mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
337 lines
9.6 KiB
C++
337 lines
9.6 KiB
C++
/*
|
|
* 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 "../lib/ConstTransitivePtr.h"
|
|
#include "GameConstants.h"
|
|
#include "HeroBonus.h"
|
|
#include "IHandlerBase.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
class CHeroClass;
|
|
class CGHeroInstance;
|
|
struct BattleHex;
|
|
class JsonNode;
|
|
class CRandomGenerator;
|
|
class JsonSerializeFormat;
|
|
class BattleField;
|
|
|
|
struct SSpecialtyInfo
|
|
{
|
|
si32 type;
|
|
si32 val;
|
|
si32 subtype;
|
|
si32 additionalinfo;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & type;
|
|
h & val;
|
|
h & subtype;
|
|
h & additionalinfo;
|
|
}
|
|
};
|
|
|
|
struct SSpecialtyBonus
|
|
/// temporary hold
|
|
{
|
|
ui8 growsWithLevel;
|
|
BonusList bonuses;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & growsWithLevel;
|
|
h & bonuses;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CHero : public HeroType
|
|
{
|
|
friend class CHeroHandler;
|
|
|
|
HeroTypeID ID;
|
|
std::string identifier;
|
|
std::string modScope;
|
|
std::string nameTextID; //name of hero
|
|
std::string biographyTextID;
|
|
|
|
const std::string & getName() const override;
|
|
|
|
public:
|
|
struct InitialArmyStack
|
|
{
|
|
ui32 minAmount;
|
|
ui32 maxAmount;
|
|
CreatureID creature;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & minAmount;
|
|
h & maxAmount;
|
|
h & creature;
|
|
}
|
|
};
|
|
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> specDeprecated;
|
|
std::vector<SSpecialtyBonus> specialtyDeprecated;
|
|
BonusList 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
|
|
|
|
/// Graphics
|
|
std::string iconSpecSmall;
|
|
std::string iconSpecLarge;
|
|
std::string portraitSmall;
|
|
std::string portraitLarge;
|
|
std::string battleImage;
|
|
|
|
CHero();
|
|
virtual ~CHero();
|
|
|
|
int32_t getIndex() const override;
|
|
int32_t getIconIndex() const override;
|
|
const 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);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ID;
|
|
h & imageIndex;
|
|
h & initialArmy;
|
|
h & heroClass;
|
|
h & secSkillsInit;
|
|
h & specialty;
|
|
h & spells;
|
|
h & haveSpellBook;
|
|
h & sex;
|
|
h & special;
|
|
h & nameTextID;
|
|
h & biographyTextID;
|
|
h & iconSpecSmall;
|
|
h & iconSpecLarge;
|
|
h & portraitSmall;
|
|
h & portraitLarge;
|
|
h & identifier;
|
|
h & battleImage;
|
|
}
|
|
};
|
|
|
|
// convert deprecated format
|
|
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);
|
|
|
|
class DLL_LINKAGE CHeroClass : public HeroClass
|
|
{
|
|
friend class CHeroClassHandler;
|
|
HeroClassID id; // use getId instead
|
|
std::string modScope;
|
|
std::string identifier; // use getJsonKey instead
|
|
std::string nameTextID;
|
|
|
|
const std::string & getName() const override;
|
|
public:
|
|
enum EClassAffinity
|
|
{
|
|
MIGHT,
|
|
MAGIC
|
|
};
|
|
|
|
//double aggression; // not used in vcmi.
|
|
TFaction 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)
|
|
|
|
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;
|
|
|
|
CHeroClass();
|
|
|
|
int32_t getIndex() const override;
|
|
int32_t getIconIndex() const override;
|
|
const 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);
|
|
|
|
template <typename Handler> void serialize(Handler & h, const int version)
|
|
{
|
|
h & modScope;
|
|
h & identifier;
|
|
h & nameTextID;
|
|
h & faction;
|
|
h & id;
|
|
h & defaultTavernChance;
|
|
h & primarySkillInitial;
|
|
h & primarySkillLowLevel;
|
|
h & primarySkillHighLevel;
|
|
h & secSkillProbability;
|
|
h & selectionProbability;
|
|
h & affinity;
|
|
h & commander;
|
|
h & imageBattleMale;
|
|
h & imageBattleFemale;
|
|
h & imageMapMale;
|
|
h & imageMapFemale;
|
|
|
|
if(!h.saving)
|
|
{
|
|
for(auto i = 0; i < secSkillProbability.size(); i++)
|
|
if(secSkillProbability[i] < 0)
|
|
secSkillProbability[i] = 0;
|
|
}
|
|
}
|
|
EAlignment::EAlignment getAlignment() const;
|
|
};
|
|
|
|
class DLL_LINKAGE CHeroClassHandler : public CHandlerBase<HeroClassID, HeroClass, CHeroClass, HeroClassService>
|
|
{
|
|
void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill);
|
|
public:
|
|
std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
|
|
|
|
void afterLoadFinalization() override;
|
|
|
|
std::vector<bool> getDefaultAllowed() const override;
|
|
|
|
~CHeroClassHandler();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & objects;
|
|
}
|
|
|
|
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);
|
|
void loadHeroSkills(CHero * hero, const JsonNode & node);
|
|
void loadHeroSpecialty(CHero * hero, const JsonNode & node);
|
|
|
|
void loadExperience();
|
|
void loadBallistics();
|
|
|
|
public:
|
|
CHeroClassHandler classes;
|
|
|
|
//default costs of going through terrains. -1 means terrain is impassable
|
|
std::map<TerrainId, 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;
|
|
h & tower;
|
|
h & gate;
|
|
h & wall;
|
|
h & shots;
|
|
h & noDmg;
|
|
h & oneDmg;
|
|
h & twoDmg;
|
|
h & sum;
|
|
}
|
|
};
|
|
std::vector<SBallisticsLevelInfo> ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert
|
|
|
|
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 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::vector<bool> getDefaultAllowed() const override;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & classes;
|
|
h & objects;
|
|
h & expPerLevel;
|
|
h & ballistics;
|
|
h & terrCosts;
|
|
}
|
|
|
|
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
|