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a15ffb06e6
* half-done support for battles
62 lines
2.5 KiB
C++
62 lines
2.5 KiB
C++
#ifndef CHEROHANDLER_H
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#define CHEROHANDLER_H
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#include "../global.h"
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#include <string>
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#include <vector>
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#include <set>
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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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class DLL_EXPORT CHero
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{
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public:
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std::string name;
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int ID;
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int 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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std::string bonusName, shortBonus, longBonus; //for special abilities
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std::string biography; //biography, of course
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bool isAllowed; //true if we can play with this hero (depends on map)
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CHeroClass * heroClass;
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EHeroClasses heroType; //hero class
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//bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
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};
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class DLL_EXPORT CHeroClass
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{
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public:
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ui32 skillLimit; //how many secondary skills can hero learn
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std::string name;
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float aggression;
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int initialAttack, initialDefence, initialPower, initialKnowledge;
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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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int selectionProbability[9]; //probability of selection in towns
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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
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int chooseSecSkill(std::set<int> possibles); //picks secondary skill out from given possibilities
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CHeroClass();
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~CHeroClass();
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};
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class DLL_EXPORT CHeroHandler
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{
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public:
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std::vector<CHero*> heroes; //by³o nodrze
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std::vector<CHeroClass *> heroClasses;
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std::vector<std::string> pskillsn;
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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
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unsigned int level(unsigned int experience);
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unsigned int reqExp(unsigned int level);
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void loadHeroes();
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void loadSpecialAbilities();
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void loadBiographies();
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void loadHeroClasses();
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void loadPortraits(); //loads names of primary skills
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void initHeroClasses();
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~CHeroHandler();
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void initTerrainCosts();
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};
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#endif //CHEROHANDLER_H
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