CCreatureHandler.cpp 30 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 // Evil: Inferno, Necropolis, Dungeon
  24. // Neutral: Stronghold, Fortess, Conflux
  25. factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0;
  26. doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
  27. allCreatures.setDescription("All creatures");
  28. creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
  29. for(int i = 1; i < ARRAY_COUNT(creaturesOfLevel); i++)
  30. creaturesOfLevel[i].setDescription("Creatures of tier " + boost::lexical_cast<std::string>(i));
  31. }
  32. int CCreature::getQuantityID(const int & quantity)
  33. {
  34. if (quantity<5)
  35. return 0;
  36. if (quantity<10)
  37. return 1;
  38. if (quantity<20)
  39. return 2;
  40. if (quantity<50)
  41. return 3;
  42. if (quantity<100)
  43. return 4;
  44. if (quantity<250)
  45. return 5;
  46. if (quantity<500)
  47. return 6;
  48. if (quantity<1000)
  49. return 7;
  50. return 8;
  51. }
  52. int CCreature::estimateCreatureCount(ui32 countID)
  53. {
  54. static const int creature_count[] = { 3, 8, 15, 35, 75, 175, 375, 750, 2500 };
  55. if (countID > 8)
  56. assert("Wrong countID!");
  57. return creature_count[countID];
  58. }
  59. bool CCreature::isDoubleWide() const
  60. {
  61. return doubleWide;
  62. }
  63. bool CCreature::isFlying() const
  64. {
  65. return hasBonusOfType(Bonus::FLYING);
  66. }
  67. bool CCreature::isShooting() const
  68. {
  69. return hasBonusOfType(Bonus::SHOOTER);
  70. }
  71. bool CCreature::isUndead() const
  72. {
  73. return hasBonusOfType(Bonus::UNDEAD);
  74. }
  75. /**
  76. * Determines if the creature is of a good alignment.
  77. * @return true if the creture is good, false otherwise.
  78. */
  79. bool CCreature::isGood () const
  80. {
  81. return VLC->creh->isGood(faction);
  82. }
  83. /**
  84. * Determines if the creature is of an evil alignment.
  85. * @return true if the creature is evil, false otherwise.
  86. */
  87. bool CCreature::isEvil () const
  88. {
  89. return VLC->creh->isEvil(faction);
  90. }
  91. si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
  92. {
  93. int ret = 2147483645;
  94. int resAmnt = std::min(res.size(),cost.size());
  95. for(int i=0;i<resAmnt;i++)
  96. if(cost[i])
  97. ret = std::min(ret,(int)(res[i]/cost[i]));
  98. return ret;
  99. }
  100. CCreature::CCreature()
  101. {
  102. doubleWide = false;
  103. setNodeType(CBonusSystemNode::CREATURE);
  104. }
  105. void CCreature::addBonus(int val, int type, int subtype /*= -1*/)
  106. {
  107. Bonus *added = new Bonus(Bonus::PERMANENT, type, Bonus::CREATURE_ABILITY, val, idNumber, subtype, Bonus::BASE_NUMBER);
  108. addNewBonus(added);
  109. }
  110. // void CCreature::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
  111. // {
  112. // out.insert (VLC->creh->globalEffects);
  113. // }
  114. bool CCreature::isMyUpgrade(const CCreature *anotherCre) const
  115. {
  116. //TODO upgrade of upgrade?
  117. return vstd::contains(upgrades, anotherCre->idNumber);
  118. }
  119. bool CCreature::valid() const
  120. {
  121. return this == VLC->creh->creatures[idNumber];
  122. }
  123. std::string CCreature::nodeName() const
  124. {
  125. return "\"" + namePl + "\"";
  126. }
  127. bool CCreature::isItNativeTerrain(int terrain) const
  128. {
  129. if(!vstd::iswithin(faction, 0, 9))
  130. return false;
  131. //not good handler dependency
  132. return VLC->heroh->nativeTerrains[faction] == terrain;
  133. }
  134. int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
  135. {
  136. befi=i;
  137. for(; i<andame; ++i)
  138. {
  139. if(buf[i]=='\t')
  140. break;
  141. }
  142. std::string tmp = buf.substr(befi, i-befi);
  143. int ret = atoi(buf.substr(befi, i-befi).c_str());
  144. ++i;
  145. return ret;
  146. }
  147. double readFloat(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadUnitAnimInfo()
  148. {
  149. befi=i;
  150. for(; i<andame; ++i)
  151. {
  152. if(buf[i]=='\t')
  153. break;
  154. }
  155. std::string tmp = buf.substr(befi, i-befi);
  156. double ret = atof(buf.substr(befi, i-befi).c_str());
  157. ++i;
  158. return ret;
  159. }
  160. /**
  161. * Determines if a faction is good.
  162. * @param ID of the faction.
  163. * @return true if the faction is good, false otherwise.
  164. */
  165. bool CCreatureHandler::isGood (si8 faction) const
  166. {
  167. return faction != -1 && factionAlignments[faction] == 1;
  168. }
  169. /**
  170. * Determines if a faction is evil.
