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vcmi/hch/CHeroHandler.h

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#ifndef CHEROHANDLER_H
#define CHEROHANDLER_H
#include <string>
#include <vector>
#include "CCreatureHandler.h"
#include "SDL.h"
#include "../int3.h"
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class CHeroClass;
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class CObjectInstance;
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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)
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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;
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CObjectInstance * ourObject;
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
std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
std::vector<std::pair<int,int> > secSkills; //first - ID of skill, second - level of skill (0 - basic, 1 - adv., 2 - expert)
int movement; //remaining movement points
bool inTownGarrison; // if hero is in town garrison
unsigned int getTileCost(EterrainType & ttype, Eroad & rdtype, Eriver & rvtype);
unsigned int getLowestCreatureSpeed();
unsigned int getAdditiveMoveBonus();
unsigned float getMultiplicativeMoveBonus();
//TODO: artifacts, known spells, commander, blessings, curses, morale/luck special modifiers
};
class CHeroHandler
{
public:
std::vector<CHero*> heroes; //by�o nodrze
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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