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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
*
*/
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# pragma once
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
# include <vcmi/HeroClass.h>
# include <vcmi/HeroClassService.h>
# include <vcmi/HeroType.h>
# include <vcmi/HeroTypeService.h>
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# include "../lib/ConstTransitivePtr.h"
# include "GameConstants.h"
# include "HeroBonus.h"
# include "IHandlerBase.h"
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# include "Terrain.h"
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class CHeroClass ;
class CGameInfo ;
class CGHeroInstance ;
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struct BattleHex ;
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class JsonNode ;
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class CRandomGenerator ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class JsonSerializeFormat ;
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class BattleField ;
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struct SSpecialtyInfo
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{ si32 type ;
si32 val ;
si32 subtype ;
si32 additionalinfo ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & type ;
h & val ;
h & subtype ;
h & additionalinfo ;
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}
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} ;
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struct SSpecialtyBonus
/// temporary hold
{
ui8 growsWithLevel ;
BonusList bonuses ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & growsWithLevel ;
h & bonuses ;
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}
} ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class DLL_LINKAGE CHero : public HeroType
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{
public :
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struct InitialArmyStack
{
ui32 minAmount ;
ui32 maxAmount ;
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CreatureID creature ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & minAmount ;
h & maxAmount ;
h & creature ;
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}
} ;
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std : : string identifier ;
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HeroTypeID ID ;
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si32 imageIndex ;
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std : : vector < InitialArmyStack > initialArmy ;
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CHeroClass * heroClass ;
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std : : vector < std : : pair < SecondarySkill , ui8 > > secSkillsInit ; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
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std : : vector < SSpecialtyInfo > specDeprecated ;
std : : vector < SSpecialtyBonus > specialtyDeprecated ;
BonusList specialty ;
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std : : set < SpellID > spells ;
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bool haveSpellBook ;
bool special ; // hero is special and won't be placed in game (unless preset on map), e.g. campaign heroes
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ui8 sex ; // default sex: 0=male, 1=female
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/// 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 ;
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std : : string battleImage ;
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
CHero ( ) ;
virtual ~ CHero ( ) ;
int32_t getIndex ( ) const override ;
int32_t getIconIndex ( ) const override ;
const std : : string & getName ( ) const override ;
const std : : string & getJsonKey ( ) const override ;
HeroTypeID getId ( ) const override ;
void registerIcons ( const IconRegistar & cb ) const override ;
void updateFrom ( const JsonNode & data ) ;
void serializeJson ( JsonSerializeFormat & handler ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & ID ;
h & imageIndex ;
h & initialArmy ;
h & heroClass ;
h & secSkillsInit ;
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h & specialty ;
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h & spells ;
h & haveSpellBook ;
h & sex ;
h & special ;
h & name ;
h & biography ;
h & specName ;
h & specDescr ;
h & specTooltip ;
h & iconSpecSmall ;
h & iconSpecLarge ;
h & portraitSmall ;
h & portraitLarge ;
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h & identifier ;
h & battleImage ;
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}
} ;
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// convert deprecated format
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std : : vector < std : : shared_ptr < Bonus > > SpecialtyInfoToBonuses ( const SSpecialtyInfo & spec , int sid = 0 ) ;
std : : vector < std : : shared_ptr < Bonus > > SpecialtyBonusToBonuses ( const SSpecialtyBonus & spec , int sid = 0 ) ;
2017-09-10 04:10:50 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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class DLL_LINKAGE CHeroClass : public HeroClass
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{
public :
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enum EClassAffinity
{
MIGHT ,
MAGIC
} ;
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std : : string identifier ;
std : : string name ; // translatable
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//double aggression; // not used in vcmi.
