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vcmi/hch/CHeroHandler.h
DjWarmonger ab8e24c490 Hero speciality in creatures (growing with level) is now ready.
Fixed Tree of Knowledge giving only 2^31 XP.
2010-07-13 19:55:13 +00:00

170 lines
6.7 KiB
C++

#ifndef __CHEROHANDLER_H__
#define __CHEROHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <set>
/*
* 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 specialInfo
{ si32 type;
si32 val;
si32 subtype;
si32 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<specialInfo> spec;
si32 startingSpell; //-1 if none
//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 & heroType & startingSpell & heroClass;
}
};
class DLL_EXPORT CHeroClass
{
public:
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;
}
};
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<int> getBlocked(int hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
int getMaxBlocked(int 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<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::vector<std::pair<int, int> > wallPositions[F_NUMBER]; //positions of different pieces of wall <x, y>
void loadWallPositions();
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); //calculates level corresponding to given experience amount
ui64 reqExp(unsigned int level); //calculates experience required for given level
void loadHeroes();
void loadHeroClasses();
void initHeroClasses();
void initTerrainCosts();
void loadNativeTerrains();
CHeroHandler(); //c-tor
~CHeroHandler(); //d-tor
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroClasses & heroes & expPerLevel & ballistics & wallPositions & 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__