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- #ifndef __CHEROHANDLER_H__
- #define __CHEROHANDLER_H__
- #include "../global.h"
- #include <string>
- #include <vector>
- #include <set>
- class CHeroClass;
- class CDefHandler;
- class CGameInfo;
- class CGHeroInstance;
- class DLL_EXPORT CHero
- {
- public:
- std::string name;
- int ID;
- int 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)
- //bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & name & ID & lowStack & highStack & refTypeStack & heroType & ID;
- //hero class pointer is restored by herohandler
- }
- };
- class DLL_EXPORT CHeroClass
- {
- public:
- ui32 skillLimit; //how many secondary skills can hero learn
- std::string name;
- float aggression;
- int initialAttack, initialDefence, initialPower, initialKnowledge;
- 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();
- ~CHeroClass();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
- & proSec & selectionProbability & terrCosts;
- }
- };
- class DLL_EXPORT CHeroHandler
- {
- public:
- std::vector<CHero*> heroes; //by³o nodrze
- std::vector<CHeroClass *> heroClasses;
- std::vector<int> 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
- unsigned int level(unsigned int experience);
- unsigned int reqExp(unsigned int level);
- void loadHeroes();
- void loadHeroClasses();
- void initHeroClasses();
- void initTerrainCosts();
- CHeroHandler();
- ~CHeroHandler();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & heroClasses & heroes & expPerLevel & ballistics;
- 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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