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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;
- 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;
- }
- };
- 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;
- }
- };
- 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 & id;// & 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 IHandlerBase
- {
- CHeroClass *loadFromJson(const JsonNode & node);
- 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;
- std::vector<bool> getDefaultAllowed() const;
- ~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);
- 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;
- /**
- * 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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