CHeroHandler.h 6.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171
  1. #ifndef __CHEROHANDLER_H__
  2. #define __CHEROHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <set>
  7. /*
  8. * CHeroHandler.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CHeroClass;
  17. class CDefHandler;
  18. class CGameInfo;
  19. class CGHeroInstance;
  20. struct SSpecialtyInfo
  21. { si32 type;
  22. si32 val;
  23. si32 subtype;
  24. si32 additionalinfo;
  25. };
  26. class DLL_EXPORT CHero
  27. {
  28. public:
  29. enum EHeroClasses {KNIGHT, CLERIC, RANGER, DRUID, ALCHEMIST, WIZARD,
  30. DEMONIAC, HERETIC, DEATHKNIGHT, NECROMANCER, WARLOCK, OVERLORD,
  31. BARBARIAN, BATTLEMAGE, BEASTMASTER, WITCH, PLANESWALKER, ELEMENTALIST};
  32. std::string name; //name of hero
  33. si32 ID;
  34. ui32 lowStack[3], highStack[3]; //amount of units; described below
  35. std::string refTypeStack[3]; //reference names of units appearing in hero's army if he is recruited in tavern
  36. CHeroClass * heroClass;
  37. EHeroClasses heroType; //hero class
  38. std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
  39. std::vector<SSpecialtyInfo> spec;
  40. si32 startingSpell; //-1 if none
  41. ui8 sex; // default sex: 0=male, 1=female
  42. //bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
  43. CHero();
  44. ~CHero();
  45. template <typename Handler> void serialize(Handler &h, const int version)
  46. {
  47. h & name & ID & lowStack & highStack & refTypeStack & heroType & startingSpell & heroClass;
  48. }
  49. };
  50. class DLL_EXPORT CHeroClass
  51. {
  52. public:
  53. ui8 alignment;
  54. ui32 skillLimit; //how many secondary skills can hero learn
  55. std::string name;
  56. float aggression;
  57. int initialAttack, initialDefence, initialPower, initialKnowledge; //initial values of primary skills
  58. 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
  59. std::vector<int> proSec; //probabilities of gaining secondary skills (out of 112), in id order
  60. int selectionProbability[9]; //probability of selection in towns
  61. 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
  62. int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
  63. CHeroClass(); //c-tor
  64. ~CHeroClass(); //d-tor
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
  68. & proSec & selectionProbability & terrCosts & alignment;
  69. }
  70. EAlignment getAlignment();
  71. };
  72. struct DLL_EXPORT CObstacleInfo
  73. {
  74. int ID;
  75. std::string defName,
  76. blockmap, //blockmap: X - blocked, N - not blocked, L - description goes to the next line, staring with the left bottom hex
  77. allowedTerrains; /*terrains[i]: 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills
  78. 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees
  79. 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field
  80. 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough
  81. 24. ship to ship 25. ship*/
  82. 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
  83. int getWidth() const; //returns width of obstacle in hexes
  84. int getHeight() const; //returns height of obstacle in hexes
  85. std::vector<int> getBlocked(int hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
  86. int getMaxBlocked(int hex) const; //returns maximal hex (max number) covered by this obstacle
  87. template <typename Handler> void serialize(Handler &h, const int version)
  88. {
  89. h & ID & defName & blockmap & allowedTerrains & posShift;
  90. }
  91. };
  92. struct DLL_EXPORT SPuzzleInfo
  93. {
  94. ui16 number; //type of puzzle
  95. si16 x, y; //position
  96. ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
  97. std::string filename; //file with graphic of this puzzle
  98. template <typename Handler> void serialize(Handler &h, const int version)
  99. {
  100. h & number & x & y & whenUncovered & filename;
  101. }
  102. };
  103. const int PUZZLES_PER_FACTION = 48;
  104. class DLL_EXPORT CHeroHandler
  105. {
  106. public:
  107. std::vector<CHero*> heroes; //changed from nodrze
  108. std::vector<CHeroClass *> heroClasses;
  109. 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
  110. struct SBallisticsLevelInfo
  111. {
  112. ui8 keep, tower, gate, wall; //chance to hit in percent (eg. 87 is 87%)
  113. ui8 shots; //how many shots we have
  114. ui8 noDmg, oneDmg, twoDmg; //chances for shot dealing certain dmg in percent (eg. 87 is 87%); must sum to 100
  115. ui8 sum; //I don't know if it is useful for anything, but it's in config file
  116. template <typename Handler> void serialize(Handler &h, const int version)
  117. {
  118. h & keep & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum;
  119. }
  120. };
  121. std::vector<SBallisticsLevelInfo> ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert
  122. std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield
  123. std::vector<int> nativeTerrains; //info about native terrains of different factions
  124. void loadObstacles(); //loads info about obstacles
  125. std::vector<SPuzzleInfo> puzzleInfo[F_NUMBER]; //descriptions of puzzles
  126. void loadPuzzleInfo();
  127. unsigned int level(ui64 experience) const; //calculates level corresponding to given experience amount
  128. ui64 reqExp(unsigned int level) const; //calculates experience required for given level
  129. void loadHeroes();
  130. void loadHeroClasses();
  131. void initHeroClasses();
  132. void initTerrainCosts();
  133. void loadNativeTerrains();
  134. CHeroHandler(); //c-tor
  135. ~CHeroHandler(); //d-tor
  136. template <typename Handler> void serialize(Handler &h, const int version)
  137. {
  138. h & heroClasses & heroes & expPerLevel & ballistics & obstacles & nativeTerrains & puzzleInfo;
  139. if(!h.saving)
  140. {
  141. //restore class pointers
  142. for (int i=0; i<heroes.size(); i++)
  143. {
  144. heroes[i]->heroClass = heroClasses[heroes[i]->heroType];
  145. }
  146. }
  147. }
  148. };
  149. #endif // __CHEROHANDLER_H__