  171. * @param ID of the faction.
  172. * @return true if the faction is evil, false otherwise.
  173. */
  174. bool CCreatureHandler::isEvil (si8 faction) const
  175. {
  176. return faction != -1 && factionAlignments[faction] == -1;
  177. }
  178. static Bonus * ParseBonus (const JsonVector &ability_vec) //TODO: merge with AddAbility, create universal parser for all bonus properties
  179. {
  180. Bonus * b = new Bonus();
  181. std::string type = ability_vec[0].String();
  182. auto it = bonusNameMap.find(type);
  183. if (it == bonusNameMap.end())
  184. {
  185. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  186. return b;
  187. }
  188. b->type = it->second;
  189. b->val = ability_vec[1].Float();
  190. b->subtype = ability_vec[2].Float();
  191. b->additionalInfo = ability_vec[3].Float();
  192. b->duration = Bonus::PERMANENT;
  193. b->turnsRemain = 0;
  194. return b;
  195. }
  196. static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
  197. {
  198. Bonus *nsf = new Bonus();
  199. std::string type = ability_vec[0].String();
  200. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  201. if (it == bonusNameMap.end()) {
  202. if (type == "DOUBLE_WIDE")
  203. cre->doubleWide = true;
  204. else if (type == "ENEMY_MORALE_DECREASING") {
  205. cre->addBonus(-1, Bonus::MORALE);
  206. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  207. }
  208. else if (type == "ENEMY_LUCK_DECREASING") {
  209. cre->addBonus(-1, Bonus::LUCK);
  210. cre->getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  211. } else
  212. tlog1 << "Error: invalid ability type " << type << " in creatures.txt" << std::endl;
  213. return;
  214. }
  215. nsf->type = it->second;
  216. nsf->val = ability_vec[1].Float();
  217. nsf->subtype = ability_vec[2].Float();
  218. nsf->additionalInfo = ability_vec[3].Float();
  219. nsf->source = Bonus::CREATURE_ABILITY;
  220. nsf->sid = cre->idNumber;
  221. //nsf->duration = Bonus::ONE_BATTLE; //what the?
  222. nsf->duration = Bonus::PERMANENT;
  223. nsf->turnsRemain = 0;
  224. cre->addNewBonus(nsf);
  225. }
  226. static void RemoveAbility(CCreature *cre, const JsonNode &ability)
  227. {
  228. std::string type = ability.String();
  229. std::map<std::string, int>::const_iterator it = bonusNameMap.find(type);
  230. if (it == bonusNameMap.end()) {
  231. if (type == "DOUBLE_WIDE")
  232. cre->doubleWide = false;
  233. else
  234. tlog1 << "Error: invalid ability type " << type << " in creatures.json" << std::endl;
  235. return;
  236. }
  237. int typeNo = it->second;
  238. Bonus::BonusType ecf = static_cast<Bonus::BonusType>(typeNo);
  239. Bonus *b = cre->getBonus(Selector::type(ecf));
  240. cre->removeBonus(b);
  241. }
  242. void CCreatureHandler::loadCreatures()
  243. {
  244. tlog5 << "\t\tReading config/cr_abils.json and ZCRTRAIT.TXT" << std::endl;
  245. ////////////reading ZCRTRAIT.TXT ///////////////////
  246. std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
  247. int andame = buf.size();
  248. int i=0; //buf iterator
  249. int hmcr=0;
  250. for(; i<andame; ++i)
  251. {
  252. if(buf[i]=='\r')
  253. ++hmcr;
  254. if(hmcr==2)
  255. break;
  256. }
  257. i+=2;
  258. while(i<buf.size())
  259. {
  260. CCreature &ncre = *new CCreature;
  261. ncre.idNumber = creatures.size();
  262. ncre.cost.resize(GameConstants::RESOURCE_QUANTITY);
  263. ncre.level=0;
  264. int befi=i;
  265. for(; i<andame; ++i)
  266. {
  267. if(buf[i]=='\t')
  268. break;
  269. }
  270. ncre.nameSing = buf.substr(befi, i-befi);
  271. ++i;
  272. befi=i;
  273. for(; i<andame; ++i)
  274. {
  275. if(buf[i]=='\t')
  276. break;
  277. }
  278. ncre.namePl = buf.substr(befi, i-befi);
  279. ++i;
  280. for(int v=0; v<7; ++v)
  281. {
  282. ncre.cost[v] = readNumber(befi, i, andame, buf);
  283. }
  284. ncre.fightValue = readNumber(befi, i, andame, buf);
  285. ncre.AIValue = readNumber(befi, i, andame, buf);
  286. ncre.growth = readNumber(befi, i, andame, buf);
  287. ncre.hordeGrowth = readNumber(befi, i, andame, buf);
  288. ncre.hitPoints = readNumber(befi, i, andame, buf);
  289. ncre.addBonus(ncre.hitPoints, Bonus::STACK_HEALTH);
  290. ncre.speed = readNumber(befi, i, andame, buf);
  291. ncre.addBonus(ncre.speed, Bonus::STACKS_SPEED);
  292. ncre.attack = readNumber(befi, i, andame, buf);
  293. ncre.addBonus(ncre.attack, Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK);
  294. ncre.defence = readNumber(befi, i, andame, buf);
  295. ncre.addBonus(ncre.defence, Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE);
  296. ncre.damageMin = readNumber(befi, i, andame, buf); //not used anymore?
