CCreatureHandler.h 4.5 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/HeroBonus.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 CCreatureHandler;
  21. class DLL_EXPORT CCreature : public CBonusSystemNode
  22. {
  23. public:
  24. std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
  25. std::vector<ui32> cost; //cost[res_id] - amount of that resource
  26. std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
  27. ui32 hitPoints, speed, attack, defence;
  28. ui32 fightValue, AIValue, growth, hordeGrowth, shots, spells;
  29. ui32 damageMin, damageMax;
  30. ui32 ammMin, ammMax;
  31. ui8 level; // 0 - unknown
  32. std::string abilityText; //description of abilities
  33. std::string abilityRefs; //references to abilities, in textformat
  34. std::string animDefName;
  35. si32 idNumber;
  36. si8 faction; //-1 = neutral
  37. ui8 doubleWide;
  38. ///animation info
  39. float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
  40. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  41. float missleFrameAngles[12];
  42. int troopCountLocationOffset, attackClimaxFrame;
  43. ///end of anim info
  44. bool isDoubleWide() const; //returns true if unit is double wide on battlefield
  45. bool isFlying() const; //returns true if it is a flying unit
  46. bool isShooting() const; //returns true if unit can shoot
  47. bool isUndead() const; //returns true if unit is undead
  48. bool isGood () const;
  49. bool isEvil () const;
  50. si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
  51. 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
  52. bool isMyUpgrade(const CCreature *anotherCre) const;
  53. ui32 getMinDamage() const;
  54. ui32 getMaxDamage() const;
  55. void addBonus(int val, int type, int subtype = -1);
  56. template<typename RanGen>
  57. int getRandomAmount(RanGen &ranGen)
  58. {
  59. if(ammMax == ammMin)
  60. return ammMax;
  61. else
  62. return ammMin + (ranGen() % (ammMax - ammMin));
  63. }
  64. template <typename Handler> void serialize(Handler &h, const int version)
  65. {
  66. h & static_cast<CBonusSystemNode&>(*this);
  67. h & namePl & nameSing & nameRef
  68. & cost & upgrades
  69. & fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
  70. & damageMin & damageMax & ammMin & ammMax & level
  71. & abilityText & abilityRefs & animDefName
  72. & idNumber & faction
  73. & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
  74. & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
  75. & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
  76. h & doubleWide;
  77. }
  78. CCreature();
  79. friend class CCreatureHandler;
  80. };
  81. class DLL_EXPORT CCreatureHandler
  82. {
  83. public:
  84. std::set<int> notUsedMonsters;
  85. std::vector<CCreature*> creatures; //creature ID -> creature info
  86. std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
  87. std::map<std::string,int> nameToID;
  88. std::map<int,std::string> idToProjectile;
  89. std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
  90. std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
  91. int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
  92. void loadCreatures();
  93. void loadAnimationInfo();
  94. void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
  95. bool isGood (si8 faction) const;
  96. bool isEvil (si8 faction) const;
  97. CCreatureHandler();
  98. ~CCreatureHandler();
  99. template <typename Handler> void serialize(Handler &h, const int version)
  100. {
  101. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  102. h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
  103. h & levelCreatures;
  104. }
  105. };
  106. #endif // __CCREATUREHANDLER_H__