case 'R':
- b.type = Bonus::BLOCKS_RETALIATION; break;
- case 's':
- b.type = Bonus::FREE_SHOOTING; break;
- case 'u':
- b.type = Bonus::SPELL_RESISTANCE_AURA; break;
- case 'U':
- b.type = Bonus::UNDEAD; break;
- default:
- tlog5 << "Not parsed bonus " << buf << mod << "\n";
- return;
- break;
- }
- break;
- case 'w': //specific spell immunities, enabled/disabled
- enable = true;
- switch (mod[0])
- {
- case 'B': //Blind
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::BLIND;
- break;
- case 'H': //Hypnotize
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::HYPNOTIZE;
- break;
- case 'I': //Implosion
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::IMPLOSION;
- break;
- case 'K': //Berserk
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::BERSERK;
- break;
- case 'M': //Meteor Shower
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::METEOR_SHOWER;
- break;
- case 'N': //dispell beneficial spells
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::DISPEL_HELPFUL_SPELLS;
- break;
- case 'R': //Armageddon
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::ARMAGEDDON;
- break;
- case 'S': //Slow
- b.type = Bonus::SPELL_IMMUNITY;
- b.subtype = SpellID::SLOW;
- break;
- case '6':
- case '7':
- case '8':
- case '9':
- b.type = Bonus::LEVEL_SPELL_IMMUNITY;
- b.val = std::atoi(mod.c_str()) - 5;
- break;
- case ':':
- b.type = Bonus::LEVEL_SPELL_IMMUNITY;
- b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
- break;
- case 'F':
- b.type = Bonus::FIRE_IMMUNITY;
- b.subtype = 1; //not positive
- break;
- case 'O':
- b.type = Bonus::FIRE_IMMUNITY;
- b.subtype = 2; //only direct damage
- break;
- case 'f':
- b.type = Bonus::FIRE_IMMUNITY;
- b.subtype = 0; //all
- break;
- case 'C':
- b.type = Bonus::WATER_IMMUNITY;
- b.subtype = 1; //not positive
- break;
- case 'W':
- b.type = Bonus::WATER_IMMUNITY;
- b.subtype = 2; //only direct damage
- break;
- case 'w':
- b.type = Bonus::WATER_IMMUNITY;
- b.subtype = 0; //all
- break;
- case 'E':
- b.type = Bonus::EARTH_IMMUNITY;
- b.subtype = 2; //only direct damage
- break;
- case 'e':
- b.type = Bonus::EARTH_IMMUNITY;
- b.subtype = 0; //all
- break;
- case 'A':
- b.type = Bonus::AIR_IMMUNITY;
- b.subtype = 2; //only direct damage
- break;
- case 'a':
- b.type = Bonus::AIR_IMMUNITY;
- b.subtype = 0; //all
- break;
- case 'D':
- b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
- break;
- case '0':
- b.type = Bonus::RECEPTIVE;
- break;
- case 'm':
- b.type = Bonus::MIND_IMMUNITY;
- break;
- default:
- tlog5 << "Not parsed bonus " << buf << mod << "\n";
- return;
- }
- break;
- case 'i':
- enable = true;
- b.type = Bonus::NO_DISTANCE_PENALTY;
- break;
- case 'o':
- enable = true;
- b.type = Bonus::NO_WALL_PENALTY;
- break;
- case 'a':
- case 'c':
- case 'K':
- case 'k':
- b.type = Bonus::SPELL_AFTER_ATTACK;
- b.subtype = stringToNumber(mod);
- break;
- case 'h':
- b.type= Bonus::HATE;
- b.subtype = stringToNumber(mod);
- break;
- case 'p':
- case 'J':
- b.type = Bonus::SPELL_BEFORE_ATTACK;
- b.subtype = stringToNumber(mod);
- b.additionalInfo = 3; //always expert?
- break;
- case 'r':
- b.type = Bonus::HP_REGENERATION;
- b.val = stringToNumber(mod);
- break;
- case 's':
- b.type = Bonus::ENCHANTED;
- b.subtype = stringToNumber(mod);
- b.valType = Bonus::INDEPENDENT_MAX;
- break;
- default:
- tlog5 << "Not parsed bonus " << buf << mod << "\n";
- return;
- break;
- }
- switch (mod[0])
- {
- case '+':
- case '=': //should we allow percent values to stack or pick highest?
- b.valType = Bonus::ADDITIVE_VALUE;
- break;
- }
- //limiters, range
- si32 lastVal, curVal, lastLev = 0;
- if (enable) //0 and 2 means non-active, 1 - active
- {
- if (b.type != Bonus::REBIRTH)
- b.val = 0; //on-off ability, no value specified
- curVal = parser.readNumber();// 0 level is never active
- for (int i = 1; i < 11; ++i)
- {
- curVal = parser.readNumber();
- if (curVal == 1)
- {
- b.limiter.reset (new RankRangeLimiter(i));
- bl.push_back(new Bonus(b));
- break; //never turned off it seems
- }
- }
- }
- else
- {
- lastVal = parser.readNumber(); //basic value, not particularly useful but existent
- for (int i = 1; i < 11; ++i)
- {
- curVal = parser.readNumber();
- if (b.type == Bonus::HATE)
- curVal *= 10; //odd fix
- if (curVal > lastVal) //threshold, add new bonus
- {
- b.val = curVal - lastVal;
- lastVal = curVal;
- b.limiter.reset (new RankRangeLimiter(i));
- bl.push_back(new Bonus(b));
- lastLev = i; //start new range from here, i = previous rank
- }
- else if (curVal < lastVal)
- {
- b.val = lastVal;
- b.limiter.reset (new RankRangeLimiter(lastLev, i));
- }
- }
- }
- }
- int CCreatureHandler::stringToNumber(std::string & s)
- {
- boost::algorithm::replace_first(s,"#",""); //drop hash character
- return std::atoi(s.c_str());
- }
- CCreatureHandler::~CCreatureHandler()
- {
- }
- CreatureID CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
- {
- int r = 0;
- if(tier == -1) //pick any allowed creature
- {
- do
- {
- r = vstd::pickRandomElementOf(creatures, randGen)->idNumber;
- } while (VLC->creh->creatures[r] && VLC->creh->creatures[r]->special); // find first "not special" creature
- }
- else
- {
- assert(vstd::iswithin(tier, 1, 7));
- std::vector<CreatureID> allowed;
- BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
- {
- assert(b->getNodeType() == CBonusSystemNode::CREATURE);
- const CCreature * crea = dynamic_cast<const CCreature*>(b);
- if(crea && !crea->special)
- allowed.push_back(crea->idNumber);
- }
- if(!allowed.size())
- {
- tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
- return CreatureID::NONE;
- }
- return vstd::pickRandomElementOf(allowed, randGen);
- }
- return CreatureID(r);
- }
- void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
- {
- assert(vstd::iswithin(tier, 1, 7));
- creaturesOfLevel[tier].addNewBonus(b);
- }
- void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
- {
- allCreatures.addNewBonus(b);
- }
- void CCreatureHandler::buildBonusTreeForTiers()
- {
- BOOST_FOREACH(CCreature *c, creatures)
- {
- if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
- c->attachTo(&creaturesOfLevel[c->level]);
- else
- c->attachTo(&creaturesOfLevel[0]);
- }
- BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
- b.attachTo(&allCreatures);
- }
- void CCreatureHandler::deserializationFix()
- {
- buildBonusTreeForTiers();
- }
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