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			253 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			253 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #pragma once
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| 
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| #include "../lib/ConstTransitivePtr.h"
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| #include "GameConstants.h"
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| #include "HeroBonus.h"
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| 
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| /*
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|  * CHeroHandler.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| class CHeroClass;
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| class CDefHandler;
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| class CGameInfo;
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| class CGHeroInstance;
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| struct BattleHex;
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| class JsonNode;
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| 
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| struct SSpecialtyInfo
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| {	si32 type;
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| 	si32 val;
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| 	si32 subtype;
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| 	si32 additionalinfo;
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & type & val & subtype & additionalinfo;
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| 	}
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| };
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| 
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| struct SSpecialtyBonus
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| /// temporary hold
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| {
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| 	ui8 growsWithLevel;
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| 	BonusList bonuses;
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & growsWithLevel & bonuses;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CHero
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| {
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| public:
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| 	struct InitialArmyStack
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| 	{
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| 		ui32 minAmount;
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| 		ui32 maxAmount;
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| 		CreatureID creature;
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| 
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| 		template <typename Handler> void serialize(Handler &h, const int version)
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| 		{
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| 			h & minAmount & maxAmount & creature;
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| 		}
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| 	};
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| 
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| 	si32 ID;
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| 	si32 imageIndex;
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| 
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| 	std::vector<InitialArmyStack> initialArmy;
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| 
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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> spec;
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| 	std::vector<SSpecialtyBonus> specialty;
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| 	std::set<SpellID> spells;
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| 	bool haveSpellBook;
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| 	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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| 
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| 	/// Localized texts
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| 	std::string name; //name of hero
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| 	std::string biography;
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| 	std::string specName;
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| 	std::string specDescr;
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| 	std::string specTooltip;
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| 
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| 	/// Graphics
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| 	std::string iconSpecSmall;
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| 	std::string iconSpecLarge;
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| 	std::string portraitSmall;
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| 	std::string portraitLarge;
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & ID & imageIndex & initialArmy & heroClass & secSkillsInit & spec & specialty & spells & haveSpellBook & sex & special;
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| 		h & name & biography & specName & specDescr & specTooltip;
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| 		h & iconSpecSmall & iconSpecLarge & portraitSmall & portraitLarge;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CHeroClass
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| {
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| public:
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| 	std::string identifier;
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| 	std::string name; // translatable
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| 	//double aggression; // not used in vcmi.
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| 	TFaction faction;
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| 	ui8 id;
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| 
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| 	std::vector<int> primarySkillInitial;  // initial primary skills
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| 	std::vector<int> primarySkillLowLevel; // probability (%) of getting point of primary skill when getting level
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| 	std::vector<int> primarySkillHighLevel;// same for high levels (> 10)
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| 
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| 	std::vector<int> secSkillProbability; //probabilities of gaining secondary skills (out of 112), in id order
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| 
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| 	std::map<TFaction, int> selectionProbability; //probability of selection in towns
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| 
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| 	std::string imageBattleMale;
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| 	std::string imageBattleFemale;
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| 	std::string imageMapMale;
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| 	std::string imageMapFemale;
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| 
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| 	SecondarySkill chooseSecSkill(const std::set<SecondarySkill> & possibles) const; //picks secondary skill out from given possibilities
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & identifier & name & faction;// & aggression;
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| 		h & primarySkillInitial   & primarySkillLowLevel;
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| 		h & primarySkillHighLevel & secSkillProbability;
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| 		h & selectionProbability;
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| 		h & imageBattleMale & imageBattleFemale & imageMapMale & imageMapFemale;
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| 	}
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| 	EAlignment::EAlignment getAlignment() const;
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| };
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| 
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| struct DLL_LINKAGE CObstacleInfo
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| {
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| 	si32 ID;
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| 	std::string defName;
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| 	std::vector<ETerrainType> allowedTerrains;
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| 	std::vector<BFieldType> allowedSpecialBfields;
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| 
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| 	ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
