CCreatureHandler.h 7.0 KB

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  1. #pragma once
  2. #include "HeroBonus.h"
  3. #include "ConstTransitivePtr.h"
  4. #include "ResourceSet.h"
  5. #include "GameConstants.h"
  6. #include "JsonNode.h"
  7. /*
  8. * CCreatureHandler.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CLegacyConfigParser;
  17. class CCreatureHandler;
  18. class CCreature;
  19. struct CreaturesBattleSounds;
  20. class DLL_LINKAGE CCreature : public CBonusSystemNode
  21. {
  22. public:
  23. std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
  24. TResources cost; //cost[res_id] - amount of that resource
  25. std::set<std::string> upgradeNames; //for reference, they are later transformed info ui32 upgrades
  26. std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
  27. //damage, hp. etc are handled by Bonuses
  28. ui32 fightValue, AIValue, growth, hordeGrowth;
  29. ui32 ammMin, ammMax;
  30. ui8 level; // 0 - unknown
  31. std::string abilityText; //description of abilities
  32. std::string abilityRefs; //references to abilities, in text format
  33. std::string animDefName;
  34. std::string advMapDef; //for new creatures only
  35. si32 idNumber;
  36. si32 iconIndex; // index of icon in files like twcrport
  37. si8 faction; //-1 = neutral
  38. ui8 doubleWide;
  39. ///animation info
  40. double timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
  41. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  42. double missleFrameAngles[12];
  43. int troopCountLocationOffset, attackClimaxFrame;
  44. std::string projectile;
  45. ui8 projectileSpin; //if true, appropriate projectile is spinning during flight
  46. ///end of anim info
  47. //sound info
  48. struct CreaturesBattleSounds
  49. {
  50. std::string attack;
  51. std::string defend;
  52. std::string killed; // was killed or died
  53. std::string move;
  54. std::string shoot; // range attack
  55. std::string wince; // attacked but did not die
  56. std::string ext1; // creature specific extension
  57. std::string ext2; // creature specific extension
  58. std::string startMoving; // usually same as ext1
  59. std::string endMoving; // usually same as ext2
  60. template <typename Handler> void serialize(Handler &h, const int version)
  61. {
  62. h & attack & defend & killed & move & shoot & wince & ext1 & ext2 & startMoving & endMoving;
  63. }
  64. } sounds;
  65. bool isItNativeTerrain(int terrain) const;
  66. bool isDoubleWide() const; //returns true if unit is double wide on battlefield
  67. bool isFlying() const; //returns true if it is a flying unit
  68. bool isShooting() const; //returns true if unit can shoot
  69. bool isUndead() const; //returns true if unit is undead
  70. bool isGood () const;
  71. bool isEvil () const;
  72. si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
  73. 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
  74. static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
  75. bool isMyUpgrade(const CCreature *anotherCre) const;
  76. bool valid() const;
  77. void addBonus(int val, int type, int subtype = -1);
  78. std::string nodeName() const OVERRIDE;
  79. //void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
  80. template<typename RanGen>
  81. int getRandomAmount(RanGen ranGen) const
  82. {
  83. if(ammMax == ammMin)
  84. return ammMax;
  85. else
  86. return ammMin + (ranGen() % (ammMax - ammMin));
  87. }
  88. template <typename Handler> void serialize(Handler &h, const int version)
  89. {
  90. h & static_cast<CBonusSystemNode&>(*this);
  91. h & namePl & nameSing & nameRef
  92. & cost & upgradeNames & upgrades
  93. & fightValue & AIValue & growth & hordeGrowth
  94. & ammMin & ammMax & level
  95. & abilityText & abilityRefs & animDefName & advMapDef
  96. & idNumber & faction
  97. & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
  98. & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
  99. & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
  100. h & sounds & projectile & projectileSpin;
  101. h & doubleWide;
  102. }
  103. CCreature();
  104. friend class CCreatureHandler;
  105. };
  106. class DLL_LINKAGE CCreatureHandler
  107. {
  108. private: //?
  109. CBonusSystemNode allCreatures;
  110. CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
  111. public:
  112. std::set<int> notUsedMonsters;
  113. std::set<TCreature> doubledCreatures; //they get double week
  114. std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
  115. bmap<std::string,int> nameToID;
  116. std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
  117. int factionToTurretCreature[GameConstants::F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
  118. //stack exp
  119. std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
  120. std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
  121. std::vector<ui32> maxExpPerBattle; //%, tiers same as above
  122. si8 expAfterUpgrade;//multiplier in %
  123. //Commanders
  124. std::map <ui8, ui32> factionCommanders;
  125. BonusList commanderLevelPremy; //bonus values added with each level-up
  126. std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
  127. std::vector <std::pair <Bonus, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
  128. void deserializationFix();
  129. void loadCreatures();
  130. void buildBonusTreeForTiers();
  131. void loadAnimationInfo();
  132. void loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser &parser);
  133. void loadSoundsInfo();
  134. void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
  135. int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
  136. bool isGood (si8 faction) const;
  137. bool isEvil (si8 faction) const;
  138. int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
  139. void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
  140. void addBonusForAllCreatures(Bonus *b);
  141. CCreatureHandler();
  142. ~CCreatureHandler();
  143. template <typename Handler> void serialize(Handler &h, const int version)
  144. {
  145. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  146. h & notUsedMonsters & creatures & nameToID & factionToTurretCreature;
  147. h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
  148. h & factionCommanders & skillLevels & skillRequirements & commanderLevelPremy;
  149. h & allCreatures;
  150. h & creaturesOfLevel;
  151. BONUS_TREE_DESERIALIZATION_FIX
  152. }
  153. };