#ifndef CCREATUREHANDLER_H #define CCREATUREHANDLER_H #include #include 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 ogóle 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 //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 //TODO - zdolności - na typie wyliczeniowym czy czymś }; class CCreatureSet //seven combined creatures { public: 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 creatures; void loadCreatures(); void loadAnimationInfo(); void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i); }; #endif //CCREATUREHANDLER_H