1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/lib/CHeroHandler.h
Alexander Shishkin b00e935e4d
Warnings fixes (#538)
Warnings fixes
* Suppress `missing-braces` for Clang
* Fixed many C4275 warnings
* Fixed almost all Clang/GCC warnings
* Silence most frequent MSVC warning.
* Fixed some pessimizing-move warnings
* Fixed some unused capture warnings
2019-01-19 13:52:02 +03:00

336 lines
9.2 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 "../lib/ConstTransitivePtr.h"
#include "GameConstants.h"
#include "HeroBonus.h"
#include "IHandlerBase.h"
class CHeroClass;
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;
h & val;
h & subtype;
h & additionalinfo;
}
};
struct SSpecialtyBonus
/// temporary hold
{
ui8 growsWithLevel;
BonusList bonuses;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & growsWithLevel;
h & 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;
h & maxAmount;
h & 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> specDeprecated;
std::vector<SSpecialtyBonus> specialtyDeprecated;
BonusList 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;
std::string battleImage;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID;
h & imageIndex;
h & initialArmy;
h & heroClass;
h & secSkillsInit;
if(version >= 781)
{
h & specialty;
}
else
{
h & specDeprecated;
h & specialtyDeprecated;
}
h & spells;
h & haveSpellBook;
h & sex;
h & special;
h & name;
h & biography;
h & specName;
h & specDescr;
h & specTooltip;
h & iconSpecSmall;
h & iconSpecLarge;
h & portraitSmall;
h & portraitLarge;
if(version >= 759)
{
h & identifier;
}
if(version >= 790)
{
h & battleImage;
}
}
};
// convert deprecated format
std::vector<std::shared_ptr<Bonus>> SpecialtyInfoToBonuses(const SSpecialtyInfo & spec, int sid = 0);
std::vector<std::shared_ptr<Bonus>> SpecialtyBonusToBonuses(const SSpecialtyBonus & spec, int sid = 0);
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;
h & name;
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;
}
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;
h & defName;
h & allowedTerrains;
h & allowedSpecialBfields;
h & isAbsoluteObstacle;
h & width;
h & height;
h & 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;
h & tower;
h & gate;
h & wall;
h & shots;
h & noDmg;
h & oneDmg;
h & twoDmg;
h & 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 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;
///json serialization helper
static si32 decodeHero(const std::string & identifier);
///json serialization helper
static std::string encodeHero(const si32 index);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & classes;
h & heroes;
h & expPerLevel;
h & ballistics;
h & terrCosts;
h & obstacles;
h & absoluteObstacles;
}
};