  297. ncre.addBonus(ncre.damageMin, Bonus::CREATURE_DAMAGE, 1);
  298. ncre.damageMax = readNumber(befi, i, andame, buf);
  299. ncre.addBonus(ncre.damageMax, Bonus::CREATURE_DAMAGE, 2);
  300. ncre.shots = readNumber(befi, i, andame, buf);
  301. ncre.addBonus(ncre.shots, Bonus::SHOTS);
  302. ncre.spells = readNumber(befi, i, andame, buf);
  303. ncre.ammMin = readNumber(befi, i, andame, buf);
  304. ncre.ammMax = readNumber(befi, i, andame, buf);
  305. befi=i;
  306. for(; i<andame; ++i)
  307. {
  308. if(buf[i]=='\t')
  309. break;
  310. }
  311. ncre.abilityText = buf.substr(befi, i-befi);
  312. ++i;
  313. befi=i;
  314. for(; i<andame; ++i)
  315. {
  316. if(buf[i]=='\r')
  317. break;
  318. }
  319. ncre.abilityRefs = buf.substr(befi, i-befi);
  320. i+=2;
  321. if(true)
  322. { //adding abilities from ZCRTRAIT.TXT
  323. if(boost::algorithm::find_first(ncre.abilityRefs, "DOUBLE_WIDE"))
  324. ncre.doubleWide = true;
  325. if(boost::algorithm::find_first(ncre.abilityRefs, "FLYING_ARMY"))
  326. ncre.addBonus(0, Bonus::FLYING);
  327. if(boost::algorithm::find_first(ncre.abilityRefs, "SHOOTING_ARMY"))
  328. ncre.addBonus(0, Bonus::SHOOTER);
  329. if(boost::algorithm::find_first(ncre.abilityRefs, "SIEGE_WEAPON"))
  330. ncre.addBonus(0, Bonus::SIEGE_WEAPON);
  331. if(boost::algorithm::find_first(ncre.abilityRefs, "const_two_attacks"))
  332. ncre.addBonus(1, Bonus::ADDITIONAL_ATTACK);
  333. if(boost::algorithm::find_first(ncre.abilityRefs, "const_free_attack"))
  334. ncre.addBonus(0, Bonus::BLOCKS_RETALIATION);
  335. if(boost::algorithm::find_first(ncre.abilityRefs, "IS_UNDEAD"))
  336. ncre.addBonus(0, Bonus::UNDEAD);
  337. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_melee_penalty"))
  338. ncre.addBonus(0, Bonus::NO_MELEE_PENALTY);
  339. if(boost::algorithm::find_first(ncre.abilityRefs, "const_jousting"))
  340. ncre.addBonus(0, Bonus::JOUSTING);
  341. if(boost::algorithm::find_first(ncre.abilityRefs, "const_raises_morale"))
  342. {
  343. ncre.addBonus(+1, Bonus::MORALE);;
  344. ncre.getBonusList().back()->addPropagator(make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO));
  345. }
  346. if(boost::algorithm::find_first(ncre.abilityRefs, "const_lowers_morale"))
  347. {
  348. ncre.addBonus(-1, Bonus::MORALE);;
  349. ncre.getBonusList().back()->effectRange = Bonus::ONLY_ENEMY_ARMY;
  350. }
  351. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_1"))
  352. ncre.addBonus(0, Bonus::KING1);
  353. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_2"))
  354. ncre.addBonus(0, Bonus::KING2);
  355. if(boost::algorithm::find_first(ncre.abilityRefs, "KING_3"))
  356. ncre.addBonus(0, Bonus::KING3);
  357. if(boost::algorithm::find_first(ncre.abilityRefs, "const_no_wall_penalty"))
  358. ncre.addBonus(0, Bonus::NO_WALL_PENALTY);
  359. if(boost::algorithm::find_first(ncre.abilityRefs, "CATAPULT"))
  360. ncre.addBonus(0, Bonus::CATAPULT);
  361. if(boost::algorithm::find_first(ncre.abilityRefs, "MULTI_HEADED"))
  362. ncre.addBonus(0, Bonus::ATTACKS_ALL_ADJACENT);
  363. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_MIND_SPELLS"))
  364. ncre.addBonus(0, Bonus::MIND_IMMUNITY); //giants are immune to mind spells
  365. if(boost::algorithm::find_first(ncre.abilityRefs, "IMMUNE_TO_FIRE_SPELLS"))
  366. ncre.addBonus(0, Bonus::FIRE_IMMUNITY);
  367. if(boost::algorithm::find_first(ncre.abilityRefs, "HAS_EXTENDED_ATTACK"))
  368. ncre.addBonus(0, Bonus::TWO_HEX_ATTACK_BREATH);;
  369. }
  370. if(ncre.nameSing!=std::string("") && ncre.namePl!=std::string(""))
  371. {
  372. ncre.idNumber = creatures.size();
  373. creatures.push_back(&ncre);
  374. }
  375. }
  376. // loading creatures properties
  377. tlog5 << "\t\tReading config/creatures.json" << std::endl;
  378. const JsonNode config(GameConstants::DATA_DIR + "/config/creatures.json");
  379. BOOST_FOREACH(const JsonNode &creature, config["creatures"].Vector())
  380. {
  381. int creatureID = creature["id"].Float();
  382. const JsonNode *value;
  383. /* A creature can have several names. */
