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[[The Wesnoth repository started off as CVS in September 2003 on SourceForge. In September 2005 it was converted to Subversion using cvs2svn and hosted at Gna!; the last CVS commit corresponded to Subversion r8374. In March 2013 it was converted to git by ESR using reposurgeon 2.30; the last Subversion commit was r56594. In the process, several small, abandoned experimental branches were removed. For all branches known to have been merged to trunk merge points were found and patched in. Comments have been massaged into git summary + body form; revision references have been lifted to action stamps. Conversion comments are, like this one, enclosed in double square brackets. Typos in change comments have often been quietly fixed. Some abbreviations (notably for mainline campaign names) have been made more uniform than they were in the Subversion comments. Infix "::" to mark a campaign-scenario pair (as in "HttT::12" has sometimes been inserted for clarity and to shorten summary lines. Two branches, website/ and resources/, have been merged to trunk, where their history now appears as that of those two top-level directories rather than as separate branches. Subversion property settings, and the commits in the Subversion history that manipulated them, are almost all gone. A few have been translated to .gitignore files and setting of executable bits. There are a few committers that we have been unable to identify. These are: uso zas uid65860 uid66289 uid67456 uid68698 uid68803 uid68842 uid68850 uid68852 uid69097 uid69206 The uid names seem to have been mechanically generated from Wesnoth forum postings. Committer lines for all of these have been left without a domain name in the email address.]]
641 lines
15 KiB
C++
641 lines
15 KiB
C++
/*
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Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
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Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#include "game_config.hpp"
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#include "gamestatus.hpp"
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#include "replay.hpp"
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#include "unit.hpp"
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#include <algorithm>
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#include <cstdlib>
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#include <iostream>
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#include <sstream>
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namespace {
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const std::string ModificationTypes[] = { "object", "trait" };
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const int NumModificationTypes = sizeof(ModificationTypes)/
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sizeof(*ModificationTypes);
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}
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bool compare_unit_values::operator()(const unit& a, const unit& b) const
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{
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const int lvla = a.type().level();
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const int lvlb = b.type().level();
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const std::string& namea = a.type().name();
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const std::string& nameb = b.type().name();
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const int xpa = a.max_experience() - a.experience();
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const int xpb = b.max_experience() - b.experience();
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return lvla > lvlb || lvla == lvlb && namea < nameb ||
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lvla == lvlb && namea == nameb && xpa < xpb;
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}
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//constructor for reading a unit
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unit::unit(game_data& data, config& cfg) : moves_(0), facingLeft_(true),
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recruit_(false),
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state_(STATE_NORMAL),
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guardian_(false)
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{
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read(data,cfg);
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}
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//constructor for creating a new unit
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unit::unit(const unit_type* t, int side, bool use_traits) :
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type_(t), facingLeft_(side != 1), state_(STATE_NORMAL),
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hitpoints_(t->hitpoints()),
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experience_(0), side_(side), moves_(0),
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recruit_(false), attacks_(t->attacks()),
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backupAttacks_(t->attacks()),
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maxHitpoints_(t->hitpoints()),
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backupMaxHitpoints_(t->hitpoints()),
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maxMovement_(t->movement()),
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backupMaxMovement_(t->movement()),
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maxExperience_(t->experience_needed()),
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backupMaxExperience_(t->experience_needed()),
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guardian_(false)
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{
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//calculate the unit's traits
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std::vector<config*> traits = t->possible_traits();
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const int num_traits = 2;
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if(use_traits && traits.size() >= num_traits) {
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std::set<int> chosen_traits;
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for(int i = 0; i != num_traits; ++i) {
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int num = recorder.get_random()%(traits.size()-i);
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while(chosen_traits.count(num)) {
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++num;
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}
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chosen_traits.insert(num);
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add_modification("trait",*traits[num]);
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}
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//build the traits description, making sure the traits are always
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//in the same order.
