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							- /*
 
-  * 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
 
-  *
 
-  */
 
- #pragma once
 
- #include <vcmi/HeroClass.h>
 
- #include <vcmi/HeroClassService.h>
 
- #include <vcmi/HeroType.h>
 
- #include <vcmi/HeroTypeService.h>
 
- #include "ConstTransitivePtr.h"
 
- #include "GameConstants.h"
 
- #include "bonuses/Bonus.h"
 
- #include "bonuses/BonusList.h"
 
- #include "IHandlerBase.h"
 
- #include "filesystem/ResourcePath.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CHeroClass;
 
- class CGHeroInstance;
 
- struct BattleHex;
 
- class JsonNode;
 
- class CRandomGenerator;
 
- class JsonSerializeFormat;
 
- class BattleField;
 
- enum class EHeroGender : int8_t
 
- {
 
- 	DEFAULT = -1, // from h3m, instance has same gender as hero type
 
- 	MALE = 0,
 
- 	FEMALE = 1,
 
- };
 
- class DLL_LINKAGE CHero : public HeroType
 
- {
 
- 	friend class CHeroHandler;
 
- 	HeroTypeID ID;
 
- 	std::string identifier;
 
- 	std::string modScope;
 
- public:
 
- 	struct InitialArmyStack
 
- 	{
 
- 		ui32 minAmount;
 
- 		ui32 maxAmount;
 
- 		CreatureID creature;
 
- 	};
 
- 	si32 imageIndex = 0;
 
- 	std::vector<InitialArmyStack> initialArmy;
 
- 	const CHeroClass * heroClass = nullptr;
 
- 	std::vector<std::pair<SecondarySkill, ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
 
- 	BonusList specialty;
 
- 	std::set<SpellID> spells;
 
- 	bool haveSpellBook = false;
 
- 	bool special = false; // hero is special and won't be placed in game (unless preset on map), e.g. campaign heroes
 
- 	bool onlyOnWaterMap; // hero will be placed only if the map contains water
 
- 	bool onlyOnMapWithoutWater; // hero will be placed only if the map does not contain water
 
- 	EHeroGender gender = EHeroGender::MALE; // default sex: 0=male, 1=female
 
- 	/// Graphics
 
- 	std::string iconSpecSmall;
 
- 	std::string iconSpecLarge;
 
- 	std::string portraitSmall;
 
- 	std::string portraitLarge;
 
- 	AnimationPath battleImage;
 
- 	CHero();
 
- 	virtual ~CHero();
 
- 	int32_t getIndex() const override;
 
- 	int32_t getIconIndex() const override;
 
- 	std::string getJsonKey() const override;
 
- 	HeroTypeID getId() const override;
 
- 	void registerIcons(const IconRegistar & cb) const override;
 
- 	std::string getNameTranslated() const override;
 
- 	std::string getBiographyTranslated() const override;
 
- 	std::string getSpecialtyNameTranslated() const override;
 
- 	std::string getSpecialtyDescriptionTranslated() const override;
 
- 	std::string getSpecialtyTooltipTranslated() const override;
 
- 	std::string getNameTextID() const override;
 
- 	std::string getBiographyTextID() const override;
 
- 	std::string getSpecialtyNameTextID() const override;
 
- 	std::string getSpecialtyDescriptionTextID() const override;
 
- 	std::string getSpecialtyTooltipTextID() const override;
 
- 	void updateFrom(const JsonNode & data);
 
- 	void serializeJson(JsonSerializeFormat & handler);
 
- };
 
- class DLL_LINKAGE CHeroClass : public HeroClass
 
- {
 
- 	friend class CHeroClassHandler;
 
- 	HeroClassID id; // use getId instead
 
- 	std::string modScope;
 
- 	std::string identifier; // use getJsonKey instead
 
- public:
 
- 	enum EClassAffinity
 
- 	{
 
- 		MIGHT,
 
- 		MAGIC
 
- 	};
 
- 	//double aggression; // not used in vcmi.
 
- 	FactionID faction;
 
- 	ui8 affinity; // affinity, 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;
 
- 	CreatureID 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::map<SecondarySkill, int> secSkillProbability; //probabilities of gaining secondary skills (out of 112), in id order
 
- 	std::map<FactionID, int> selectionProbability; //probability of selection in towns
 
- 	AnimationPath imageBattleMale;
 
- 	AnimationPath imageBattleFemale;
 
- 	std::string imageMapMale;
 
- 	std::string imageMapFemale;
 
- 	CHeroClass();
 
- 	int32_t getIndex() const override;
 
- 	int32_t getIconIndex() const override;
 
- 	std::string getJsonKey() const override;
 
- 	HeroClassID getId() const override;
 
- 	void registerIcons(const IconRegistar & cb) const override;
 
- 	std::string getNameTranslated() const override;
 
- 	std::string getNameTextID() const override;
 
- 	bool isMagicHero() const;
 
- 	SecondarySkill chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const; //picks secondary skill out from given possibilities
 
- 	void updateFrom(const JsonNode & data);
 
- 	void serializeJson(JsonSerializeFormat & handler);
 
- 	EAlignment getAlignment() const;
 
- 	int tavernProbability(FactionID faction) const;
 
- };
 
- class DLL_LINKAGE CHeroClassHandler : public CHandlerBase<HeroClassID, HeroClass, CHeroClass, HeroClassService>
 
- {
 
- 	void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill pSkill) const;
 
- public:
 
- 	std::vector<JsonNode> loadLegacyData() override;
 
- 	void afterLoadFinalization() override;
 
- 	~CHeroClassHandler();
 
- protected:
 
- 	const std::vector<std::string> & getTypeNames() const override;
 
- 	std::shared_ptr<CHeroClass> loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
 
- };
 
- class DLL_LINKAGE CHeroHandler : public CHandlerBase<HeroTypeID, HeroType, CHero, HeroTypeService>
 
- {
 
- 	/// expPerLEvel[i] is amount of exp needed to reach level i;
 
- 	/// consists of 196 values. Any higher levels require experience larger that TExpType can hold
 
- 	std::vector<TExpType> expPerLevel;
 
- 	/// helpers for loading to avoid huge load functions
 
- 	void loadHeroArmy(CHero * hero, const JsonNode & node) const;
 
- 	void loadHeroSkills(CHero * hero, const JsonNode & node) const;
 
- 	void loadHeroSpecialty(CHero * hero, const JsonNode & node);
 
- 	void loadExperience();
 
- 	std::vector<std::function<void()>> callAfterLoadFinalization;
 
- public:
 
- 	ui32 level(TExpType experience) const; //calculates level corresponding to given experience amount
 
- 	TExpType reqExp(ui32 level) const; //calculates experience required for given level
 
- 	ui32 maxSupportedLevel() const;
 
- 	std::vector<JsonNode> loadLegacyData() override;
 
- 	void beforeValidate(JsonNode & object) 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;
 
- 	CHeroHandler();
 
- 	~CHeroHandler();
 
- 	std::set<HeroTypeID> getDefaultAllowed() const;
 
- protected:
 
- 	const std::vector<std::string> & getTypeNames() const override;
 
- 	std::shared_ptr<CHero> loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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