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- #ifndef __CCREATUREHANDLER_H__
- #define __CCREATUREHANDLER_H__
- #include "../global.h"
- #include <string>
- #include <vector>
- #include <map>
- #include <set>
- #include "CSoundBase.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
- *
- */
- class CLodHandler;
- class DLL_EXPORT CCreature
- {
- 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 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, 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;
- ui32 idNumber;
- std::set<EAbilities> abilities;
- si8 faction; //-1 = neutral
- ///animation info
- float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
- int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
- float missleFrameAngles[12];
- int troopCountLocationOffset, attackClimaxFrame;
- ///end of anim info
- // Sound infos
- struct {
- soundBase::soundID attack;
- soundBase::soundID defend;
- soundBase::soundID killed; // was killed died
- soundBase::soundID move;
- soundBase::soundID shoot; // range attack
- soundBase::soundID wince; // attacked but did not die
- soundBase::soundID ext1; // creature specific extension
- soundBase::soundID ext2; // creature specific extension
- soundBase::soundID startMoving; // usually same as ext1
- soundBase::soundID endMoving; // usually same as ext2
- } sounds;
- 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
- 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
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- 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 & abilities & faction
- & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
- & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
- & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
- }
- };
- class DLL_EXPORT CCreatureHandler
- {
- public:
- std::set<int> notUsedMonsters;
- std::vector<CCreature> creatures; //creature ID -> creature info
- std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
- std::map<std::string,int> nameToID;
- std::map<int,std::string> idToProjectile;
- std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
- void loadCreatures();
- void loadAnimationInfo();
- void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
- 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;
- if(!h.saving)
- {
- for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map
- {
- levelCreatures[creatures[i].level].push_back(&creatures[i]);
- }
- }
- }
- };
- #endif // __CCREATUREHANDLER_H__
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