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- #ifndef CHEROHANDLER_H
- #define CHEROHANDLER_H
- #include <string>
- #include <vector>
- #include "CCreatureHandler.h"
- #include "SDL.h"
- #include "int3.h"
- class CHeroClass;
- 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)
- CHeroClass * heroClass;
- EHeroClasses heroType; //hero class
- //bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;}
- SDL_Surface * portraitSmall; //48x32 p
- };
- 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
- 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
- };
- class CHeroInstance
- {
- public:
- int owner;
- CHero * type;
- int exp; //experience point
- int level; //current level of hero
- std::string name; //may be custom
- std::string biography; //may be custom
- int portrait; //may be custom
- int3 pos; //position on adventure map
- CCreatureSet army; //army
- int mana; // remaining spell points
- int movement; //remaining movement points
- unsigned int getTileCost(EterrainType & ttype, Eroad & rdtype, Eriver & rvtype);
- unsigned int getLowestCreatureSpeed();
- unsigned int getAdditiveMoveBonus();
- unsigned float getMultiplicativeMoveBonus();
- //TODO: artifacts, primary and secondary skills, known spells, commander, blessings, curses, morale/luck special modifiers
- };
- class CHeroHandler
- {
- public:
- std::vector<CHero*> heroes; //by³o nodrze
- std::vector<CHeroClass *> heroClasses;
- std::vector<CHeroInstance *> heroInstances;
- unsigned int level(unsigned int experience);
- void loadHeroes();
- void loadSpecialAbilities();
- void loadBiographies();
- void loadHeroClasses();
- void loadPortraits();
- void initHeroClasses();
- ~CHeroHandler();
- void initTerrainCosts();
- };
- #endif //CHEROHANDLER_H
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