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for(std::set<int>::const_iterator itor = chosen_traits.begin();
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itor != chosen_traits.end(); ++itor) {
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traitsDescription_ += traits[*itor]->values["name"];
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traitsDescription_ += ",";
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}
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//get rid of the trailing comma
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if(!traitsDescription_.empty())
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traitsDescription_.resize(traitsDescription_.size()-1);
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}
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}
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//constructor for advancing a unit from a lower level
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unit::unit(const unit_type* t, const unit& u) :
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type_(t), facingLeft_(u.facingLeft_), state_(STATE_NORMAL),
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hitpoints_(t->hitpoints()),
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experience_(0), side_(u.side()), moves_(u.moves_),
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recruit_(u.recruit_), description_(u.description_),
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role_(u.role_), statusFlags_(u.statusFlags_),
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attacks_(t->attacks()), backupAttacks_(t->attacks()),
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maxHitpoints_(t->hitpoints()),
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backupMaxHitpoints_(t->hitpoints()),
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maxMovement_(t->movement()),
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backupMaxMovement_(t->movement()),
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maxExperience_(t->experience_needed()),
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backupMaxExperience_(t->experience_needed()),
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modifications_(u.modifications_),
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traitsDescription_(u.traitsDescription_),
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guardian_(false)
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{
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//apply modifications etc, refresh the unit
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new_level();
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}
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const unit_type& unit::type() const
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{
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return *type_;
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}
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std::string unit::name() const
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{
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if(description_.empty() == false)
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return description_;
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else
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return type().language_name();
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}
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const std::string& unit::description() const
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{
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return description_;
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}
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int unit::side() const
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{
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return side_;
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}
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double unit::alpha() const
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{
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return type().alpha();
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}
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void unit::make_recruiter()
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{
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recruit_ = true;
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}
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bool unit::can_recruit() const
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{
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return recruit_;
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}
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int unit::total_movement() const
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{
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return maxMovement_;
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}
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int unit::movement_left() const
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{
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return moves_ < 0 ? 0 : moves_;
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}
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bool unit::can_attack() const
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{
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return moves_ != -1;
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}
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void unit::set_movement(int moves)
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{
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if(moves_ != -1)
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moves_ = moves;
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}
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void unit::set_attacked()
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{
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moves_ = -1;
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}
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void unit::new_turn()
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{
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moves_ = total_movement();
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if(type().has_ability("ambush"))
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set_flag("ambush");
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}
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void unit::end_turn()
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{
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remove_flag("slowed");
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}
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void unit::new_level()
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{
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//revert stats to the beginning of the level
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attacks_ = backupAttacks_;
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maxHitpoints_ = backupMaxHitpoints_;
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maxMovement_ = backupMaxMovement_;
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maxExperience_ = backupMaxExperience_;
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//reapply all permanent modifications
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apply_modifications();
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heal_all();
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statusFlags_.clear();
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}
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int unit::hitpoints() const
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{
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return hitpoints_;
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}
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int unit::max_hitpoints() const
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{
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return maxHitpoints_;
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}
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int unit::experience() const
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{
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return experience_;
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}
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int unit::max_experience() const
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{
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return maxExperience_;
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}
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bool unit::get_experience(int xp)
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{
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experience_ += xp;
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if(experience_ > max_experience())
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experience_ = max_experience();
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return advances();
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}
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bool unit::advances() const
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{
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return experience_ >= max_experience() && !type().advances_to().empty();
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}
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bool unit::gets_hit(int damage)
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{
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hitpoints_ -= damage;
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if(hitpoints_ > max_hitpoints() && damage > 0)
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hitpoints_ = max_hitpoints();
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return hitpoints_ <= 0;
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}
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void unit::heal()
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{
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heal(game_config::heal_amount);
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}
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void unit::heal(int amount)
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{
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if(hitpoints_ < max_hitpoints()) {
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hitpoints_ += amount;
