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1d57b75bc5
- fixed mantis #1743
262 lines
8.3 KiB
C++
262 lines
8.3 KiB
C++
#pragma once
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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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#include "IHandlerBase.h"
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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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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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class CRandomGenerator;
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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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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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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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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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HeroTypeID ID;
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si32 imageIndex;
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std::vector<InitialArmyStack> initialArmy;
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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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/// 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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/// 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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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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class DLL_LINKAGE CHeroClass
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{
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public:
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enum EClassAffinity
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{
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MIGHT,
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MAGIC
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};
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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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ui8 affinity; // affility, using EClassAffinity enum
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// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
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// resulting chance = sqrt(town.chance * heroClass.chance)
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ui32 defaultTavernChance;
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CCreature * commander;
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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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std::vector<int> secSkillProbability; //probabilities of gaining secondary skills (out of 112), in id order
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std::map<TFaction, int> selectionProbability; //probability of selection in towns
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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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CHeroClass();
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bool isMagicHero() const;
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SecondarySkill chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const; //picks secondary skill out from given possibilities
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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 & id & defaultTavernChance;// & aggression;
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h & primarySkillInitial & primarySkillLowLevel;
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h & primarySkillHighLevel & secSkillProbability;
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h & selectionProbability & affinity & commander;
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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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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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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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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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bool isAppropriate(ETerrainType terrainType, int specialBattlefield = -1) const;
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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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class DLL_LINKAGE CHeroClassHandler : public IHandlerBase
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{
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CHeroClass *loadFromJson(const JsonNode & node);
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public:
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std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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void afterLoadFinalization();
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std::vector<bool> getDefaultAllowed() const;
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~CHeroClassHandler();
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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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class DLL_LINKAGE CHeroHandler : public IHandlerBase
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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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/// 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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void loadExperience();
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void loadBallistics();
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void loadTerrains();
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void loadObstacles();
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/// Load single hero from json
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CHero * loadFromJson(const JsonNode & node);
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public:
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CHeroClassHandler classes;
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std::vector< ConstTransitivePtr<CHero> > heroes;
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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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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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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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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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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data) override;
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void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override;
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CHeroHandler(); //c-tor
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~CHeroHandler(); //d-tor
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std::vector<bool> getDefaultAllowed() const;
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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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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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