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db65d9ee15
* CLodHandler init cleared up (a bit) * giveDef optimized * horizontal slider * printAtMiddle updates corrrect rect * adjusted shadows * parts of advanced options menu * minor fixes/improvements
65 lines
2.2 KiB
C++
65 lines
2.2 KiB
C++
#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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#include "CCreatureHandler.h"
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#include "SDL.h"
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class CHeroClass;
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enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HREO_ALCHEMIST, HERO_WIZARD, HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD, HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
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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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};
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class CHeroInstance
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{
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public:
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CHero type;
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int x, y, z; //position
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CCreatureSet army; //army
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//TODO: armia, artefakty, itd.
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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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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 initHeroClasses();
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};
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#endif //CHEROHANDLER_H
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