  384. BOOST_FOREACH(const JsonNode &name, creature["name"].Vector())
  385. {
  386. boost::assign::insert(nameToID)(name.String(), creatureID);
  387. }
  388. // Set various creature properties
  389. CCreature *c = creatures[creatureID];
  390. c->level = creature["level"].Float();
  391. c->faction = creature["faction"].Float();
  392. c->animDefName = creature["defname"].String();
  393. BOOST_FOREACH(const JsonNode &value, creature["upgrades"].Vector())
  394. {
  395. c->upgrades.insert(value.Float());
  396. }
  397. value = &creature["projectile_defname"];
  398. if (!value->isNull())
  399. {
  400. idToProjectile[creatureID] = value->String();
  401. value = &creature["projectile_spin"];
  402. idToProjectileSpin[creatureID] = value->Bool();
  403. }
  404. value = &creature["turret_shooter"];
  405. if (!value->isNull() && value->Bool())
  406. factionToTurretCreature[c->faction] = creatureID;
  407. value = &creature["ability_add"];
  408. if (!value->isNull()) {
  409. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  410. {
  411. AddAbility(c, ability.Vector());
  412. }
  413. }
  414. value = &creature["ability_remove"];
  415. if (!value->isNull())
  416. {
  417. BOOST_FOREACH(const JsonNode &ability, value->Vector())
  418. {
  419. RemoveAbility(c, ability);
  420. }
  421. }
  422. }
  423. BOOST_FOREACH(const JsonNode &creature, config["unused_creatures"].Vector())
  424. {
  425. notUsedMonsters += creature.Float();
  426. }
  427. buildBonusTreeForTiers();
  428. loadAnimationInfo();
  429. //reading creature ability names
  430. const JsonNode config2(GameConstants::DATA_DIR + "/config/bonusnames.json");
  431. BOOST_FOREACH(const JsonNode &bonus, config2["bonuses"].Vector())
  432. {
  433. std::map<std::string,int>::const_iterator it_map;
  434. std::string bonusID = bonus["id"].String();
  435. it_map = bonusNameMap.find(bonusID);
  436. if (it_map != bonusNameMap.end())
  437. stackBonuses[it_map->second] = std::pair<std::string, std::string>(bonus["name"].String(), bonus["description"].String());
  438. else
  439. tlog2 << "Bonus " << bonusID << " not recognized, ignoring\n";
  440. }
  441. //handle magic resistance secondary skill premy, potentialy may be buggy
  442. //std::map<TBonusType, std::pair<std::string, std::string> >::iterator it = stackBonuses.find(Bonus::MAGIC_RESISTANCE);
  443. //stackBonuses[Bonus::SECONDARY_SKILL_PREMY] = std::pair<std::string, std::string>(it->second.first, it->second.second);
  444. if (GameConstants::STACK_EXP) //reading default stack experience bonuses
  445. {
  446. buf = bitmaph->getTextFile("CREXPBON.TXT");
  447. int it = 0;
  448. si32 creid = -1;
  449. Bonus b; //prototype with some default properties
  450. b.source = Bonus::STACK_EXPERIENCE;
  451. b.duration = Bonus::PERMANENT;
  452. b.valType = Bonus::ADDITIVE_VALUE;
  453. b.effectRange = Bonus::NO_LIMIT;
  454. b.additionalInfo = 0;
  455. b.turnsRemain = 0;
  456. BonusList bl;
  457. std::string dump2;
  458. loadToIt (dump2, buf, it, 3); //ignore first line
  459. loadToIt (dump2, buf, it, 4); //ignore index
  460. loadStackExp(b, bl, buf, it);
  461. BOOST_FOREACH(Bonus * b, bl)
  462. addBonusForAllCreatures(b); //health bonus is common for all
  463. loadToIt (dump2, buf, it, 3); //crop comment
  464. for (i = 1; i < 7; ++i)
  465. {
  466. for (int j = 0; j < 4; ++j) //four modifiers common for tiers
  467. {
  468. loadToIt (dump2, buf, it, 4); //ignore index
  469. bl.clear();
  470. loadStackExp(b, bl, buf, it);
  471. BOOST_FOREACH(Bonus * b, bl)
  472. addBonusForTier(i, b);
  473. loadToIt (dump2, buf, it, 3); //crop comment
  474. }
  475. }
  476. for (int j = 0; j < 4; ++j) //tier 7
  477. {
  478. loadToIt (dump2, buf, it, 4); //ignore index
  479. bl.clear();
  480. loadStackExp(b, bl, buf, it);
  481. BOOST_FOREACH(Bonus * b, bl)
  482. {
  483. addBonusForTier(7, b);
  484. creaturesOfLevel[0].addNewBonus(b); //bonuses from level 7 are given to high-level creatures
  485. }
  486. loadToIt (dump2, buf, it, 3); //crop comment
