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da7a6234b1
- it is possible for faction to have 0 available heroes
158 lines
5.8 KiB
C++
158 lines
5.8 KiB
C++
#pragma once
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#include "../lib/ConstTransitivePtr.h"
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#include "GameConstants.h"
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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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struct BattleHex;
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struct SSpecialtyInfo
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{ si32 type;
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si32 val;
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si32 subtype;
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si32 additionalinfo;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & type & val & subtype & additionalinfo;
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}
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};
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class DLL_LINKAGE 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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si32 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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std::vector<SSpecialtyInfo> spec;
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si32 startingSpell; //-1 if none
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ui8 sex; // default sex: 0=male, 1=female
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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 & heroClass & heroType & secSkillsInit & spec & startingSpell & sex;
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}
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};
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class DLL_LINKAGE CHeroClass
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{
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public:
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ui8 alignment;
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ui32 skillLimit; //how many secondary skills can hero learn
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std::string name;
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double aggression;
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int initialPrimSkills[GameConstants::PRIMARY_SKILLS]; //initial values of primary skills, uses PrimarySkill enum
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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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std::map<TFaction, int> selectionProbability; //probability of selection in towns
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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 & initialPrimSkills & primChance
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& proSec & selectionProbability & alignment;
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}
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EAlignment::EAlignment getAlignment() const;
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};
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struct DLL_LINKAGE CObstacleInfo
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{
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si32 ID;
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std::string defName;
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std::vector<ui8> allowedTerrains;
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std::vector<ui8> allowedSpecialBfields;
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ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
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si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
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std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
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std::vector<BattleHex> getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
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bool isAppropriate(int terrainType, int specialBattlefield = -1) const;
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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 & allowedTerrains & allowedSpecialBfields & isAbsoluteObstacle & width & height & blockedTiles;
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}
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};
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class DLL_LINKAGE CHeroHandler
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{
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public:
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std::vector< ConstTransitivePtr<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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//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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std::vector<int> terrCosts;
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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::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield
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std::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield
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void loadObstacles(); //loads info about obstacles
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ui32 level(ui64 experience) const; //calculates level corresponding to given experience amount
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ui64 reqExp(ui32 level) const; //calculates experience required 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 loadTerrains();
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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 & terrCosts;
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h & obstacles & absoluteObstacles;
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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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