mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
272 lines
8.6 KiB
C++
272 lines
8.6 KiB
C++
#pragma once
|
|
|
|
#include "../lib/ConstTransitivePtr.h"
|
|
#include "GameConstants.h"
|
|
#include "HeroBonus.h"
|
|
#include "IHandlerBase.h"
|
|
|
|
/*
|
|
* 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
|
|
*
|
|
*/
|
|
|
|
class CHeroClass;
|
|
class CDefHandler;
|
|
class CGameInfo;
|
|
class CGHeroInstance;
|
|
struct BattleHex;
|
|
class JsonNode;
|
|
class CRandomGenerator;
|
|
|
|
struct SSpecialtyInfo
|
|
{ si32 type;
|
|
si32 val;
|
|
si32 subtype;
|
|
si32 additionalinfo;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & type & val & subtype & additionalinfo;
|
|
}
|
|
};
|
|
|
|
struct SSpecialtyBonus
|
|
/// temporary hold
|
|
{
|
|
ui8 growsWithLevel;
|
|
BonusList bonuses;
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & growsWithLevel & bonuses;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CHero
|
|
{
|
|
public:
|
|
struct InitialArmyStack
|
|
{
|
|
ui32 minAmount;
|
|
ui32 maxAmount;
|
|
CreatureID creature;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & minAmount & maxAmount & creature;
|
|
}
|
|
};
|
|
std::string identifier;
|
|
HeroTypeID ID;
|
|
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> spec;
|
|
std::vector<SSpecialtyBonus> 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
|
|
|
|
/// Localized texts
|
|
std::string name; //name of hero
|
|
std::string biography;
|
|
std::string specName;
|
|
std::string specDescr;
|
|
std::string specTooltip;
|
|
|
|
/// Graphics
|
|
std::string iconSpecSmall;
|
|
std::string iconSpecLarge;
|
|
std::string portraitSmall;
|
|
std::string portraitLarge;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ID & imageIndex & initialArmy & heroClass & secSkillsInit & spec & specialty & spells & haveSpellBook & sex & special;
|
|
h & name & biography & specName & specDescr & specTooltip;
|
|
h & iconSpecSmall & iconSpecLarge & portraitSmall & portraitLarge;
|
|
if(version>=759)
|
|
{
|
|
h & identifier;
|
|
}
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CHeroClass
|
|
{
|
|
public:
|
|
enum EClassAffinity
|
|
{
|
|
MIGHT,
|
|
MAGIC
|
|
};
|
|
|
|
std::string identifier;
|
|
std::string name; // translatable
|
|
//double aggression; // not used in vcmi.
|
|
TFaction faction;
|
|
ui8 id;
|
|
ui8 affinity; // affility, 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();
|
|
|
|
bool isMagicHero() const;
|
|
SecondarySkill chooseSecSkill(const std::set<SecondarySkill> & possibles, CRandomGenerator & rand) const; //picks secondary skill out from given possibilities
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & identifier & name & faction & id & defaultTavernChance;// & aggression;
|
|
h & primarySkillInitial & primarySkillLowLevel;
|
|
h & primarySkillHighLevel & secSkillProbability;
|
|
h & selectionProbability & affinity & commander;
|
|
h & imageBattleMale & imageBattleFemale & imageMapMale & imageMapFemale;
|
|
}
|
|
EAlignment::EAlignment getAlignment() const;
|
|
};
|
|
|
|
struct DLL_LINKAGE CObstacleInfo
|
|
{
|
|
si32 ID;
|
|
std::string defName;
|
|
std::vector<ETerrainType> allowedTerrains;
|
|
std::vector<BFieldType> allowedSpecialBfields;
|
|
|
|
ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
|
|
si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
|
|
std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
|
|
|
|
std::vector<BattleHex> getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
|
|
|
|
bool isAppropriate(ETerrainType terrainType, int specialBattlefield = -1) const;
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & ID & defName & allowedTerrains & allowedSpecialBfields & isAbsoluteObstacle & width & height & blockedTiles;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CHeroClassHandler : public IHandlerBase
|
|
{
|
|
CHeroClass *loadFromJson(const JsonNode & node, const std::string & identifier);
|
|
public:
|
|
std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
|
|
|
|
std::vector<JsonNode> loadLegacyData(size_t dataSize) 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;
|
|
|
|
std::vector<bool> getDefaultAllowed() const override;
|
|
|
|
~CHeroClassHandler();
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & heroClasses;
|
|
}
|
|
};
|
|
|
|
class DLL_LINKAGE CHeroHandler : public IHandlerBase
|
|
{
|
|
/// 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();
|
|
void loadTerrains();
|
|
void loadObstacles();
|
|
|
|
/// Load single hero from json
|
|
CHero * loadFromJson(const JsonNode & node, const std::string & identifier);
|
|
|
|
public:
|
|
CHeroClassHandler classes;
|
|
|
|
std::vector< ConstTransitivePtr<CHero> > heroes;
|
|
|
|
//default costs of going through terrains. -1 means terrain is impassable
|
|
std::vector<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 & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum;
|
|
}
|
|
};
|
|
std::vector<SBallisticsLevelInfo> ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert
|
|
|
|
std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield
|
|
std::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield
|
|
|
|
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 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;
|
|
|
|
CHeroHandler(); //c-tor
|
|
~CHeroHandler(); //d-tor
|
|
|
|
std::vector<bool> getDefaultAllowed() const override;
|
|
|
|
/**
|
|
* Gets a list of default allowed abilities. OH3 abilities/skills are all allowed by default.
|
|
*
|
|
* @return a list of allowed abilities, the index is the ability id
|
|
*/
|
|
std::vector<bool> getDefaultAllowedAbilities() const;
|
|
|
|
///json serialization helper
|
|
static si32 decodeSkill(const std::string & identifier);
|
|
|
|
///json serialization helper
|
|
static std::string encodeSkill(const si32 index);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & classes & heroes & expPerLevel & ballistics & terrCosts;
|
|
h & obstacles & absoluteObstacles;
|
|
}
|
|
};
|