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* obstacles and units should be printed in better order (not tested) * animations of attack and defense will follow general speed of animations
165 lines
6.6 KiB
C++
165 lines
6.6 KiB
C++
#ifndef __CHEROHANDLER_H__
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#define __CHEROHANDLER_H__
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#include "../global.h"
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#include <string>
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#include <vector>
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#include <set>
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/*
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* CHeroHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CHeroClass;
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class CDefHandler;
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class CGameInfo;
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class CGHeroInstance;
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class DLL_EXPORT CHero
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{
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public:
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enum EHeroClasses {KNIGHT, CLERIC, RANGER, DRUID, ALCHEMIST, WIZARD,
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DEMONIAC, HERETIC, DEATHKNIGHT, NECROMANCER, WARLOCK, OVERLORD,
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BARBARIAN, BATTLEMAGE, BEASTMASTER, WITCH, PLANESWALKER, ELEMENTALIST};
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std::string name; //name of hero
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ui16 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
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CHeroClass * heroClass;
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EHeroClasses heroType; //hero class
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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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si32 startingSpell; //-1 if none
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//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
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CHero();
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~CHero();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & ID & lowStack & highStack & refTypeStack & heroType & startingSpell;
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//hero class pointer is restored by herohandler
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}
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};
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class DLL_EXPORT CHeroClass
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{
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public:
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ui32 skillLimit; //how many secondary skills can hero learn
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std::string name;
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float 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
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std::vector<int> proSec; //probabilities of gaining secondary skills (out of 112), in id order
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int selectionProbability[9]; //probability of selection in towns
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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
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int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
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CHeroClass(); //c-tor
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~CHeroClass(); //d-tor
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
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& proSec & selectionProbability & terrCosts;
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}
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};
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struct DLL_EXPORT CObstacleInfo
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{
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int ID;
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std::string defName,
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blockmap, //blockmap: X - blocked, N - not blocked, L - description goes to the next line, staring with the left bottom hex
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allowedTerrains; /*terrains[i]: 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills
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7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees
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14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field
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20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough
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24. ship to ship 25. ship*/
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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
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int getWidth() const; //returns width of obstacle in hexes
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int getHeight() const; //returns height of obstacle in hexes
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std::vector<int> getBlocked(int hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
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int getMaxBlocked(int hex) const; //returns maximal hex (max number) covered by this obstacle
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & defName & blockmap & allowedTerrains & posShift;
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}
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};
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struct DLL_EXPORT SPuzzleInfo
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{
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ui16 number; //type of puzzle
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si16 x, y; //position
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ui16 whenUncovered; //determines the sequnce of discovering (the lesser it is the sooner puzzle will be discovered)
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std::string filename; //file with graphic of this puzzle
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & number & x & y & whenUncovered & filename;
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}
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};
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const int PUZZLES_PER_FACTION = 48;
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class DLL_EXPORT CHeroHandler
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{
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public:
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std::vector<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
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{
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ui8 keep, tower, gate, wall; //chance to hit in percent (eg. 87 is 87%)
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ui8 shots; //how many shots we have
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ui8 noDmg, oneDmg, twoDmg; //chances for shot dealing certain dmg in percent (eg. 87 is 87%); must sum to 100
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ui8 sum; //I don't know if it is useful for anything, but it's in config file
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & keep & tower & gate & wall & shots & noDmg & oneDmg & twoDmg & sum;
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}
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};
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std::vector<SBallisticsLevelInfo> ballistics; //info about ballistics ability per level; [0] - none; [1] - basic; [2] - adv; [3] - expert
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std::vector<std::pair<int, int> > wallPositions[F_NUMBER]; //positions of different pieces of wall <x, y>
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void loadWallPositions();
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std::map<int, CObstacleInfo> obstacles; //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[F_NUMBER]; //descriptions of puzzles
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void loadPuzzleInfo();
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unsigned int level(ui64 experience); //calculates level corresponding to given experience amount
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ui64 reqExp(unsigned int level); //calculates experience resuired for given level
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void loadHeroes();
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void loadHeroClasses();
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void initHeroClasses();
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void initTerrainCosts();
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void loadNativeTerrains();
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CHeroHandler(); //c-tor
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~CHeroHandler(); //d-tor
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroClasses & heroes & expPerLevel & ballistics & wallPositions & obstacles & nativeTerrains & puzzleInfo;
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if(!h.saving)
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{
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//restore class pointers
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for (int i=0; i<heroes.size(); i++)
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{
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heroes[i]->heroClass = heroClasses[heroes[i]->heroType];
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}
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}
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}
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};
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#endif // __CHEROHANDLER_H__
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