2007-06-08 17:58:04 +03:00
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#ifndef CHEROHANDLER_H
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#define CHEROHANDLER_H
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#include <string>
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#include <vector>
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2007-06-11 20:21:27 +03:00
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#include "CCreatureHandler.h"
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#include "SDL.h"
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#include "int3.h"
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2007-06-08 17:58:04 +03:00
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class CHeroClass;
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2007-06-08 17:58:04 +03:00
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class 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 low1stack, high1stack, low2stack, high2stack, low3stack, high3stack; //amount of units; described below
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std::string refType1stack, refType2stack, refType3stack; //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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SDL_Surface * portraitSmall; //48x32 p
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};
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class CHeroClass
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{
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public:
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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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int proAttack[2]; //probability of gaining attack point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
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int proDefence[2]; //probability of gaining defence point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
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int proPower[2]; //probability of gaining power point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
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int proKnowledge[2]; //probability of gaining knowledge point on levels [0]: 2 - 9; [1]: 10+ (out of 100)
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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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};
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class CHeroInstance
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{
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public:
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int owner;
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CHero * type;
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int exp; //experience point
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int level; //current level of hero
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std::string name; //may be custom
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std::string biography; //may be custom
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int portrait; //may be custom
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int3 pos; //position on adventure map
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CCreatureSet army; //army
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int mana; // remaining spell points
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int movement; //remaining movement points
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unsigned int getTileCost(EterrainType & ttype, Eroad & rdtype, Eriver & rvtype);
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unsigned int getLowestCreatureSpeed();
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unsigned int getAdditiveMoveBonus();
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unsigned float getMultiplicativeMoveBonus();
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//TODO: artifacts, primary and secondary skills, known spells, commander, blessings, curses, morale/luck special modifiers
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};
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class CHeroHandler
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{
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public:
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std::vector<CHero*> heroes; //by�o nodrze
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std::vector<CHeroClass *> heroClasses;
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std::vector<CHeroInstance *> heroInstances;
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unsigned int level(unsigned int experience);
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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();
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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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