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vcmi/hch/CHeroHandler.h

115 lines
4.6 KiB
C++

#ifndef CHEROHANDLER_H
#define CHEROHANDLER_H
#include <string>
#include <vector>
#include "CCreatureHandler.h"
#include "SDL.h"
#include "../int3.h"
#include "CAmbarCendamo.h"
#include "../CGameInterface.h"
class CHeroClass;
class CObjectInstance;
class CDefHandler;
class CGameInfo;
class CGHeroInstance;
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 px
SDL_Surface * portraitLarge; //58x64 px
};
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
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<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();
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'
int getSightDistance() const; //returns sight distance of this hero
void setPosition(int3 Pos, bool h3m); //as above, but sets position
bool canWalkOnSea() const;
int getCurrentLuck() const;
int getCurrentMorale() const;
//TODO: artifacts, known spells, commander, blessings, curses, morale/luck special modifiers
};
class CHeroHandler
{
public:
std::vector<CGHeroInstance *> heroInstances;
std::vector<CHero*> heroes; //by�o nodrze
std::vector<CHeroClass *> heroClasses;
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefHandler * pskillsb, *resources; //82x93
CDefHandler * un44; //many things
std::vector<std::string> pskillsn;
std::vector<int> 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