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- #ifndef CCREATUREHANDLER_H
- #define CCREATUREHANDLER_H
- #include "../global.h"
- #include <string>
- #include <vector>
- #include <map>
- #include <set>
- class CLodHandler;
- class DLL_EXPORT CCreature
- {
- public:
- std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
- std::vector<int> cost; //cost[res_id] - amount of that resource
- std::set<int> upgrades; // IDs of creatures to which this creature can be upgraded
- int fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
- int damageMin, damageMax;
- int ammMin, ammMax;
- int 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;
- int 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
- //for some types of towns
- bool isDefinite; //if the creature type is wotn dependent, it should be true
- int indefLevel; //only if indefinite
- bool indefUpgraded; //onlu if inddefinite
- //TODO - zdolnoœci (abilities) - na typie wyliczeniowym czy czymœ - albo lepiej secie czegoœ
- bool isDoubleWide(); //returns true if unit is double wide on battlefield
- bool isFlying(); //returns true if it is a flying unit
- bool isShooting(); //returns true if unit can shoot
- si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
- static int getQuantityID(int quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
- };
- 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();
- };
- #endif //CCREATUREHANDLER_H
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