123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229 |
- #pragma once
- #include "HeroBonus.h"
- #include "ConstTransitivePtr.h"
- #include "ResourceSet.h"
- #include "GameConstants.h"
- #include "JsonNode.h"
- #include "IHandlerBase.h"
- #include "CRandomGenerator.h"
- /*
- * 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
- *
- */
- class CLegacyConfigParser;
- class CCreatureHandler;
- class CCreature;
- class DLL_LINKAGE CCreature : public CBonusSystemNode
- {
- public:
- std::string identifier;
- std::string nameRef; // reference name, stringID
- std::string nameSing;// singular name, e.g. Centaur
- std::string namePl; // plural name, e.g. Centaurs
- std::string abilityText; //description of abilities
- CreatureID idNumber;
- TFaction faction;
- ui8 level; // 0 - unknown; 1-7 for "usual" creatures
- //stats that are not handled by bonus system
- ui32 fightValue, AIValue, growth, hordeGrowth;
- ui32 ammMin, ammMax; // initial size of stack of these creatures on adventure map (if not set in editor)
- bool doubleWide;
- bool special; // Creature is not available normally (war machines, commanders, several unused creatures, etc
- TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
- std::set<CreatureID> upgrades; // IDs of creatures to which this creature can be upgraded
- std::string animDefName; // creature animation used during battles
- std::string advMapDef; //for new creatures only, image for adventure map
- si32 iconIndex; // index of icon in files like twcrport
- /// names of files with appropriate icons. Used only during loading
- std::string smallIconName;
- std::string largeIconName;
- struct CreatureAnimation
- {
- double timeBetweenFidgets, idleAnimationTime,
- walkAnimationTime, attackAnimationTime, flightAnimationDistance;
- int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
- upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
- std::vector<double> missleFrameAngles;
- int troopCountLocationOffset, attackClimaxFrame;
- std::string projectileImageName;
- //bool projectileSpin; //if true, appropriate projectile is spinning during flight
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & timeBetweenFidgets & idleAnimationTime;
- h & walkAnimationTime & attackAnimationTime & flightAnimationDistance;
- h & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX;
- h & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY;
- h & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
- h & projectileImageName;
- }
- } animation;
- //sound info
- struct CreatureBattleSounds
- {
- std::string attack;
- std::string defend;
- std::string killed; // was killed or died
- std::string move;
- std::string shoot; // range attack
- std::string wince; // attacked but did not die
- std::string startMoving;
- std::string endMoving;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & attack & defend & killed & move & shoot & wince & startMoving & endMoving;
- }
- } sounds;
- bool isItNativeTerrain(int terrain) const;
- bool isDoubleWide() const; //returns true if unit is double wide on battlefield
- bool isFlying() const; //returns true if it is a flying unit
- bool isShooting() const; //returns true if unit can shoot
- bool isUndead() const; //returns true if unit is undead
- bool isGood () const;
- bool isEvil () const;
- si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
- static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
- static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
- bool isMyUpgrade(const CCreature *anotherCre) const;
- bool valid() const;
- void setId(CreatureID ID); //assigns idNumber and updates bonuses to reference it
- void addBonus(int val, Bonus::BonusType type, int subtype = -1);
- std::string nodeName() const override;
- template<typename RanGen>
- int getRandomAmount(RanGen ranGen) const
- {
- if(ammMax == ammMin)
- return ammMax;
- else
- return ammMin + (ranGen() % (ammMax - ammMin));
- }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CBonusSystemNode&>(*this);
- h & namePl & nameSing & nameRef
- & cost & upgrades
- & fightValue & AIValue & growth & hordeGrowth
- & ammMin & ammMax & level
- & abilityText & animDefName & advMapDef;
- h & iconIndex & smallIconName & largeIconName;
- h & idNumber & faction & sounds & animation;
- h & doubleWide & special;
- if(version>=759)
- {
- h & identifier;
- }
- }
- CCreature();
- };
- class DLL_LINKAGE CCreatureHandler : public IHandlerBase
- {
- private:
- CBonusSystemNode allCreatures;
- CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
- /// load one creature from json config
- CCreature * loadFromJson(const JsonNode & node, const std::string & identifier);
- void loadJsonAnimation(CCreature * creature, const JsonNode & graphics);
- void loadStackExperience(CCreature * creature, const JsonNode &input);
- void loadCreatureJson(CCreature * creature, const JsonNode & config);
- /// loading functions
- /// adding abilities from ZCRTRAIT.TXT
- void loadBonuses(JsonNode & creature, std::string bonuses);
- /// 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);
- /// read one line from cranim.txt
- void loadUnitAnimInfo(JsonNode & unit, CLegacyConfigParser &parser);
- /// parse crexpbon.txt file from H3
- void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
- /// help function for parsing CREXPBON.txt
- int stringToNumber(std::string & s);
- public:
- std::set<CreatureID> doubledCreatures; //they get double week
- std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info.
- //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::shared_ptr<Bonus>, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
- const CCreature * getCreature(const std::string & scope, const std::string & identifier) const;
- void deserializationFix();
- CreatureID pickRandomMonster(CRandomGenerator & rand, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
- void addBonusForTier(int tier, std::shared_ptr<Bonus> b); //tier must be <1-7>
- void addBonusForAllCreatures(std::shared_ptr<Bonus> b);
- CCreatureHandler();
- ~CCreatureHandler();
- /// load all creatures from H3 files
- void loadCrExpBon();
- /// generates tier-specific bonus tree entries
- void buildBonusTreeForTiers();
- void afterLoadFinalization() override;
- std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data) override;
- void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
- std::vector<bool> getDefaultAllowed() const override;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
- h & doubledCreatures & creatures;
- h & expRanks & maxExpPerBattle & expAfterUpgrade;
- h & skillLevels & skillRequirements & commanderLevelPremy;
- h & allCreatures;
- h & creaturesOfLevel;
- BONUS_TREE_DESERIALIZATION_FIX
- }
- };
|