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vcmi/lib/CHeroHandler.h
Michał W. Urbańczyk 7dc0d6878e Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
Now obstacles should be placed exactly like they were in OH3. 
All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. 
If there are still some discrepancies, please report them.
2012-04-23 19:56:37 +00:00

174 lines
6.4 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 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 & alignment;
}
EAlignment::EAlignment getAlignment();
};
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;
}
};
struct DLL_LINKAGE 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_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
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
std::vector<int> nativeTerrains; //info about native terrains of different factions
void loadObstacles(); //loads info about obstacles
std::vector<SPuzzleInfo> puzzleInfo[GameConstants::F_NUMBER]; //descriptions of puzzles
void loadPuzzleInfo();
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 & obstacles & absoluteObstacles & nativeTerrains & puzzleInfo;
if(!h.saving)
{
//restore class pointers
for (int i=0; i<heroes.size(); i++)
{
heroes[i]->heroClass = heroClasses[heroes[i]->heroType];
}
}
}
};