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vcmi/lib/CHeroHandler.h
Ivan Savenko 3738171b21 Refactoring of H3M loader to make HotA format support easier
- extracted low-level reader from MapFormatH3M class
- added separate structure to define version-specific values
- cleared up some H3M format edge cases
- replaced witch hut skill vector with set
- converted several fields to enum type
2023-04-15 17:20:38 +03:00

283 lines
8.1 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;
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;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & minAmount;
h & maxAmount;
h & 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
EHeroGender gender = EHeroGender::MALE; // 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;
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 & gender;
h & special;
h & iconSpecSmall;
h & iconSpecLarge;
h & portraitSmall;
h & portraitLarge;
h & identifier;
h & modScope;
h & battleImage;
}
};
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)
std::vector<int> secSkillProbability; //probabilities of gaining secondary skills (out of 112), in id order
std::map<FactionID, 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;
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 & 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 getAlignment() const;
};
class DLL_LINKAGE CHeroClassHandler : public CHandlerBase<HeroClassID, HeroClass, CHeroClass, HeroClassService>
{
void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill) const;
public:
std::vector<JsonNode> loadLegacyData() 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) 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;
//default costs of going through terrains. -1 means terrain is impassable
std::map<TerrainId, int> terrCosts;
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();
std::vector<bool> getDefaultAllowed() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & classes;
h & objects;
h & expPerLevel;
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