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# pragma once
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# include "../lib/ConstTransitivePtr.h"
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# include "GameConstants.h"
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/*
* 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
*
*/
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class CHeroClass ;
class CDefHandler ;
class CGameInfo ;
class CGHeroInstance ;
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struct BattleHex ;
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struct SSpecialtyInfo
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{ si32 type ;
si32 val ;
si32 subtype ;
si32 additionalinfo ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & type & val & subtype & additionalinfo ;
}
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} ;
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class DLL_LINKAGE CHero
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{
public :
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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
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si32 ID ;
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ui32 lowStack [ 3 ] , highStack [ 3 ] ; //amount of units; described below
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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)
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std : : vector < SSpecialtyInfo > spec ;
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si32 startingSpell ; //-1 if none
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ui8 sex ; // default sex: 0=male, 1=female
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//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
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CHero ( ) ;
~ CHero ( ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & name & ID & lowStack & highStack & refTypeStack & heroClass & heroType & secSkillsInit & spec & startingSpell & sex ;
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}
} ;
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class DLL_LINKAGE CHeroClass
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{
public :
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ui8 alignment ;
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ui32 skillLimit ; //how many secondary skills can hero learn
std : : string name ;
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double aggression ;
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int initialAttack , initialDefence , initialPower , initialKnowledge ; //initial values of primary skills
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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
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CHeroClass ( ) ; //c-tor
~ CHeroClass ( ) ; //d-tor
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
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& proSec & selectionProbability & terrCosts & alignment ;
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}
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EAlignment : : EAlignment getAlignment ( ) ;
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} ;
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struct DLL_LINKAGE CObstacleInfo
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{
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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)
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std : : vector < BattleHex > getBlocked ( BattleHex hex ) const ; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
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bool isAppropriate ( int terrainType , int specialBattlefield = - 1 ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & ID & defName & allowedTerrains & allowedSpecialBfields & isAbsoluteObstacle & width & height & blockedTiles ;
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}
} ;
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struct DLL_LINKAGE SPuzzleInfo
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{
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 ;
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class DLL_LINKAGE CHeroHandler
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{
public :
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std : : vector < ConstTransitivePtr < CHero > > heroes ; //changed from nodrze
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std : : vector < CHeroClass * > heroClasses ;
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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
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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
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std : : map < int , CObstacleInfo > absoluteObstacles ; //info about obstacles that may be placed on battlefield
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std : : vector < int > nativeTerrains ; //info about native terrains of different factions
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void loadObstacles ( ) ; //loads info about obstacles
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std : : vector < SPuzzleInfo > puzzleInfo [ GameConstants : : F_NUMBER ] ; //descriptions of puzzles
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void loadPuzzleInfo ( ) ;
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ui32 level ( ui64 experience ) const ; //calculates level corresponding to given experience amount
ui64 reqExp ( ui32 level ) const ; //calculates experience required for given level
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void loadHeroes ( ) ;
void loadHeroClasses ( ) ;
void initHeroClasses ( ) ;
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void loadTerrains ( ) ;
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CHeroHandler ( ) ; //c-tor
~ CHeroHandler ( ) ; //d-tor
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & heroClasses & heroes & expPerLevel & ballistics & nativeTerrains & puzzleInfo ;
h & obstacles & absoluteObstacles ;
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if ( ! h . saving )
{
//restore class pointers
for ( int i = 0 ; i < heroes . size ( ) ; i + + )
{
heroes [ i ] - > heroClass = heroClasses [ heroes [ i ] - > heroType ] ;
}
}
}
} ;