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							- #ifndef __CCREATUREHANDLER_H__
 
- #define __CCREATUREHANDLER_H__
 
- #include "../global.h"
 
- #include <string>
 
- #include <vector>
 
- #include <map>
 
- #include <set>
 
- #include "../lib/HeroBonus.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/CCreatureSet.h"
 
- #include "../lib/ConstTransitivePtr.h"
 
- /*
 
-  * CCreatureHandler.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #define ALLCREATURESGETDOUBLEMONTHS false
 
- class CLodHandler;
 
- class CCreatureHandler;
 
- class CCreature;
 
- class DLL_EXPORT CCreature : public CBonusSystemNode
 
- {
 
- public:
 
- 	std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
 
- 	std::vector<ui32> cost; //cost[res_id] - amount of that resource
 
- 	std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
 
- 	ui32 hitPoints, speed, attack, defence;
 
- 	ui32 fightValue, AIValue, growth, hordeGrowth, shots, spells;
 
- 	ui32 damageMin, damageMax;
 
- 	ui32 ammMin, ammMax;
 
- 	ui8 level; // 0 - unknown
 
- 	std::string abilityText; //description of abilities
 
- 	std::string abilityRefs; //references to abilities, in textformat
 
- 	std::string animDefName;
 
- 	si32 idNumber;
 
- 	si8 faction; //-1 = neutral
 
- 	ui8 doubleWide;
 
- 	///animation info
 
- 	float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
 
- 	int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
 
- 	float missleFrameAngles[12];
 
- 	int troopCountLocationOffset, attackClimaxFrame;
 
- 	///end of anim info
 
- 	bool isDoubleWide() const; //returns true if unit is double wide on battlefield
 
- 	bool isFlying() const; //returns true if it is a flying unit
 
- 	bool isShooting() const; //returns true if unit can shoot
 
- 	bool isUndead() const; //returns true if unit is undead
 
- 	bool isGood () const;
 
- 	bool isEvil () const;
 
- 	si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
 
- 	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
 
- 	bool isMyUpgrade(const CCreature *anotherCre) const;
 
- 	bool valid() const;
 
- 	void addBonus(int val, int type, int subtype = -1);
 
- 	std::string nodeName() const OVERRIDE;
 
- 	//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
 
- 	template<typename RanGen>
 
- 	int getRandomAmount(RanGen &ranGen)
 
- 	{
 
- 		if(ammMax == ammMin)
 
- 			return ammMax;
 
- 		else
 
- 			return ammMin + (ranGen() % (ammMax - ammMin));
 
- 	}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & static_cast<CBonusSystemNode&>(*this);
 
- 		h & namePl & nameSing & nameRef
 
- 			& cost & upgrades 
 
- 			& fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
 
- 			& damageMin & damageMax & ammMin & ammMax & level
 
- 			& abilityText & abilityRefs & animDefName
 
- 			& idNumber & faction
 
- 			& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
 
- 			& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
 
- 			& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
 
- 		h & doubleWide;
 
- 	}
 
- 	CCreature();
 
- 	friend class CCreatureHandler;
 
- };
 
- class DLL_EXPORT CCreatureHandler
 
- {
 
- private: //?
 
- 	CBonusSystemNode allCreatures, creaturesOfLevel[CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
 
- public:
 
- 	std::set<int> notUsedMonsters;
 
- 	std::set<TCreature> doubledCreatures; //they get double week
 
- 	std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
 
- 	bmap<std::string,int> nameToID;
 
- 	bmap<int,std::string> idToProjectile;
 
- 	bmap<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
 
- 	std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
 
- 	int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
 
- 	std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
 
- 	std::vector<std::vector<ui32>> expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
 
- 	void loadCreatures();
 
- 	void loadAnimationInfo();
 
- 	void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
 
- 	void loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it);
 
- 	void loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it); //multiple bonuses at once
 
- 	int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
 
- 	bool isGood (si8 faction) const;
 
- 	bool isEvil (si8 faction) const;
 
- 	int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
 
- 	void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
 
- 	void addBonusForAllCreatures(Bonus *b);
 
- 	CCreatureHandler();
 
- 	~CCreatureHandler();
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
 
- 		h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
 
- 		h & allCreatures;
 
- 		h & creaturesOfLevel;
 
- 	}
 
- };
 
- #endif // __CCREATUREHANDLER_H__
 
 
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