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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
374 lines
10 KiB
C++
374 lines
10 KiB
C++
/*
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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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#pragma once
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#include <vcmi/HeroClass.h>
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#include <vcmi/HeroClassService.h>
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#include <vcmi/HeroType.h>
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#include <vcmi/HeroTypeService.h>
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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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class CHeroClass;
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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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class JsonSerializeFormat;
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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;
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h & val;
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h & subtype;
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h & 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;
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h & bonuses;
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}
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};
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class DLL_LINKAGE CHero : public HeroType
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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;
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h & maxAmount;
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h & creature;
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}
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};
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std::string identifier;
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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> specDeprecated;
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std::vector<SSpecialtyBonus> specialtyDeprecated;
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BonusList 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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std::string battleImage;
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CHero();
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virtual ~CHero();
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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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const std::string & getName() const override;
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const std::string & getJsonKey() const override;
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HeroTypeID getId() const override;
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void registerIcons(const IconRegistar & cb) const override;
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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID;
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h & imageIndex;
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h & initialArmy;
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h & heroClass;
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h & secSkillsInit;
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if(version >= 781)
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{
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h & specialty;
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}
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else
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{
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h & specDeprecated;
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h & specialtyDeprecated;
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}
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h & spells;
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h & haveSpellBook;
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h & sex;
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h & special;
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h & name;
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h & biography;
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h & specName;
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h & specDescr;
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h & specTooltip;
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h & iconSpecSmall;
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h & iconSpecLarge;
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h & portraitSmall;
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h & portraitLarge;
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if(version >= 759)
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{
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h & identifier;
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}
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if(version >= 790)
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{
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h & battleImage;
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}
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}
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};
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// convert deprecated format
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std::vector<std::shared_ptr<Bonus>> SpecialtyInfoToBonuses(const SSpecialtyInfo & spec, int sid = 0);
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std::vector<std::shared_ptr<Bonus>> SpecialtyBonusToBonuses(const SSpecialtyBonus & spec, int sid = 0);
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class DLL_LINKAGE CHeroClass : public HeroClass
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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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HeroClassID id;
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ui8 affinity; // affinity, 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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int32_t getIndex() const override;
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int32_t getIconIndex() const override;
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const std::string & getName() const override;
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const std::string & getJsonKey() const override;
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HeroClassID getId() const override;
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void registerIcons(const IconRegistar & cb) const override;
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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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void updateFrom(const JsonNode & data);
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void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & identifier;
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h & name;
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h & faction;
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if(version >= 800)
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{
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h & id;
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}
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else
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{
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ui8 old_id = 0;
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h & old_id;
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id = HeroClassID(old_id);
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}
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h & defaultTavernChance;
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h & primarySkillInitial;
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h & primarySkillLowLevel;
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h & primarySkillHighLevel;
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h & secSkillProbability;
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h & selectionProbability;
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h & affinity;
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h & commander;
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h & imageBattleMale;
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h & imageBattleFemale;
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h & imageMapMale;
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h & imageMapFemale;
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if(!h.saving)
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{
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for(auto i = 0; i < secSkillProbability.size(); i++)
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if(secSkillProbability[i] < 0)
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secSkillProbability[i] = 0;
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}
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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;
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h & defName;
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h & allowedTerrains;
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h & allowedSpecialBfields;
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h & isAbsoluteObstacle;
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h & width;
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h & height;
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h & blockedTiles;
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}
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};
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class DLL_LINKAGE CHeroClassHandler : public CHandlerBase<HeroClassID, HeroClass, CHeroClass, HeroClassService>
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{
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void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill);
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public:
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std::vector<JsonNode> loadLegacyData(size_t dataSize) override;
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void afterLoadFinalization() override;
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std::vector<bool> getDefaultAllowed() const override;
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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 & objects;
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}
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CHeroClass * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
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};
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class DLL_LINKAGE CHeroHandler : public CHandlerBase<HeroTypeID, HeroType, CHero, HeroTypeService>
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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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public:
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CHeroClassHandler classes;
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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;
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h & tower;
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h & gate;
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h & wall;
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h & shots;
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h & noDmg;
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h & oneDmg;
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h & twoDmg;
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h & 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 beforeValidate(JsonNode & object) 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() override;
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CHeroHandler();
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~CHeroHandler();
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std::vector<bool> getDefaultAllowed() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & classes;
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h & objects;
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h & expPerLevel;
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h & ballistics;
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h & terrCosts;
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h & obstacles;
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h & absoluteObstacles;
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}
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protected:
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const std::vector<std::string> & getTypeNames() const override;
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CHero * loadFromJson(const std::string & scope, const JsonNode & node, const std::string & identifier, size_t index) override;
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};
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