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							- #pragma once
 
- #include "../lib/ConstTransitivePtr.h"
 
- #include "GameConstants.h"
 
- #include "HeroBonus.h"
 
- #include "IHandlerBase.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;
 
- class CRandomGenerator;
 
- 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;
 
- 		}
 
- 	};
 
- 	std::string identifier;
 
- 	HeroTypeID 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;
 
- 		if(version>=759)
 
- 		{
 
- 			h & identifier;
 
- 		}
 
- 	}
 
- };
 
- class DLL_LINKAGE CHeroClass
 
- {
 
- public:
 
- 	enum EClassAffinity
 
- 	{
 
- 		MIGHT,
 
- 		MAGIC
 
- 	};
 
- 	std::string identifier;
 
- 	std::string name; // translatable
 
- 	//double aggression; // not used in vcmi.
 
- 	TFaction faction;
 
- 	ui8 id;
 
- 	ui8 affinity; // affility, using EClassAffinity enum
 
- 	// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
 
- 	// resulting chance = sqrt(town.chance * heroClass.chance)
 
- 	ui32 defaultTavernChance;
 
- 	CCreature * commander;
 
- 	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;
 
- 	CHeroClass();
 
- 	bool isMagicHero() const;
 
- 	SecondarySkill chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const; //picks secondary skill out from given possibilities
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & identifier & name & faction & id & defaultTavernChance;// & aggression;
 
- 		h & primarySkillInitial   & primarySkillLowLevel;
 
- 		h & primarySkillHighLevel & secSkillProbability;
 
- 		h & selectionProbability & affinity & commander;
 
- 		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 IHandlerBase
 
- {
 
- 	CHeroClass *loadFromJson(const JsonNode & node, const std::string & identifier);
 
- public:
 
- 	std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
 
- 	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;
 
- 	void afterLoadFinalization() override;
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	~CHeroClassHandler();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & heroClasses;
 
- 	}
 
- };
 
- class DLL_LINKAGE CHeroHandler : public IHandlerBase
 
- {
 
- 	/// 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);
 
- 	void loadExperience();
 
- 	void loadBallistics();
 
- 	void loadTerrains();
 
- 	void loadObstacles();
 
- 	/// Load single hero from json
 
- 	CHero * loadFromJson(const JsonNode & node, const std::string & identifier);
 
- 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
 
- 	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;
 
- 	CHeroHandler(); //c-tor
 
- 	~CHeroHandler(); //d-tor
 
- 	std::vector<bool> getDefaultAllowed() const override;
 
- 	/**
 
- 	 * 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;
 
- 	///json serialization helper
 
- 	static si32 decodeHero(const std::string & identifier);
 
- 	///json serialization helper
 
- 	static std::string encodeHero(const si32 index);
 
- 	///json serialization helper
 
- 	static si32 decodeSkill(const std::string & identifier);
 
- 	///json serialization helper
 
- 	static std::string encodeSkill(const si32 index);
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & classes & heroes & expPerLevel & ballistics & terrCosts;
 
- 		h & obstacles & absoluteObstacles;
 
- 	}
 
- };
 
 
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