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TFaction faction ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
HeroClassID id ;
ui8 affinity ; // affinity, using EClassAffinity enum
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// 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 ;
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CCreature * commander ;
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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
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std : : map < TFaction , int > selectionProbability ; //probability of selection in towns
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std : : string imageBattleMale ;
std : : string imageBattleFemale ;
std : : string imageMapMale ;
std : : string imageMapFemale ;
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CHeroClass ( ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
int32_t getIndex ( ) const override ;
int32_t getIconIndex ( ) const override ;
const std : : string & getName ( ) const override ;
const std : : string & getJsonKey ( ) const override ;
HeroClassID getId ( ) const override ;
void registerIcons ( const IconRegistar & cb ) const override ;
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bool isMagicHero ( ) const ;
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SecondarySkill chooseSecSkill ( const std : : set < SecondarySkill > & possibles , CRandomGenerator & rand ) const ; //picks secondary skill out from given possibilities
2009-02-09 16:50:32 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
void updateFrom ( const JsonNode & data ) ;
void serializeJson ( JsonSerializeFormat & handler ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
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{
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h & identifier ;
h & name ;
h & faction ;
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h & id ;
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h & defaultTavernChance ;
h & primarySkillInitial ;
h & primarySkillLowLevel ;
h & primarySkillHighLevel ;
h & secSkillProbability ;
h & selectionProbability ;
h & affinity ;
h & commander ;
h & imageBattleMale ;
h & imageBattleFemale ;
h & imageMapMale ;
h & imageMapFemale ;
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if ( ! h . saving )
{
for ( auto i = 0 ; i < secSkillProbability . size ( ) ; i + + )
if ( secSkillProbability [ i ] < 0 )
secSkillProbability [ i ] = 0 ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
}
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}
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EAlignment : : EAlignment getAlignment ( ) const ;
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} ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class DLL_LINKAGE CHeroClassHandler : public CHandlerBase < HeroClassID , HeroClass , CHeroClass , HeroClassService >
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{
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void fillPrimarySkillData ( const JsonNode & node , CHeroClass * heroClass , PrimarySkill : : PrimarySkill pSkill ) ;
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public :
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std : : vector < JsonNode > loadLegacyData ( size_t dataSize ) override ;
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void afterLoadFinalization ( ) override ;
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std : : vector < bool > getDefaultAllowed ( ) const override ;
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~ CHeroClassHandler ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
h & objects ;
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
protected :
const std : : vector < std : : string > & getTypeNames ( ) const override ;
CHeroClass * loadFromJson ( const std : : string & scope , const JsonNode & node , const std : : string & identifier , size_t index ) override ;
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} ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class DLL_LINKAGE CHeroHandler : public CHandlerBase < HeroTypeID , HeroType , CHero , HeroTypeService >
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{
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/// 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 ;
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/// 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 ) ;
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void loadExperience ( ) ;
void loadBallistics ( ) ;
void loadTerrains ( ) ;
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public :
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CHeroClassHandler classes ;
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//default costs of going through terrains. -1 means terrain is impassable
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std : : map < Terrain , int > terrCosts ;
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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 )
{
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h & keep ;
h & tower ;
h & gate ;
h & wall ;
h & shots ;
h & noDmg ;
h & oneDmg ;
h & twoDmg ;
h & sum ;
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}
} ;
std : : vector < SBallisticsLevelInfo > ballistics ; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert
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ui32 level ( ui64 experience ) const ; //calculates level corresponding to given experience amount
ui64 reqExp ( ui32 level ) const ; //calculates experience required for given level
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std : : vector < JsonNode > loadLegacyData ( size_t dataSize ) override ;
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void beforeValidate ( JsonNode & object ) override ;
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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 ;
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void afterLoadFinalization ( ) override ;
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CHeroHandler ( ) ;
~ CHeroHandler ( ) ;
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std : : vector < bool > getDefaultAllowed ( ) const override ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & classes ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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h & objects ;
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h & expPerLevel ;
h & ballistics ;
h & terrCosts ;
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
protected :
const std : : vector < std : : string > & getTypeNames ( ) const override ;
CHero * loadFromJson ( const std : : string & scope , const JsonNode & node , const std : : string & identifier , size_t index ) override ;
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} ;