  487. }
  488. do //parse everything that's left
  489. {
  490. loadToIt(creid, buf, it, 4); //get index
  491. b.sid = creid; //id = this particular creature ID
  492. loadStackExp(b, creatures[creid]->getBonusList(), buf, it); //add directly to CCreature Node
  493. loadToIt (dump2, buf, it, 3); //crop comment
  494. } while (it < buf.size());
  495. //Calculate rank exp values, formula appears complicated bu no parsing needed
  496. expRanks.resize(8);
  497. int dif = 0;
  498. it = 8000; //ignore name of this variable
  499. expRanks[0].push_back(it);
  500. for (int j = 1; j < 10; ++j) //used for tiers 8-10, and all other probably
  501. {
  502. expRanks[0].push_back(expRanks[0][j-1] + it + dif);
  503. dif += it/5;
  504. }
  505. for (i = 1; i < 8; ++i)
  506. {
  507. dif = 0;
  508. it = 1000 * i;
  509. expRanks[i].push_back(it);
  510. for (int j = 1; j < 10; ++j)
  511. {
  512. expRanks[i].push_back(expRanks[i][j-1] + it + dif);
  513. dif += it/5;
  514. }
  515. }
  516. buf = bitmaph->getTextFile("CREXPMOD.TXT"); //could be hardcoded though, lots of useless info
  517. it = 0;
  518. loadToIt (dump2, buf, it, 3); //ignore first line
  519. maxExpPerBattle.resize(8);
  520. si32 val;
  521. for (i = 1; i < 8; ++i)
  522. {
  523. loadToIt (dump2, buf, it, 4); //index
  524. loadToIt (dump2, buf, it, 4); //float multiplier -> hardcoded
  525. loadToIt (dump2, buf, it, 4); //ignore upgrade mod? ->hardcoded
  526. loadToIt (dump2, buf, it, 4); //already calculated
  527. loadToIt (val, buf, it, 4);
  528. maxExpPerBattle[i] = (ui32)val;
  529. loadToIt (val, buf, it, 4); //11th level
  530. val += (si32)expRanks[i].back();
  531. expRanks[i].push_back((ui32)val);
  532. loadToIt (dump2, buf, it, 3); //crop comment
  533. }
  534. //skeleton gets exp penalty
  535. creatures[56].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  536. creatures[57].get()->addBonus(-50, Bonus::EXP_MULTIPLIER, -1);
  537. //exp for tier >7, rank 11
  538. expRanks[0].push_back(147000);
  539. expAfterUpgrade = 75; //percent
  540. maxExpPerBattle[0] = maxExpPerBattle[7];
  541. }//end of Stack Experience
  542. //experiment - add 100 to attack for creatures of tier 1
  543. // Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::OTHER, +100, 0, 0);
  544. // addBonusForTier(1, b);
  545. tlog5 << "\t\tReading config/commanders.json" << std::endl;
  546. const JsonNode config3(GameConstants::DATA_DIR + "/config/commanders.json");
  547. BOOST_FOREACH (auto creature, config3["factionCreatures"].Vector())
  548. {
  549. factionCommanders[creature["faction"].Float()] = creature["id"].Float();
  550. }
  551. BOOST_FOREACH (auto bonus, config3["bonusPerLevel"].Vector())
  552. {
  553. commanderLevelPremy.push_back(ParseBonus (bonus.Vector()));
  554. }
  555. i = 0;
  556. BOOST_FOREACH (auto skill, config3["skillLevels"].Vector())
  557. {
  558. skillLevels.push_back (std::vector<ui8>());
  559. BOOST_FOREACH (auto skillLevel, skill["levels"].Vector())
  560. {
  561. skillLevels[i].push_back (skillLevel.Float());
  562. }
  563. ++i;
  564. }
  565. BOOST_FOREACH (auto ability, config3["abilityRequirements"].Vector())
  566. {
  567. std::pair <Bonus, std::pair <ui8, ui8> > a;
  568. a.first = *ParseBonus (ability["ability"].Vector());
  569. a.second.first = ability["skills"].Vector()[0].Float();
  570. a.second.second = ability["skills"].Vector()[1].Float();
  571. skillRequirements.push_back (a);
  572. }
  573. }
  574. void CCreatureHandler::loadAnimationInfo()
  575. {
  576. std::string buf = bitmaph->getTextFile("CRANIM.TXT");
  577. int andame = buf.size();
  578. int i=0; //buf iterator
  579. int hmcr=0;
  580. for(; i<andame; ++i)
  581. {
  582. if(buf[i]=='\r')
  583. ++hmcr;
  584. if(hmcr==2)
  585. break;
  586. }
  587. i+=2;
  588. for(int dd=0; dd<creatures.size(); ++dd)
  589. {
  590. //tlog5 << "\t\t\tReading animation info for creature " << dd << std::endl;
  591. loadUnitAnimInfo(*creatures[dd], buf, i);
  592. }
  593. return;
  594. }
