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vcmi/lib/CHeroHandler.h
mateuszb 6a81c8b1af * campaign against magic numbers
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed
* minor changes
2012-09-23 18:01:04 +00:00

158 lines
5.8 KiB
C++

#pragma once
#include "../lib/ConstTransitivePtr.h"
#include "GameConstants.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 BattleHex;
struct SSpecialtyInfo
{ si32 type;
si32 val;
si32 subtype;
si32 additionalinfo;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & type & val & subtype & additionalinfo;
}
};
class DLL_LINKAGE 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<SSpecialtyInfo> 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 <typename Handler> void serialize(Handler &h, const int version)
{
h & name & ID & lowStack & highStack & refTypeStack & heroClass & heroType & secSkillsInit & spec & startingSpell & sex;
}
};
class DLL_LINKAGE CHeroClass
{
public:
ui8 alignment;
ui32 skillLimit; //how many secondary skills can hero learn
std::string name;
double aggression;
int initialPrimSkills[GameConstants::PRIMARY_SKILLS]; //initial values of primary skills, uses PrimarySkill enum
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[GameConstants::F_NUMBER]; //probability of selection in towns
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 & initialPrimSkills & primChance
& proSec & selectionProbability & alignment;
}
EAlignment::EAlignment getAlignment() const;
};
struct DLL_LINKAGE CObstacleInfo
{
si32 ID;
std::string defName;
std::vector<ui8> allowedTerrains;
std::vector<ui8> allowedSpecialBfields;
ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
std::vector<BattleHex> getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
bool isAppropriate(int terrainType, int specialBattlefield = -1) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & defName & allowedTerrains & allowedSpecialBfields & isAbsoluteObstacle & width & height & blockedTiles;
}
};
class DLL_LINKAGE CHeroHandler
{
public:
std::vector< ConstTransitivePtr<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
//default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable
std::vector<int> terrCosts;
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::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield
void loadObstacles(); //loads info about obstacles
ui32 level(ui64 experience) const; //calculates level corresponding to given experience amount
ui64 reqExp(ui32 level) const; //calculates experience required for given level
void loadHeroes();
void loadHeroClasses();
void initHeroClasses();
void loadTerrains();
CHeroHandler(); //c-tor
~CHeroHandler(); //d-tor
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroClasses & heroes & expPerLevel & ballistics & terrCosts;
h & obstacles & absoluteObstacles;
if(!h.saving)
{
//restore class pointers
for (int i=0; i<heroes.size(); i++)
{
heroes[i]->heroClass = heroClasses[heroes[i]->heroType];
}
}
}
};