CCreatureHandler.h 5.0 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/StackFeature.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 DLL_EXPORT CCreature
  21. {
  22. public:
  23. std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
  24. std::vector<ui32> cost; //cost[res_id] - amount of that resource
  25. std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
  26. ui32 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, 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 textformat
  32. std::string animDefName;
  33. ui32 idNumber;
  34. std::vector<StackFeature> abilities;
  35. si8 faction; //-1 = neutral
  36. ///animation info
  37. float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
  38. int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
  39. float missleFrameAngles[12];
  40. int troopCountLocationOffset, attackClimaxFrame;
  41. ///end of anim info
  42. // Sound infos
  43. class sounds {
  44. public:
  45. soundBase::soundID attack;
  46. soundBase::soundID defend;
  47. soundBase::soundID killed; // was killed died
  48. soundBase::soundID move;
  49. soundBase::soundID shoot; // range attack
  50. soundBase::soundID wince; // attacked but did not die
  51. soundBase::soundID ext1; // creature specific extension
  52. soundBase::soundID ext2; // creature specific extension
  53. soundBase::soundID startMoving; // usually same as ext1
  54. soundBase::soundID endMoving; // usually same as ext2
  55. template <typename Handler> void serialize(Handler &h, const int version)
  56. {
  57. h & attack & defend & killed & move & shoot & wince & ext1 & ext2 & startMoving & endMoving;
  58. }
  59. } sounds;
  60. bool isDoubleWide() const; //returns true if unit is double wide on battlefield
  61. bool isFlying() const; //returns true if it is a flying unit
  62. bool isShooting() const; //returns true if unit can shoot
  63. bool isUndead() const; //returns true if unit is undead
  64. bool isGood () const;
  65. bool isEvil () const;
  66. si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
  67. 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
  68. template<typename RanGen>
  69. int getRandomAmount(RanGen &ranGen)
  70. {
  71. if(ammMax == ammMin)
  72. return ammMax;
  73. else
  74. return ammMin + (ranGen() % (ammMax - ammMin));
  75. }
  76. template <typename Handler> void serialize(Handler &h, const int version)
  77. {
  78. h & namePl & nameSing & nameRef
  79. & cost & upgrades
  80. & fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
  81. & damageMin & damageMax & ammMin & ammMax & level
  82. & abilityText & abilityRefs & animDefName
  83. & idNumber & abilities & faction
  84. & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
  85. & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
  86. & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
  87. h & sounds;
  88. }
  89. };
  90. class DLL_EXPORT CCreatureHandler
  91. {
  92. public:
  93. std::set<int> notUsedMonsters;
  94. std::vector<CCreature> creatures; //creature ID -> creature info
  95. std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
  96. std::map<std::string,int> nameToID;
  97. std::map<int,std::string> idToProjectile;
  98. std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
  99. std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
  100. int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
  101. void loadCreatures();
  102. void loadAnimationInfo();
  103. void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
  104. bool isGood (si8 faction) const;
  105. bool isEvil (si8 faction) const;
  106. CCreatureHandler();
  107. ~CCreatureHandler();
  108. template <typename Handler> void serialize(Handler &h, const int version)
  109. {
  110. //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
  111. h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
  112. if(!h.saving)
  113. {
  114. for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map
  115. {
  116. levelCreatures[creatures[i].level].push_back(&creatures[i]);
  117. }
  118. }
  119. }
  120. };
  121. #endif // __CCREATUREHANDLER_H__