  595. void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, std::string & src, int & i)
  596. {
  597. int befi=i;
  598. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  599. while(unit.timeBetweenFidgets == 0.0)
  600. {
  601. for(; i<src.size(); ++i)
  602. {
  603. if(src[i]=='\r')
  604. break;
  605. }
  606. i+=2;
  607. unit.timeBetweenFidgets = readFloat(befi, i, src.size(), src);
  608. }
  609. unit.walkAnimationTime = readFloat(befi, i, src.size(), src);
  610. unit.attackAnimationTime = readFloat(befi, i, src.size(), src);
  611. unit.flightAnimationDistance = readFloat(befi, i, src.size(), src);
  612. ///////////////////////
  613. unit.upperRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  614. unit.upperRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  615. unit.rightMissleOffsetX = readNumber(befi, i, src.size(), src);
  616. unit.rightMissleOffsetY = readNumber(befi, i, src.size(), src);
  617. unit.lowerRightMissleOffsetX = readNumber(befi, i, src.size(), src);
  618. unit.lowerRightMissleOffsetY = readNumber(befi, i, src.size(), src);
  619. ///////////////////////
  620. for(int jjj=0; jjj<12; ++jjj)
  621. {
  622. unit.missleFrameAngles[jjj] = readFloat(befi, i, src.size(), src);
  623. }
  624. unit.troopCountLocationOffset= readNumber(befi, i, src.size(), src);
  625. unit.attackClimaxFrame = readNumber(befi, i, src.size(), src);
  626. for(; i<src.size(); ++i)
  627. {
  628. if(src[i]=='\r')
  629. break;
  630. }
  631. i+=2;
  632. }
  633. void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it) //help function for parsing CREXPBON.txt
  634. {
  635. std::string buf, mod;
  636. bool enable = false; //some bonuses are activated with values 2 or 1
  637. loadToIt(buf, src, it, 4);
  638. loadToIt(mod, src, it, 4);
  639. switch (buf[0])
  640. {
  641. case 'H':
  642. b.type = Bonus::STACK_HEALTH;
  643. b.valType = Bonus::PERCENT_TO_BASE;
  644. break;
  645. case 'A':
  646. b.type = Bonus::PRIMARY_SKILL;
  647. b.subtype = PrimarySkill::ATTACK;
  648. break;
  649. case 'D':
  650. b.type = Bonus::PRIMARY_SKILL;
  651. b.subtype = PrimarySkill::DEFENSE;
  652. break;
  653. case 'M': //Max damage
  654. b.type = Bonus::CREATURE_DAMAGE;
  655. b.subtype = 2;
  656. break;
  657. case 'm': //Min damage
  658. b.type = Bonus::CREATURE_DAMAGE;
  659. b.subtype = 1;
  660. break;
  661. case 'S':
  662. b.type = Bonus::STACKS_SPEED; break;
  663. case 'O':
  664. b.type = Bonus::SHOTS; break;
  665. case 'b':
  666. b.type = Bonus::ENEMY_DEFENCE_REDUCTION; break;
  667. case 'C':
  668. b.type = Bonus::CHANGES_SPELL_COST_FOR_ALLY; break;
  669. case 'd':
  670. b.type = Bonus::DEFENSIVE_STANCE; break;
  671. case 'e':
  672. b.type = Bonus::DOUBLE_DAMAGE_CHANCE; break;
  673. case 'E':
  674. b.type = Bonus::DEATH_STARE;
  675. b.subtype = 0; //Gorgon
  676. break;
  677. case 'g':
  678. b.type = Bonus::SPELL_DAMAGE_REDUCTION;
  679. b.subtype = -1; //all magic schools
  680. break;
  681. case 'P':
  682. b.type = Bonus::CASTS; break;
  683. case 'R':
  684. b.type = Bonus::ADDITIONAL_RETALIATION; break;
  685. case 'W':
  686. b.type = Bonus::MAGIC_RESISTANCE;
  687. b.subtype = 0; //otherwise creature window goes crazy
  688. break;
  689. case 'f': //on-off skill
  690. enable = true; //sometimes format is: 2 -> 0, 1 -> 1
  691. switch (mod[0])
  692. {
  693. case 'A':
  694. b.type = Bonus::ATTACKS_ALL_ADJACENT; break;
  695. case 'b':
  696. b.type = Bonus::RETURN_AFTER_STRIKE; break;
  697. case 'B':
  698. b.type = Bonus::TWO_HEX_ATTACK_BREATH; break;
  699. case 'c':
  700. b.type = Bonus::JOUSTING; break;
  701. case 'D':
  702. b.type = Bonus::ADDITIONAL_ATTACK; break;
  703. case 'f':
  704. b.type = Bonus::FEARLESS; break;
  705. case 'F':
  706. b.type = Bonus::FLYING; break;
  707. case 'm':
  708. b.type = Bonus::SELF_MORALE; break;
  709. case 'M':
  710. b.type = Bonus::NO_MORALE; break;
  711. case 'p': //Mind spells
  712. case 'P':
  713. b.type = Bonus::MIND_IMMUNITY; break;
  714. case 'r':
  715. b.type = Bonus::REBIRTH; //on/off? makes sense?
