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/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. ui32 hitPoints, speed, attack, defence;
  24. public:
  25. std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
  26. std::vector<ui32> cost; //cost[res_id] - amount of that resource
  27. std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
  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. ui32 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. void addBonus(int val, int type, int subtype = -1);
  53. template<typename RanGen>
  54. int getRandomAmount(RanGen &ranGen)
  55. {
  56. if(ammMax == ammMin)
  57. return ammMax;
  58. else
  59. return ammMin + (ranGen() % (ammMax - ammMin));
  60. }
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & static_cast<CBonusSystemNode&>(*this);
  64. h & namePl & nameSing & nameRef
  65. & cost & upgrades
  66. & fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
  67. & damageMin & damageMax & ammMin & ammMax & level
  68. & abilityText & abilityRefs & animDefName
  69. & idNumber & faction
  70. & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
  71. & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
  72. & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
  73. if(version == 710) //temporary, for 0.74 savegames compatibility
  74. {
  75. char snd[40];
  76. h & snd;
  77. }
  78. }
  79. CCreature();
  80. friend CCreatureHandler;
  81. };
  82. class DLL_EXPORT CCreatureHandler
  83. {
  84. public:
  85. std::set<int> notUsedMonsters;
  86. std::vector<CCreature*> creatures; //creature ID -> creature info
  87. std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
  88. std::map<std::string,int> nameToID;
  89. std::map<int,std::string> idToProjectile;
  90. std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
  91. std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
  92. int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
  93. void loadCreatures();
  94. void loadAnimationInfo();
  95. void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
  96. bool isGood (si8 faction) const;
  97. bool isEvil (si8 faction) const;
  98. CCreatureHandler();
  99. ~CCreatureHandler();
  100. template <typename Handler> void serialize(Handler &h, const int version)
  101. {
  102. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  103. h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
  104. h & levelCreatures;
  105. }
  106. };
  107. #endif // __CCREATUREHANDLER_H__