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if(hitpoints_ > max_hitpoints())
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hitpoints_ = max_hitpoints();
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}
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}
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void unit::heal_all()
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{
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hitpoints_ = max_hitpoints();
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}
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bool unit::invisible(gamemap::TERRAIN terrain) const
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{
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static const std::string forest_invisible("ambush");
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if(terrain == gamemap::FOREST && has_flag(forest_invisible)) {
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return true;
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}
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return false;
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}
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bool unit::matches_filter(config& cfg) const
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{
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const std::string& description = cfg.values["description"];
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const std::string& type = cfg.values["type"];
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const std::string& ability = cfg.values["ability"];
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const std::string& side = cfg.values["side"];
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const std::string& weapon = cfg.values["has_weapon"];
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const std::string& role = cfg.values["role"];
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if(description.empty() == false && description != this->description()) {
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return false;
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}
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const std::string& this_type = this->type().name();
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//the type could be a comma-seperated list of types
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if(type.empty() == false && type != this_type) {
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//we only do the full CSV search if we find a comma in there,
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//and if the subsequence is found within the main sequence. This
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//is because doing the full CSV split is expensive
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if(std::find(type.begin(),type.end(),',') != type.end() &&
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std::search(type.begin(),type.end(),this_type.begin(),this_type.end()) !=
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type.end()) {
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const std::vector<std::string>& vals = config::split(type);
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if(std::find(vals.begin(),vals.end(),this_type) == vals.end()) {
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return false;
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}
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} else {
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return false;
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}
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}
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if(ability.empty() == false && this->type().has_ability(ability) == false)
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return false;
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if(side.empty() == false && this->side() != atoi(side.c_str()))
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return false;
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if(weapon.empty() == false) {
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bool has_weapon = false;
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const std::vector<attack_type>& attacks = this->type().attacks();
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for(std::vector<attack_type>::const_iterator i = attacks.begin();
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i != attacks.end(); ++i) {
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if(i->name() == weapon) {
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has_weapon = true;
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}
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}
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if(!has_weapon)
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return false;
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}
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if(role.empty() == false && role_ != role)
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return false;
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return true;
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}
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void unit::set_flag(const std::string& flag)
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{
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statusFlags_.insert(flag);
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}
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void unit::remove_flag(const std::string& flag)
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{
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statusFlags_.erase(flag);
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}
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bool unit::has_flag(const std::string& flag) const
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{
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return statusFlags_.count(flag) != 0;
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}
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void unit::read(game_data& data, config& cfg)
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{
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std::map<std::string,unit_type>::iterator i = data.unit_types.find(
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cfg.values["type"]);
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if(i != data.unit_types.end())
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type_ = &i->second;
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else
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throw gamestatus::load_game_failed("Unit not found: '"
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+ cfg.values["type"] + "'");
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attacks_ = type_->attacks();
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backupAttacks_ = attacks_;
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maxHitpoints_ = type_->hitpoints();
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backupMaxHitpoints_ = type_->hitpoints();
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maxMovement_ = type_->movement();
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backupMaxMovement_ = type_->movement();
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maxExperience_ = type_->experience_needed();
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backupMaxExperience_ = type_->experience_needed();
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const std::string& hitpoints = cfg.values["hitpoints"];
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if(hitpoints.size() == 0)
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hitpoints_ = type().hitpoints();
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else
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hitpoints_ = atoi(hitpoints.c_str());
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const std::string& experience = cfg.values["experience"];
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if(experience.size() == 0)
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experience_ = 0;
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else
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experience_ = atoi(experience.c_str());
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side_ = atoi(cfg.values["side"].c_str());
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description_ = cfg.values["description"];
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traitsDescription_ = cfg.values["traits_description"];
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const std::map<std::string,std::string>::const_iterator recruit_itor =
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cfg.values.find("canrecruit");
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if(recruit_itor != cfg.values.end() && recruit_itor->second == "1") {
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recruit_ = true;
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}
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const std::vector<config*>& mods = cfg.children["modifications"];
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if(!mods.empty()) {
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modifications_ = *mods.front();
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apply_modifications();
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}
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const std::string& facing = cfg.values["facing"];
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if(facing == "reverse")
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facingLeft_ = false;
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else
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facingLeft_ = true;
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const std::string& ai_special = cfg.values["ai_special"];
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if(ai_special == "guardian") {
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guardian_ = true;
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}
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}
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void unit::write(config& cfg) const
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{
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cfg.values["type"] = type_->name();
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std::stringstream hp;
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hp << hitpoints_;