  716. b.subtype = 0;
  717. b.val = 20; //arbitrary value
  718. break;
  719. case 'R':
  720. b.type = Bonus::BLOCKS_RETALIATION; break;
  721. case 's':
  722. b.type = Bonus::FREE_SHOOTING; break;
  723. case 'u':
  724. b.type = Bonus::SPELL_RESISTANCE_AURA; break;
  725. case 'U':
  726. b.type = Bonus::UNDEAD; break;
  727. default:
  728. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  729. return;
  730. break;
  731. }
  732. break;
  733. case 'w': //specific spell immunities, enabled/disabled
  734. enable = true;
  735. switch (mod[0])
  736. {
  737. case 'B': //Blind
  738. b.type = Bonus::SPELL_IMMUNITY;
  739. b.subtype = 74;
  740. break;
  741. case 'H': //Hypnotize
  742. b.type = Bonus::SPELL_IMMUNITY;
  743. b.subtype = 60;
  744. break;
  745. case 'I': //Implosion
  746. b.type = Bonus::SPELL_IMMUNITY;
  747. b.subtype = 18;
  748. break;
  749. case 'K': //Berserk
  750. b.type = Bonus::SPELL_IMMUNITY;
  751. b.subtype = 59;
  752. break;
  753. case 'M': //Meteor Shower
  754. b.type = Bonus::SPELL_IMMUNITY;
  755. b.subtype = 23;
  756. break;
  757. case 'N': //dispell beneficial spells
  758. b.type = Bonus::SPELL_IMMUNITY;
  759. b.subtype = 78;
  760. break;
  761. case 'R': //Armageddon
  762. b.type = Bonus::SPELL_IMMUNITY;
  763. b.subtype = 26;
  764. break;
  765. case 'S': //Slow
  766. b.type = Bonus::SPELL_IMMUNITY;
  767. b.subtype = 54;
  768. break;
  769. case '6':
  770. case '7':
  771. case '8':
  772. case '9':
  773. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  774. b.val = std::atoi(mod.c_str()) - 5;
  775. break;
  776. case ':':
  777. b.type = Bonus::LEVEL_SPELL_IMMUNITY;
  778. b.val = GameConstants::SPELL_LEVELS; //in case someone adds higher level spells?
  779. break;
  780. case 'F':
  781. b.type = Bonus::FIRE_IMMUNITY;
  782. b.subtype = 1; //not positive
  783. break;
  784. case 'O':
  785. b.type = Bonus::FIRE_IMMUNITY;
  786. b.subtype = 2; //only direct damage
  787. break;
  788. case 'f':
  789. b.type = Bonus::FIRE_IMMUNITY;
  790. b.subtype = 0; //all
  791. break;
  792. case 'C':
  793. b.type = Bonus::WATER_IMMUNITY;
  794. b.subtype = 1; //not positive
  795. break;
  796. case 'W':
  797. b.type = Bonus::WATER_IMMUNITY;
  798. b.subtype = 2; //only direct damage
  799. break;
  800. case 'w':
  801. b.type = Bonus::WATER_IMMUNITY;
  802. b.subtype = 0; //all
  803. break;
  804. case 'E':
  805. b.type = Bonus::EARTH_IMMUNITY;
  806. b.subtype = 2; //only direct damage
  807. break;
  808. case 'e':
  809. b.type = Bonus::EARTH_IMMUNITY;
  810. b.subtype = 0; //all
  811. break;
  812. case 'A':
  813. b.type = Bonus::AIR_IMMUNITY;
  814. b.subtype = 2; //only direct damage
  815. break;
  816. case 'a':
  817. b.type = Bonus::AIR_IMMUNITY;
  818. b.subtype = 0; //all
  819. break;
  820. case 'D':
  821. b.type = Bonus::DIRECT_DAMAGE_IMMUNITY;
  822. break;
  823. case '0':
  824. b.type = Bonus::RECEPTIVE;
  825. break;
  826. default:
  827. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  828. return;
  829. }
  830. break;
  831. case 'i':
  832. enable = true;
  833. b.type = Bonus::NO_DISTANCE_PENALTY;
  834. break;
  835. case 'o':
  836. enable = true;
  837. b.type = Bonus::NO_WALL_PENALTY;
  838. break;
  839. case 'a':
  840. case 'c': //some special abilities are threated as spells, work in progress
  841. b.type = Bonus::SPELL_AFTER_ATTACK;
  842. b.subtype = stringToNumber(mod);
  843. break;
  844. case 'h':
  845. b.type= Bonus::HATE;
  846. b.subtype = stringToNumber(mod);
  847. break;
  848. case 'p':
  849. b.type = Bonus::SPELL_BEFORE_ATTACK;
  850. b.subtype = stringToNumber(mod);
  851. b.additionalInfo = 3; //always expert?
