| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252 | #pragma once#include "../lib/ConstTransitivePtr.h"#include "GameConstants.h"#include "HeroBonus.h"/* * CHeroHandler.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 CHeroClass;class CDefHandler;class CGameInfo;class CGHeroInstance;struct BattleHex;class JsonNode;struct SSpecialtyInfo{	si32 type;	si32 val;	si32 subtype;	si32 additionalinfo;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & type & val & subtype & additionalinfo;	}};struct SSpecialtyBonus/// temporary hold{	ui8 growsWithLevel;	BonusList bonuses;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & growsWithLevel & bonuses;	}};class DLL_LINKAGE CHero{public:	struct InitialArmyStack	{		ui32 minAmount;		ui32 maxAmount;		CreatureID creature;		template <typename Handler> void serialize(Handler &h, const int version)		{			h & minAmount & maxAmount & creature;		}	};	si32 ID;	si32 imageIndex;	std::vector<InitialArmyStack> initialArmy;	CHeroClass * heroClass;	std::vector<std::pair<SecondarySkill, ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)	std::vector<SSpecialtyInfo> spec;	std::vector<SSpecialtyBonus> specialty;	std::set<SpellID> spells;	bool haveSpellBook;	bool special; // hero is special and won't be placed in game (unless preset on map), e.g. campaign heroes	ui8 sex; // default sex: 0=male, 1=female	/// Localized texts	std::string name; //name of hero	std::string biography;	std::string specName;	std::string specDescr;	std::string specTooltip;	/// Graphics	std::string iconSpecSmall;	std::string iconSpecLarge;	std::string portraitSmall;	std::string portraitLarge;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & ID & imageIndex & initialArmy & heroClass & secSkillsInit & spec & specialty & spells & haveSpellBook & sex & special;		h & name & biography & specName & specDescr & specTooltip;		h & iconSpecSmall & iconSpecLarge & portraitSmall & portraitLarge;	}};class DLL_LINKAGE CHeroClass{public:	std::string identifier;	std::string name; // translatable	//double aggression; // not used in vcmi.	TFaction faction;	ui8 id;	std::vector<int> primarySkillInitial;  // initial primary skills	std::vector<int> primarySkillLowLevel; // probability (%) of getting point of primary skill when getting level	std::vector<int> primarySkillHighLevel;// same for high levels (> 10)	std::vector<int> secSkillProbability; //probabilities of gaining secondary skills (out of 112), in id order	std::map<TFaction, int> selectionProbability; //probability of selection in towns	std::string imageBattleMale;	std::string imageBattleFemale;	std::string imageMapMale;	std::string imageMapFemale;	SecondarySkill chooseSecSkill(const std::set<SecondarySkill> & possibles) const; //picks secondary skill out from given possibilities	template <typename Handler> void serialize(Handler &h, const int version)	{		h & identifier & name & faction;// & aggression;		h & primarySkillInitial   & primarySkillLowLevel;		h & primarySkillHighLevel & secSkillProbability;		h & selectionProbability;		h & imageBattleMale & imageBattleFemale & imageMapMale & imageMapFemale;	}	EAlignment::EAlignment getAlignment() const;};struct DLL_LINKAGE CObstacleInfo{	si32 ID;	std::string defName;	std::vector<ETerrainType> allowedTerrains;	std::vector<BFieldType> allowedSpecialBfields;	ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same	si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)	std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)	std::vector<BattleHex> getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'	bool isAppropriate(ETerrainType terrainType, int specialBattlefield = -1) const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & ID & defName & allowedTerrains & allowedSpecialBfields & isAbsoluteObstacle & width & height & blockedTiles;	}};class DLL_LINKAGE CHeroClassHandler{public:	std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;	/// load from H3 config	void load();	/// load any number of classes from json	void load(std::string objectID, const JsonNode & classes);	/// load one class from json	CHeroClass * loadClass(const JsonNode & node);	~CHeroClassHandler();	template <typename Handler> void serialize(Handler &h, const int version)	{		h & heroClasses;	}};class DLL_LINKAGE CHeroHandler{	/// expPerLEvel[i] is amount of exp needed to reach level i;	/// consists of 201 values. Any higher levels require experience larger that ui64 can hold	std::vector<ui64> expPerLevel;	/// helpers for loading to avoid huge load functions	void loadHeroArmy(CHero * hero, const JsonNode & node);	void loadHeroSkills(CHero * hero, const JsonNode & node);	void loadHeroSpecialty(CHero * hero, const JsonNode & node);public:	CHeroClassHandler classes;	std::vector< ConstTransitivePtr<CHero> > heroes;	//default costs of going through terrains. -1 means terrain is impassable	std::vector<int> terrCosts;	struct SBallisticsLevelInfo	{		ui8 keep, tower, gate, wall; //chance to hit in percent (eg. 87 is 87%)		ui8 shots; //how many shots we have		ui8 noDmg, oneDmg, twoDmg; //chances for shot dealing certain dmg in percent (eg. 87 is 87%); must sum to 100		ui8 sum; //I don't know if it is useful for anything, but it's in config file		template <typename Handler> void serialize(Handler &h, const int version)		{			h & keep & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum;		}	};	std::vector<SBallisticsLevelInfo> ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert	std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield	std::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield	ui32 level(ui64 experience) const; //calculates level corresponding to given experience amount	ui64 reqExp(ui32 level) const; //calculates experience required for given level	/// Load multiple heroes from json	void load(std::string objectID, const JsonNode & heroes);	/// Load single hero from json	CHero * loadHero(const JsonNode & node);	/// Load everything (calls functions below + classes.load())	void load();	void loadHeroes();	void loadExperience();	void loadBallistics();	void loadTerrains();	void loadObstacles();	CHeroHandler(); //c-tor	~CHeroHandler(); //d-tor	/**	 * Gets a list of default allowed heroes.	 *	 * TODO Proposal for hero modding: Replace hero id with a unique machine readable hero name and	 * create a JSON config file or merge it with a existing config file which describes which heroes can be used for	 * random map generation / map editor(default map settings). (Gelu, ... should be excluded)	 *	 * @return a list of allowed heroes, the index is the hero id and the value either 0 for not allowed or 1 for allowed	 */	std::vector<bool> getDefaultAllowedHeroes() const;	/**	 * Gets a list of default allowed abilities. OH3 abilities/skills are all allowed by default.	 *	 * @return a list of allowed abilities, the index is the ability id	 */	std::vector<bool> getDefaultAllowedAbilities() const;	template <typename Handler> void serialize(Handler &h, const int version)	{		h & classes & heroes & expPerLevel & ballistics & terrCosts;		h & obstacles & absoluteObstacles;	}};
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