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ffe8b99369
- artifact iconIndex should work - new file with hardcoded string constants: lib/StringConstants.h Note: some minor bugs, will fix soon: - slow to open hero window - hero adventure map images serialization is broken\incorrect
200 lines
6.4 KiB
C++
200 lines
6.4 KiB
C++
#pragma once
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#include "../lib/ConstTransitivePtr.h"
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#include "GameConstants.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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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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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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TCreature 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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std::string name; //name of hero
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si32 ID;
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InitialArmyStack initialArmy[3];
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CHeroClass * heroClass;
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std::vector<std::pair<ui8,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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si32 startingSpell; //-1 if none
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ui8 sex; // default sex: 0=male, 1=female
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//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
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CHero();
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~CHero();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & ID & initialArmy & heroClass & secSkillsInit & spec & startingSpell & sex;
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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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std::string identifier;
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std::string name; // translatable
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double aggression;
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TFaction faction;
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ui8 id;
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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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int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
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CHeroClass(); //c-tor
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~CHeroClass(); //d-tor
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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 & aggression;
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h & primarySkillInitial & primarySkillLowLevel;
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h & primarySkillHighLevel & secSkillProbability;
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h & selectionProbability;
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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<ui8> allowedTerrains;
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std::vector<ui8> 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(int 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
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{
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public:
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std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
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/// load from H3 config
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void load();
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/// load any number of classes from json
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void load(const JsonNode & classes);
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/// load one class from json
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void loadClass(const JsonNode & heroClass);
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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
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{
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std::vector<ui64> expPerLevel; //expPerLEvel[i] is amount of exp needed to reach level i; if it is not in this vector, multiplicate last value by 1,2 to get next value
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public:
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CHeroClassHandler classes;
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std::vector< ConstTransitivePtr<CHero> > heroes; //changed from nodrze
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//default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable
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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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void loadObstacles(); //loads info about obstacles
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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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void load();
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void loadHeroes();
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void loadTerrains();
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CHeroHandler(); //c-tor
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~CHeroHandler(); //d-tor
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/**
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* Gets a list of default allowed heroes.
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*
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* TODO Proposal for hero modding: Replace hero id with a unique machine readable hero name and
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* create a JSON config file or merge it with a existing config file which describes which heroes can be used for
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* random map generation / map editor(default map settings). (Gelu, ... should be excluded)
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*
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* @return a list of allowed heroes, the index is the hero id and the value either 0 for not allowed and 1 for allowed
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*/
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std::vector<ui8> getDefaultAllowedHeroes() 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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