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vcmi/CCreatureHandler.h

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#ifndef CCREATUREHANDLER_H
#define CCREATUREHANDLER_H
#include <string>
#include <vector>
#include <map>
#include "CDefHandler.h"
class CCreature
{
public:
std::string namePl, nameSing; //name in singular and plural form
int wood, mercury, ore, sulfur, crystal, gems, gold, fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
int low1, low2, high1, high2; //TODO - co to w og�le jest???
std::string abilityText; //description of abilities
std::string abilityRefs; //references to abilities, in textformat
int idNumber;
///animation info
float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
float missleFrameAngles[12];
int troopCountLocationOffset, attackClimaxFrame;
///end of anim info
2007-07-12 21:04:02 +03:00
//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
//end
CDefHandler * battleAnimation;
//TODO - zdolno�ci - na typie wyliczeniowym czy czym�
};
class CCreatureSet //seven combined creatures
{
public:
std::map<int,std::pair<CCreature*,int> > slots;
//CCreature * slot1, * slot2, * slot3, * slot4, * slot5, * slot6, * slot7; //types of creatures on each slot
//unsigned int s1, s2, s3, s4, s5, s6, s7; //amounts of units in slots
bool formation; //false - wide, true - tight
};
class CCreatureHandler
{
public:
std::vector<CCreature> creatures;
void loadCreatures();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
void loadUnitAnimations();
};
#endif //CCREATUREHANDLER_H