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vcmi/lib/CHeroHandler.h
Ivan Savenko ffe8b99369 - reorganized hero classes
- 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
2012-12-14 15:32:53 +00:00

200 lines
6.4 KiB
C++

#pragma once
#include "../lib/ConstTransitivePtr.h"
#include "GameConstants.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;
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;
}
};
class DLL_LINKAGE CHero
{
public:
struct InitialArmyStack
{
ui32 minAmount;
ui32 maxAmount;
TCreature creature;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & minAmount & maxAmount & creature;
}
};
std::string name; //name of hero
si32 ID;
InitialArmyStack initialArmy[3];
CHeroClass * heroClass;
std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
std::vector<SSpecialtyInfo> spec;
si32 startingSpell; //-1 if none
ui8 sex; // default sex: 0=male, 1=female
//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
CHero();
~CHero();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & ID & initialArmy & heroClass & secSkillsInit & spec & startingSpell & sex;
}
};
class DLL_LINKAGE CHeroClass
{
public:
std::string identifier;
std::string name; // translatable
double aggression;
TFaction faction;
ui8 id;
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
int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
CHeroClass(); //c-tor
~CHeroClass(); //d-tor
template <typename Handler> void serialize(Handler &h, const int version)
{
h & identifier & name & faction & aggression;
h & primarySkillInitial & primarySkillLowLevel;
h & primarySkillHighLevel & secSkillProbability;
h & selectionProbability;
}
EAlignment::EAlignment getAlignment() const;
};
struct DLL_LINKAGE CObstacleInfo
{
si32 ID;
std::string defName;
std::vector<ui8> allowedTerrains;
std::vector<ui8> 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(int 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:
std::vector< ConstTransitivePtr<CHeroClass> > heroClasses;
/// load from H3 config
void load();
/// load any number of classes from json
void load(const JsonNode & classes);
/// load one class from json
void loadClass(const JsonNode & heroClass);
~CHeroClassHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroClasses;
}
};
class DLL_LINKAGE CHeroHandler
{
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
public:
CHeroClassHandler classes;
std::vector< ConstTransitivePtr<CHero> > heroes; //changed from nodrze
//default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable
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
void loadObstacles(); //loads info about obstacles
ui32 level(ui64 experience) const; //calculates level corresponding to given experience amount
ui64 reqExp(ui32 level) const; //calculates experience required for given level
void load();
void loadHeroes();
void loadTerrains();
CHeroHandler(); //c-tor
~CHeroHandler(); //d-tor
/**
* Gets a list of default allowed heroes.
*
* TODO Proposal for hero modding: Replace hero id with a unique machine readable hero name and
* create a JSON config file or merge it with a existing config file which describes which heroes can be used for
* random map generation / map editor(default map settings). (Gelu, ... should be excluded)
*
* @return a list of allowed heroes, the index is the hero id and the value either 0 for not allowed and 1 for allowed
*/
std::vector<ui8> getDefaultAllowedHeroes() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & classes & heroes & expPerLevel & ballistics & terrCosts;
h & obstacles & absoluteObstacles;
}
};