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cfg.values["hitpoints"] = hp.str();
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std::stringstream xp;
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xp << experience_;
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cfg.values["experience"] = xp.str();
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std::stringstream sd;
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sd << side_;
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cfg.values["side"] = sd.str();
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cfg.values["description"] = description_;
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cfg.values["traits_description"] = traitsDescription_;
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if(can_recruit())
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cfg.values["canrecruit"] = "1";
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cfg.children["modifications"].push_back(new config(modifications_));
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cfg.values["facing"] = facingLeft_ ? "normal" : "reverse";
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}
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void unit::assign_role(const std::string& role)
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{
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role_ = role;
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}
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const std::vector<attack_type>& unit::attacks() const
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{
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return attacks_;
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}
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int unit::movement_cost(const gamemap& map, gamemap::TERRAIN terrain) const
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{
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const int res = type_->movement_type().movement_cost(map,terrain);
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static const std::string slowed_string("slowed");
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if(has_flag(slowed_string)) {
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return res*2;
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}
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return res;
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}
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double unit::defense_modifier(const gamemap& map,
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gamemap::TERRAIN terrain) const
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{
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return type_->movement_type().defense_modifier(map,terrain);
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}
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int unit::damage_against(const attack_type& attack) const
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{
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return type_->movement_type().damage_against(attack);
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}
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const std::string& unit::image() const
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{
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switch(state_) {
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case STATE_NORMAL: return type_->image();
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case STATE_DEFENDING: return type_->image_defensive();
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case STATE_ATTACKING: {
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if(attackType_ == NULL)
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return type_->image();
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const std::string* const img =
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attackType_->get_frame(attackingMilliseconds_);
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if(img == NULL)
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return type_->image();
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else
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return *img;
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}
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default: return type_->image();
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}
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}
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void unit::set_defending(bool newval)
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{
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state_ = newval ? STATE_DEFENDING : STATE_NORMAL;
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}
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void unit::set_attacking(bool newval, const attack_type* type, int ms)
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{
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state_ = newval ? STATE_ATTACKING : STATE_NORMAL;
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attackType_ = type;
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attackingMilliseconds_ = ms;
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}
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bool unit::facing_left() const
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{
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return facingLeft_;
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}
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void unit::set_facing_left(bool newval)
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{
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facingLeft_ = newval;
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}
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const std::string& unit::traits_description() const
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{
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return traitsDescription_;
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}
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int unit::value() const
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{
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return type().cost();
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}
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bool unit::is_guardian() const
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{
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return guardian_;
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}
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void unit::add_modification(const std::string& type, config& mod, bool no_add)
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{
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const std::string& span = mod.values["duration"];
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if(no_add == false && (span.empty() || span == "forever"))
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modifications_.children[type].push_back(new config(mod));
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const std::vector<config*>& effects = mod.children["effect"];
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for(std::vector<config*>::const_iterator i = effects.begin();
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i != effects.end(); ++i) {
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const std::string& apply_to = (*i)->values["apply_to"];
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if(apply_to == "new_attack") {
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attacks_.push_back(attack_type(**i));
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} else if(apply_to == "attack") {
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for(std::vector<attack_type>::iterator a = attacks_.begin();
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a != attacks_.end(); ++a) {
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a->apply_modification(**i);
|
|
}
|
|
} else if(apply_to == "hitpoints") {
|
|
const std::string& increase_hp = (*i)->values["increase"];
|
|
const std::string& heal_full = (*i)->values["heal_full"];
|
|
const std::string& increase_total = (*i)->values["increase_total"];
|
|
const std::string& mult_total = (*i)->values["multiply_total"];
|
|
|
|
//if the hitpoints are allowed to end up greater than max hitpoints
|
|
const std::string& violate_max = (*i)->values["violate_maximum"];
|
|
|
|
if(increase_total.empty() == false) {
|
|
const int increase = atoi(increase_total.c_str());
|
|
maxHitpoints_ += increase;
|
|
}
|
|
|
|
if(mult_total.empty() == false) {
|
|
const double factor = atoi(mult_total.c_str());
|
|
maxHitpoints_ = int(double(maxHitpoints_)*factor);
|
|
}
|
|
|
|
if(maxHitpoints_ < 1)
|
|
maxHitpoints_ = 1;
|
|
|
|
if(heal_full.empty() == false && heal_full != "no") {
|
|
heal_all();
|
|
}
|
|
|
|
if(increase_hp.empty() == false) {
|
|
const int increase = atoi(increase_hp.c_str());
|
|
hitpoints_ += increase;
|
|
}
|
|
|
|
if(hitpoints_ > maxHitpoints_ && violate_max.empty())
|
|
hitpoints_ = maxHitpoints_;
|
|
|
|
if(hitpoints_ < 1)
|
|
hitpoints_ = 1;
|
|
} else if(apply_to == "movement") {
|
|
const std::string& increase = (*i)->values["increase"];
|
|
const std::string& mult = (*i)->values["multiply"];
|
|
const std::string& set_to = (*i)->values["set"];
|
|
|
|
if(increase.empty() == false) {
|
|
maxMovement_ += atoi(increase.c_str());
|
|
if(maxMovement_ < 1)
|
|
maxMovement_ = 1;
|
|
}
|
|
|
|
if(mult.empty() == false) {
|
|
maxMovement_ = int(double(maxMovement_)*atof(mult.c_str()));
|
|
}
|
|
|
|
if(set_to.empty() == false) {
|
|
maxMovement_ = atoi(set_to.c_str());
|
|
}
|
|
|
|
if(moves_ > maxMovement_)
|
|
moves_ = maxMovement_;
|
|
} else if(apply_to == "max_experience") {
|
|
const std::string& increase = (*i)->values["increase"];
|
|
const std::string& multiply = (*i)->values["multiply"];
|
|
if(increase.empty() == false) {
|
|
maxExperience_ += atoi(increase.c_str());
|
|
}
|
|
|
|
if(multiply.empty() == false) {
|
|
maxExperience_ = int(double(maxExperience_)*
|
|
atof(multiply.c_str()));
|
|
}
|
|
|
|
if(maxExperience_ < 1) {
|
|
maxExperience_ = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void unit::apply_modifications()
|
|
{
|
|
for(int i = 0; i != NumModificationTypes; ++i) {
|
|
const std::string& mod = ModificationTypes[i];
|
|
std::vector<config*>& mods = modifications_.children[mod];
|
|
for(std::vector<config*>::iterator j = mods.begin();
|
|
j != mods.end(); ++j) {
|
|
add_modification(ModificationTypes[i],**j,true);
|
|
}
|
|
}
|
|
}
|