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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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