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vcmi/CHeroHandler.h

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#ifndef CHEROHANDLER_H
#define CHEROHANDLER_H
#include <string>
#include <vector>
#include "CCreatureHandler.h"
#include "nodrze.h"
class CHero
{
public:
std::string name;
int ID;
int low1stack, high1stack, low2stack, high2stack, low3stack, high3stack; //amount of units; described below
std::string refType1stack, refType2stack, refType3stack; //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)
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;
int proAttack[2]; //probability of gaining attack point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
int proDefence[2]; //probability of gaining defence point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
int proPower[2]; //probability of gaining power point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
int proKnowledge[2]; //probability of gaining knowledge point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
std::vector<int> proSec; //probabilities of gaining secondary skills (out of 112), in id order
int selectionProbability[9]; //probability of selection in towns
};
class CHeroInstance
{
public:
CHero type;
int x, y, z; //position
CCreatureSet army; //army
//TODO: armia, artefakty, itd.
};
class CHeroHandler
{
public:
nodrze<CHero> heroes;
std::vector<CHeroClass> heroClasses;
void loadHeroes();
void loadSpecialAbilities();
void loadBiographies();
void loadHeroClasses();
};
#endif //CHEROHANDLER_H