mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
171 lines
6.7 KiB
C++
171 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__
|