#ifndef CHEROHANDLER_H #define CHEROHANDLER_H #include "../global.h" #include #include #include class CHeroClass; class CDefHandler; class CGameInfo; class CGHeroInstance; class DLL_EXPORT 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) CHeroClass * heroClass; EHeroClasses heroType; //hero class std::vector > secSkillsInit; //initial secondaryskills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert) //bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;} }; class DLL_EXPORT CHeroClass { public: ui32 skillLimit; //how many secondary skills can hero learn std::string name; float aggression; int initialAttack, initialDefence, initialPower, initialKnowledge; std::vector > 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 proSec; //probabilities of gaining secondary skills (out of 112), in id order int selectionProbability[9]; //probability of selection in towns std::vector terrCosts; //default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterrain, lava, water, rock; -1 means terrain is imapassable CDefHandler * moveAnim; //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing int chooseSecSkill(const std::set & possibles) const; //picks secondary skill out from given possibilities CHeroClass(); ~CHeroClass(); }; class DLL_EXPORT CHeroHandler { public: std::vector heroes; //było nodrze std::vector heroClasses; std::vector pskillsn; std::vector 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