#ifndef CHEROHANDLER_H #define CHEROHANDLER_H #include #include #include "CCreatureHandler.h" #include "SDL.h" #include "../int3.h" #include "CAmbarCendamo.h" #include "../CGameInterface.h" class CHeroClass; class CDefHandler; class CGameInfo; class CGHeroInstance; class 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 //bool operator<(CHero& drugi){if (ID < drugi.ID) return true; else return false;} SDL_Surface * portraitSmall; //48x32 px SDL_Surface * portraitLarge; //58x64 px }; class CHeroClass { public: 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 }; class CHeroHandler { public: std::vector heroInstances; std::vector heroes; //było nodrze std::vector heroClasses; std::vector flags1, flags2, flags3, flags4; //flags blitted on heroes when , CDefHandler * pskillsb, *resources; //82x93 CDefHandler * un44; //many things 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 also imgs and names of primary skills void initHeroClasses(); ~CHeroHandler(); void initTerrainCosts(); friend void CAmbarCendamo::deh3m(); friend void initGameState(CGameInfo * cgi); //friend class CConsoleHandler; //friend void CPlayerInterface::heroMoved(const HeroMoveDetails & details); //TODO: wywalic, wstretne!!! }; #endif //CHEROHANDLER_H