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							- #ifndef __CHEROHANDLER_H__
 
- #define __CHEROHANDLER_H__
 
- #include "../global.h"
 
- #include <string>
 
- #include <vector>
 
- #include <set>
 
- #include "../lib/ConstTransitivePtr.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 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_EXPORT CHero
 
- {
 
- public:
 
- 	enum EHeroClasses {KNIGHT, CLERIC, RANGER, DRUID, ALCHEMIST, WIZARD,
 
- 		DEMONIAC, HERETIC, DEATHKNIGHT, NECROMANCER, WARLOCK, OVERLORD,
 
- 		BARBARIAN, BATTLEMAGE, BEASTMASTER, WITCH, PLANESWALKER, ELEMENTALIST};
 
- 	std::string name; //name of hero
 
- 	si32 ID;
 
- 	ui32 lowStack[3], highStack[3]; //amount of units; described below
 
- 	std::string refTypeStack[3]; //reference names of units appearing in hero's army if he is recruited in tavern
 
- 	CHeroClass * heroClass;
 
- 	EHeroClasses heroType; //hero class
 
- 	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 & lowStack & highStack & refTypeStack	& heroClass & heroType & secSkillsInit & spec & startingSpell & sex;
 
- 	}
 
- };
 
- class DLL_EXPORT CHeroClass
 
- {
 
- public:
 
- 	ui8 alignment; 
 
- 	ui32 skillLimit; //how many secondary skills can hero learn
 
- 	std::string name;
 
- 	float aggression;
 
- 	int initialAttack, initialDefence, initialPower, initialKnowledge; //initial values of primary skills
 
- 	std::vector<std::pair<int,int> > primChance;//primChance[PRIMARY_SKILL_ID] - first is for levels 2 - 9, second for 10+;;; probability (%) of getting point of primary skill when getting new level
 
- 	std::vector<int> proSec; //probabilities of gaining secondary skills (out of 112), in id order
 
- 	int selectionProbability[9]; //probability of selection in towns
 
- 	std::vector<int> terrCosts; //default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable
 
- 	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 & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
 
- 			& proSec & selectionProbability & terrCosts & alignment;
 
- 	}
 
- EAlignment getAlignment();
 
- };
 
- struct DLL_EXPORT CObstacleInfo
 
- {
 
- 	int ID;
 
- 	std::string defName, 
 
- 		blockmap, //blockmap: X - blocked, N - not blocked, L - description goes to the next line, staring with the left bottom hex
 
- 		allowedTerrains; /*terrains[i]: 1. sand/shore   2. sand/mesas   3. dirt/birches   4. dirt/hills   5. dirt/pines   6. grass/hills   
 
- 			7. grass/pines   8. lava   9. magic plains   10. snow/mountains   11. snow/trees   12. subterranean   13. swamp/trees  
 
- 			14. fiery fields   15. rock lands   16. magic clouds   17. lucid pools   18. holy ground   19. clover field  
 
- 			20. evil fog   21. "favourable winds" text on magic plains background   22. cursed ground   23. rough 
 
- 			24. ship to ship   25. ship*/
 
- 	std::pair<si16, si16> posShift; //shift of obstacle's position in the battlefield <x shift, y shift>, eg. if it's <-1, 2> obstacle will be printed one pixel to the left and two to the bottom
 
- 	int getWidth() const; //returns width of obstacle in hexes
 
- 	int getHeight() const; //returns height of obstacle in hexes
 
- 	std::vector<THex> getBlocked(THex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
 
- 	THex getMaxBlocked(THex hex) const; //returns maximal hex (max number) covered by this obstacle
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & ID & defName & blockmap & allowedTerrains & posShift;
 
- 	}
 
- };
 
- struct DLL_EXPORT SPuzzleInfo
 
- {
 
- 	ui16 number; //type of puzzle
 
- 	si16 x, y; //position
 
- 	ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
 
- 	std::string filename; //file with graphic of this puzzle
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & number & x & y & whenUncovered & filename;
 
- 	}
 
- };
 
- const int PUZZLES_PER_FACTION = 48;
 
- class DLL_EXPORT CHeroHandler
 
- {
 
- public:
 
- 	std::vector< ConstTransitivePtr<CHero> > heroes; //changed from nodrze
 
- 	std::vector<CHeroClass *> heroClasses;
 
- 	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
 
- 	
 
- 	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::vector<int> nativeTerrains; //info about native terrains of different factions
 
- 	void loadObstacles(); //loads info about obstacles
 
- 	std::vector<SPuzzleInfo> puzzleInfo[F_NUMBER]; //descriptions of puzzles
 
- 	void loadPuzzleInfo();
 
- 	unsigned int level(ui64 experience) const; //calculates level corresponding to given experience amount
 
- 	ui64 reqExp(unsigned int level) const; //calculates experience required for given level
 
- 	void loadHeroes();
 
- 	void loadHeroClasses();
 
- 	void initHeroClasses();
 
- 	void loadTerrains();
 
- 	CHeroHandler(); //c-tor
 
- 	~CHeroHandler(); //d-tor
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & heroClasses & heroes & expPerLevel & ballistics & obstacles & nativeTerrains & puzzleInfo;
 
- 		if(!h.saving)
 
- 		{
 
- 			//restore class pointers
 
- 			for (int i=0; i<heroes.size(); i++)
 
- 			{
 
- 				heroes[i]->heroClass = heroClasses[heroes[i]->heroType];
 
- 			}
 
- 		}
 
- 	}
 
- };
 
- #endif // __CHEROHANDLER_H__
 
 
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