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| 	si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
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| 	std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
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| 
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| 	std::vector<BattleHex> getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
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| 
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| 	bool isAppropriate(ETerrainType terrainType, int specialBattlefield = -1) const;
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & ID & defName & allowedTerrains & allowedSpecialBfields & isAbsoluteObstacle & width & height & blockedTiles;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CHeroClassHandler
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| {
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| public:
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| 	std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
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| 
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| 	/// load from H3 config
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| 	void load();
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| 
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| 	/// load any number of classes from json
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| 	void load(std::string objectID, const JsonNode & classes);
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| 
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| 	/// load one class from json
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| 	CHeroClass * loadClass(const JsonNode & node);
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| 
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| 	~CHeroClassHandler();
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & heroClasses;
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| 	}
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| };
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| 
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| class DLL_LINKAGE CHeroHandler
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| {
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| 	/// expPerLEvel[i] is amount of exp needed to reach level i;
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| 	/// consists of 201 values. Any higher levels require experience larger that ui64 can hold
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| 	std::vector<ui64> expPerLevel;
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| 
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| 	/// helpers for loading to avoid huge load functions
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| 	void loadHeroArmy(CHero * hero, const JsonNode & node);
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| 	void loadHeroSkills(CHero * hero, const JsonNode & node);
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| 	void loadHeroSpecialty(CHero * hero, const JsonNode & node);
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| public:
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| 	CHeroClassHandler classes;
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| 
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| 	std::vector< ConstTransitivePtr<CHero> > heroes;
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| 
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| 	//default costs of going through terrains. -1 means terrain is impassable
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| 	std::vector<int> terrCosts;
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| 
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| 	struct SBallisticsLevelInfo
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| 	{
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| 		ui8 keep, tower, gate, wall; //chance to hit in percent (eg. 87 is 87%)
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| 		ui8 shots; //how many shots we have
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| 		ui8 noDmg, oneDmg, twoDmg; //chances for shot dealing certain dmg in percent (eg. 87 is 87%); must sum to 100
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| 		ui8 sum; //I don't know if it is useful for anything, but it's in config file
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| 		template <typename Handler> void serialize(Handler &h, const int version)
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| 		{
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| 			h & keep & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum;
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| 		}
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| 	};
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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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| 
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| 	std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield
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| 	std::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield
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| 
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| 	ui32 level(ui64 experience) const; //calculates level corresponding to given experience amount
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| 	ui64 reqExp(ui32 level) const; //calculates experience required for given level
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| 
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| 	/// Load multiple heroes from json
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| 	void load(std::string objectID, const JsonNode & heroes);
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| 
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| 	/// Load single hero from json
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| 	CHero * loadHero(const JsonNode & node);
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| 
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| 	/// Load everything (calls functions below + classes.load())
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| 	void load();
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| 
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| 	void loadHeroes();
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| 	void loadExperience();
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| 	void loadBallistics();
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| 	void loadTerrains();
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| 	void loadObstacles();
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| 
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| 	CHeroHandler(); //c-tor
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| 	~CHeroHandler(); //d-tor
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| 
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| 	/**
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| 	 * Gets a list of default allowed heroes.
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| 	 *
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| 	 * TODO Proposal for hero modding: Replace hero id with a unique machine readable hero name and
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| 	 * create a JSON config file or merge it with a existing config file which describes which heroes can be used for
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| 	 * random map generation / map editor(default map settings). (Gelu, ... should be excluded)
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| 	 *
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| 	 * @return a list of allowed heroes, the index is the hero id and the value either 0 for not allowed or 1 for allowed
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| 	 */
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| 	std::vector<bool> getDefaultAllowedHeroes() const;
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| 
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| 	/**
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| 	 * Gets a list of default allowed abilities. OH3 abilities/skills are all allowed by default.
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| 	 *
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| 	 * @return a list of allowed abilities, the index is the ability id
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| 	 */
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| 	std::vector<bool> getDefaultAllowedAbilities() const;
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & classes & heroes & expPerLevel & ballistics & terrCosts;
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| 		h & obstacles & absoluteObstacles;
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| 	}
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| };
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