/* * 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 #include #include #include #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 initialArmy; CHeroClass * heroClass{}; std::vector > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert) BonusList specialty; std::set 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 primarySkillInitial; // initial primary skills std::vector primarySkillLowLevel; // probability (%) of getting point of primary skill when getting level std::vector primarySkillHighLevel;// same for high levels (> 10) std::map secSkillProbability; //probabilities of gaining secondary skills (out of 112), in id order std::map 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 & 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 { void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill pSkill) const; public: std::vector loadLegacyData() override; void afterLoadFinalization() override; ~CHeroClassHandler(); protected: const std::vector & 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 { /// 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 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> 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 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 getDefaultAllowed() const; protected: const std::vector & getTypeNames() const override; CHero * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override; }; VCMI_LIB_NAMESPACE_END