#ifndef CHARACTER_H__ #define CHARACTER_H__ #include "Colors.h" #include "Ranks.h" #include "Clans.h" #include "Derangements.h" #include "Disciplines.h" #include "Virtues.h" #include "Attributes.h" #include "Abilities.h" #include "Backgrounds.h" #include #include #include namespace SBF { int GetDisciplinePoints(); int GetVirtuePoints(); class CharacterType { public: CharacterType(); void FillAbilityValues(std::vectorabilityValues, int abilityGroupId) const; void FillAttributeValues(std::vector attributeValues, int groupId) const; void FillBackgroundValues(std::vector backgroundValues) const; void FillDisciplineValues(std::vector disciplineValues) const; void FillDerangements(std::vector derangements) const; void FillVirtueValues(std::vector virtueValues) const; int GetAbilityValue(int abilityGroupId, int abilityId) const; int GetAttributeValue(int attributeGroupId, int abilityId) const; int GetBackgroundValue(int backgroundId) const; std::string GetAllDerangementsLine() const; int GetDisciplineValue(int disciplineId) const; int GetKnowledgeValue(int knowledgeId) const; int GetSkillValue(int skillId) const; int GetTalentValue(int talentId) const; int GetVirtueValue(int virtueId) const; void SetAbilityValue(int abilityGroupId, int abilityId, int value); void SetAttributeValue(int attributeGroupId, int attributeId, int value); void SetBackgroundValue(int backgroundId, int value); void SetDisciplineValue(int disciplineId, int value); void SetKnowledgeValue(int knowledgeId, int value); void SetSkillValue(int skillId, int value); void SetTalentValue(int talentId, int value); void SetVirtueValue(int virtueId, int value); std::string name; std::string player; std::string chronicle; std::string haven; std::string concept; std::string age; int genderId; int clanId; int natureId; int demeanorId; int conscience; int selfControl; int courage; int generation; std::string roadName; int roadValue; int willpower; int bloodPool; int derangementId; private: // Disciplines int discipline_animalism; int discipline_auspex; int discipline_bardo; int discipline_celerity; int discipline_chimestry; int discipline_dementation; int discipline_dominate; int discipline_fortitude; int discipline_melpominee; int discipline_mortis; int discipline_mytherceria; int discipline_necromancy; int discipline_obeah; int discipline_obfuscate; int discipline_obtenebration; int discipline_potence; int discipline_presence; int discipline_protean; int discipline_quietus; int discipline_serpentis; int discipline_spiritus; int discipline_thanantosis; int discipline_thaumaturgy; int discipline_vicissitude; // Attributes int attr_strength; int attr_dexterity; int attr_stamina; int attr_appearance; int attr_charisma; int attr_manipulation; int attr_intelligence; int attr_perception; int attr_wits; // Talents int talent_acting; int talent_alertness; int talent_athletics; int talent_brawl; int talent_dodge; int talent_empathy; int talent_intimidation; int talent_leadership; int talent_streetwise; int talent_subterfuge; // Skills int skill_animalKen; int skill_drive; int skill_etiquette; int skill_firearms; int skill_melee; int skill_music; int skill_repair; int skill_security; int skill_stealth; int skill_survival; // Knowledges int knowledge_bureaucracy; int knowledge_computer; int knowledge_finance; int knowledge_investigation; int knowledge_law; int knowledge_linguistics; int knowledge_medicine; int knowledge_occult; int knowledge_politics; int knowledge_science; // Backgrounds int background_allies; int background_contacts; int background_fame; int background_generation; int background_herd; int background_influence; int background_mentor; int background_resources; int background_retainers; int background_status; }; // End class CharacterType } // End namespace SBF #endif // !defined CHARACTER_H__