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vcmi/hch/CHeroHandler.h
mateuszb 1cac083239 * added native terrain bonuses in battles
* number of units in stack in battle should now fit the box
* non-living and undead creatures have now always 0 morale
2009-06-30 12:28:22 +00:00

138 lines
5.6 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;
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
int ID;
int 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)
//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & ID & lowStack & highStack & refTypeStack & heroType & ID;
//hero class pointer is restored by herohandler
}
};
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*/
int getWidth(); //returns width of obstacle in hexes
int getHeight(); //returns height of obstacle in hexes
std::vector<int> getBlocked(int hex); //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & defName & blockmap & allowedTerrains;
}
};
class DLL_EXPORT CHeroHandler
{
public:
std::vector<CHero*> heroes; //by�o nodrze //changed from nodrze
std::vector<CHeroClass *> heroClasses;
std::vector<int> 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::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
unsigned int level(unsigned int experience); //calculates level corresponding to given experience amount
unsigned int reqExp(unsigned int level); //calculates experience resuired 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 & obstacles;
if(!h.saving)
{
//restore class pointers
for (int i=0; i<heroes.size(); i++)
{
heroes[i]->heroClass = heroClasses[heroes[i]->heroType];
}
}
}
};
#endif // __CHEROHANDLER_H__