#ifndef CCREATUREHANDLER_H #define CCREATUREHANDLER_H #include "../global.h" #include #include #include #include class CLodHandler; class DLL_EXPORT CCreature { public: std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name std::vector cost; //cost[res_id] - amount of that resource std::set 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 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 - zdolności (abilities) - na typie wyliczeniowym czy czymś - albo lepiej secie czegoś 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 &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 notUsedMonsters; std::vector creatures; //creature ID -> creature info std::map > levelCreatures; //level -> list of creatures std::map nameToID; std::map idToProjectile; std::map 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