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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 : uint8_t
{
MALE = 0 ,
FEMALE = 1 ,
DEFAULT = 0xff // from h3m, instance has same gender as hero type
} ;
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 ;
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)
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 ;
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)
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std : : map < SecondarySkill , int > secSkillProbability ; //probabilities of gaining secondary skills (out of 112), in id order
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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 ;
} ;
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 ;
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 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 ) 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 :
CHeroClassHandler classes ;
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 ( ) 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 ( ) ;
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std : : set < HeroTypeID > getDefaultAllowed ( ) const ;
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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 ;
} ;
VCMI_LIB_NAMESPACE_END