  852. break;
  853. default:
  854. tlog5 << "Not parsed bonus " << buf << mod << "\n";
  855. return;
  856. break;
  857. }
  858. switch (mod[0])
  859. {
  860. case '+':
  861. case '=': //should we allow percent values to stack or pick highest?
  862. b.valType = Bonus::ADDITIVE_VALUE;
  863. break;
  864. }
  865. //limiters, range
  866. si32 lastVal, curVal, lastLev = 0;
  867. if (enable) //0 and 2 means non-active, 1 - active
  868. {
  869. if (b.type != Bonus::REBIRTH)
  870. b.val = 0; //on-off ability, no value specified
  871. loadToIt (curVal, src, it, 4); // 0 level is never active
  872. for (int i = 1; i < 11; ++i)
  873. {
  874. loadToIt (curVal, src, it, 4);
  875. if (curVal == 1)
  876. {
  877. b.limiter.reset (new RankRangeLimiter(i));
  878. bl.push_back(new Bonus(b));
  879. break; //never turned off it seems
  880. }
  881. }
  882. }
  883. else
  884. {
  885. loadToIt (lastVal, src, it, 4); //basic value, not particularly useful but existent
  886. for (int i = 1; i < 11; ++i)
  887. {
  888. loadToIt (curVal, src, it, 4);
  889. if (b.type == Bonus::HATE)
  890. curVal *= 10; //odd fix
  891. if (curVal > lastVal) //threshold, add new bonus
  892. {
  893. b.val = curVal - lastVal;
  894. lastVal = curVal;
  895. b.limiter.reset (new RankRangeLimiter(i));
  896. bl.push_back(new Bonus(b));
  897. lastLev = i; //start new range from here, i = previous rank
  898. }
  899. else if (curVal < lastVal)
  900. {
  901. b.val = lastVal;
  902. b.limiter.reset (new RankRangeLimiter(lastLev, i));
  903. }
  904. }
  905. }
  906. }
  907. int CCreatureHandler::stringToNumber(std::string & s)
  908. {
  909. boost::algorithm::replace_first(s,"#",""); //drop hash character
  910. return std::atoi(s.c_str());
  911. }
  912. CCreatureHandler::~CCreatureHandler()
  913. {
  914. }
  915. static int retreiveRandNum(const boost::function<int()> &randGen)
  916. {
  917. if(randGen)
  918. return randGen();
  919. else
  920. return rand();
  921. }
  922. template <typename T> const T & pickRandomElementOf(const std::vector<T> &v, const boost::function<int()> &randGen)
  923. {
  924. return v[retreiveRandNum(randGen) % v.size()];
  925. }
  926. int CCreatureHandler::pickRandomMonster(const boost::function<int()> &randGen, int tier) const
  927. {
  928. int r = 0;
  929. if(tier == -1) //pick any allowed creature
  930. {
  931. do
  932. {
  933. r = pickRandomElementOf(creatures, randGen)->idNumber;
  934. } while (vstd::contains(VLC->creh->notUsedMonsters,r));
  935. }
  936. else
  937. {
  938. assert(vstd::iswithin(tier, 1, 7));
  939. std::vector<int> allowed;
  940. BOOST_FOREACH(const CBonusSystemNode *b, creaturesOfLevel[tier].getChildrenNodes())
  941. {
  942. assert(b->getNodeType() == CBonusSystemNode::CREATURE);
  943. int creid = static_cast<const CCreature*>(b)->idNumber;
  944. if(!vstd::contains(notUsedMonsters, creid))
  945. allowed.push_back(creid);
  946. }
  947. if(!allowed.size())
  948. {
  949. tlog2 << "Cannot pick a random creature of tier " << tier << "!\n";
  950. return 0;
  951. }
  952. return pickRandomElementOf(allowed, randGen);
  953. }
  954. return r;
  955. }
  956. void CCreatureHandler::addBonusForTier(int tier, Bonus *b)
  957. {
  958. assert(vstd::iswithin(tier, 1, 7));
  959. creaturesOfLevel[tier].addNewBonus(b);
  960. }
  961. void CCreatureHandler::addBonusForAllCreatures(Bonus *b)
  962. {
  963. allCreatures.addNewBonus(b);
  964. }
  965. void CCreatureHandler::buildBonusTreeForTiers()
  966. {
  967. BOOST_FOREACH(CCreature *c, creatures)
  968. {
  969. if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
  970. c->attachTo(&creaturesOfLevel[c->level]);
  971. else
  972. c->attachTo(&creaturesOfLevel[0]);
  973. }
  974. BOOST_FOREACH(CBonusSystemNode &b, creaturesOfLevel)
  975. b.attachTo(&allCreatures);
  976. }
  977. void CCreatureHandler::deserializationFix()
  978. {
  979. buildBonusTreeForTiers();
  980. }