#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 CObjectInstance; class CDefHandler; class CGameInfo; 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 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 CHeroInstance { public: int owner; CHero * type; 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 of object (hero pic is on the left) CCreatureSet army; //army int mana; // remaining spell points std::vector primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge std::vector > 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(); static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest int3 getPosition(bool h3m) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation' void setPosition(int3 Pos, bool h3m); //as above, but sets position bool canWalkOnSea() const; //TODO: artifacts, known spells, commander, blessings, curses, morale/luck special modifiers }; 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 unsigned int level(unsigned int experience); void loadHeroes(); void loadSpecialAbilities(); void loadBiographies(); void loadHeroClasses(); void loadPortraits(); 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