CCreatureHandler.h 5.7 KB

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  1. #pragma once
  2. #include "../lib/HeroBonus.h"
  3. #include "../lib/ConstTransitivePtr.h"
  4. #include "ResourceSet.h"
  5. #include "GameConstants.h"
  6. /*
  7. * CCreatureHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. #define ALLCREATURESGETDOUBLEMONTHS false
  16. class CLodHandler;
  17. class CCreatureHandler;
  18. class CCreature;
  19. class DLL_LINKAGE CCreature : public CBonusSystemNode
  20. {
  21. public:
  22. std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
  23. TResources cost; //cost[res_id] - amount of that resource
  24. std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
  25. ui32 hitPoints, speed, attack, defence;
  26. ui32 fightValue, AIValue, growth, hordeGrowth, 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 text format
  32. std::string animDefName;
  33. si32 idNumber;
  34. si8 faction; //-1 = neutral
  35. ui8 doubleWide;
  36. ///animation info
  37. double timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
  38. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  39. double 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. static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
  51. bool isMyUpgrade(const CCreature *anotherCre) const;
  52. bool valid() const;
  53. void addBonus(int val, int type, int subtype = -1);
  54. std::string nodeName() const OVERRIDE;
  55. //void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
  56. template<typename RanGen>
  57. int getRandomAmount(RanGen ranGen) const
  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_LINKAGE CCreatureHandler
  82. {
  83. private: //?
  84. CBonusSystemNode allCreatures;
  85. CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
  86. public:
  87. std::set<int> notUsedMonsters;
  88. std::set<TCreature> doubledCreatures; //they get double week
  89. std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
  90. bmap<std::string,int> nameToID;
  91. bmap<int,std::string> idToProjectile;
  92. bmap<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
  93. std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
  94. int factionToTurretCreature[GameConstants::F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
  95. std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
  96. std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
  97. std::vector<ui32> maxExpPerBattle; //%, tiers same as above
  98. si8 expAfterUpgrade;//multiplier in %
  99. void deserializationFix();
  100. void loadCreatures();
  101. void buildBonusTreeForTiers();
  102. void loadAnimationInfo();
  103. void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
  104. void loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it);
  105. int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
  106. bool isGood (si8 faction) const;
  107. bool isEvil (si8 faction) const;
  108. int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
  109. void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
  110. void addBonusForAllCreatures(Bonus *b);
  111. CCreatureHandler();
  112. ~CCreatureHandler();
  113. template <typename Handler> void serialize(Handler &h, const int version)
  114. {
  115. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  116. h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
  117. h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
  118. h & allCreatures;
  119. h & creaturesOfLevel;
  120. BONUS_TREE_DESERIALIZATION_FIX
  121. }
  122. };