#ifndef __CHEROHANDLER_H__ #define __CHEROHANDLER_H__ #include "../global.h" #include #include #include #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 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 > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert) std::vector 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 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 > 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 proSec; //probabilities of gaining secondary skills (out of 112), in id order int selectionProbability[9]; //probability of selection in towns std::vector 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 & possibles) const; //picks secondary skill out from given possibilities CHeroClass(); //c-tor ~CHeroClass(); //d-tor template 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 posShift; //shift of obstacle's position in the battlefield , 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 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 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 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 > heroes; //changed from nodrze std::vector heroClasses; std::vector 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 void serialize(Handler &h, const int version) { h & keep & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum; } }; std::vector ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert std::map obstacles; //info about obstacles that may be placed on battlefield std::vector nativeTerrains; //info about native terrains of different factions void loadObstacles(); //loads info about obstacles std::vector 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 initTerrainCosts(); void loadNativeTerrains(); CHeroHandler(); //c-tor ~CHeroHandler(); //d-tor template 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; iheroClass = heroClasses[heroes[i]->heroType]; } } } }; #endif // __CHEROHANDLER_H__