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vcmi/hch/CHeroHandler.h

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#ifndef CHEROHANDLER_H
#define CHEROHANDLER_H
#include "../global.h"
#include <string>
#include <vector>
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class CHeroClass;
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class CDefHandler;
class CGameInfo;
class CGHeroInstance;
class CHero
{
public:
std::string name;
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
std::string bonusName, shortBonus, longBonus; //for special abilities
std::string biography; //biography, of course
bool isAllowed; //true if we can play with this hero (depends on map)
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CHeroClass * heroClass;
EHeroClasses heroType; //hero class
//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
};
class CHeroClass
{
public:
std::string name;
float aggression;
int initialAttack, initialDefence, initialPower, initialKnowledge;
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, subterrain, lava, water, rock; -1 means terrain is imapassable
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CDefHandler * moveAnim; //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
};
class CHeroHandler
{
public:
std::vector<CHero*> heroes; //by�o nodrze
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std::vector<CHeroClass *> heroClasses;
std::vector<std::string> pskillsn;
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
unsigned int level(unsigned int experience);
unsigned int reqExp(unsigned int level);
void loadHeroes();
void loadSpecialAbilities();
void loadBiographies();
void loadHeroClasses();
void loadPortraits(); //loads names of primary skills
void initHeroClasses();
~CHeroHandler();
void initTerrainCosts();
};
#endif //CHEROHANDLER_H