#ifndef CHEROHANDLER_H #define CHEROHANDLER_H #include #include #include "CCreatureHandler.h" #include "SDL.h" #include "../int3.h" class CHeroClass; class CObjectInstance; 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 }; 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 on adventure map 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(); //TODO: artifacts, known spells, commander, blessings, curses, morale/luck special modifiers }; class CHeroHandler { public: std::vector heroes; //było nodrze std::vector heroClasses; std::vector 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