CCreatureHandler.h 4.4 KB

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  1. #ifndef __CCREATUREHANDLER_H__
  2. #define __CCREATUREHANDLER_H__
  3. #include "../global.h"
  4. #include <string>
  5. #include <vector>
  6. #include <map>
  7. #include <set>
  8. #include "CSoundBase.h"
  9. #include "../lib/StackFeature.h"
  10. /*
  11. * CCreatureHandler.h, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. class CLodHandler;
  20. class DLL_EXPORT CCreature
  21. {
  22. public:
  23. std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
  24. std::vector<ui32> cost; //cost[res_id] - amount of that resource
  25. std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
  26. ui32 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
  27. ui32 damageMin, damageMax;
  28. ui32 ammMin, ammMax;
  29. ui8 level; // 0 - unknown
  30. std::string abilityText; //description of abilities
  31. std::string abilityRefs; //references to abilities, in textformat
  32. std::string animDefName;
  33. ui32 idNumber;
  34. std::vector<StackFeature> abilities;
  35. si8 faction; //-1 = neutral
  36. ///animation info
  37. float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
  38. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  39. float missleFrameAngles[12];
  40. int troopCountLocationOffset, attackClimaxFrame;
  41. ///end of anim info
  42. bool isDoubleWide() const; //returns true if unit is double wide on battlefield
  43. bool isFlying() const; //returns true if it is a flying unit
  44. bool isShooting() const; //returns true if unit can shoot
  45. bool isUndead() const; //returns true if unit is undead
  46. bool isGood () const;
  47. bool isEvil () const;
  48. si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
  49. static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
  50. template<typename RanGen>
  51. int getRandomAmount(RanGen &ranGen)
  52. {
  53. if(ammMax == ammMin)
  54. return ammMax;
  55. else
  56. return ammMin + (ranGen() % (ammMax - ammMin));
  57. }
  58. template <typename Handler> void serialize(Handler &h, const int version)
  59. {
  60. h & namePl & nameSing & nameRef
  61. & cost & upgrades
  62. & fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
  63. & damageMin & damageMax & ammMin & ammMax & level
  64. & abilityText & abilityRefs & animDefName
  65. & idNumber & abilities & faction
  66. & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
  67. & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
  68. & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
  69. if(version == 710) //temporary, for 0.74 savegames compatibility
  70. {
  71. char snd[40];
  72. h & snd;
  73. }
  74. }
  75. };
  76. class DLL_EXPORT CCreatureHandler
  77. {
  78. public:
  79. std::set<int> notUsedMonsters;
  80. std::vector<CCreature> creatures; //creature ID -> creature info
  81. std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
  82. std::map<std::string,int> nameToID;
  83. std::map<int,std::string> idToProjectile;
  84. std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
  85. std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
  86. int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
  87. void loadCreatures();
  88. void loadAnimationInfo();
  89. void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
  90. bool isGood (si8 faction) const;
  91. bool isEvil (si8 faction) const;
  92. CCreatureHandler();
  93. ~CCreatureHandler();
  94. template <typename Handler> void serialize(Handler &h, const int version)
  95. {
  96. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  97. h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
  98. if(!h.saving)
  99. {
  100. for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map
  101. {
  102. levelCreatures[creatures[i].level].push_back(&creatures[i]);
  103. }
  104. }
  105. }
  106. };
  107. #endif // __CCREATUREHANDLER_H__