#ifndef __CCREATUREHANDLER_H__ #define __CCREATUREHANDLER_H__ #include "../global.h" #include <string> #include <vector> #include <map> #include <set> #include "CSoundBase.h" #include "../lib/StackFeature.h" /* * CCreatureHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ class CLodHandler; class DLL_EXPORT CCreature { public: std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name std::vector<ui32> cost; //cost[res_id] - amount of that resource std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded ui32 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells; ui32 damageMin, damageMax; ui32 ammMin, ammMax; ui8 level; // 0 - unknown std::string abilityText; //description of abilities std::string abilityRefs; //references to abilities, in textformat std::string animDefName; ui32 idNumber; std::vector<StackFeature> abilities; si8 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 // Sound infos struct { soundBase::soundID attack; soundBase::soundID defend; soundBase::soundID killed; // was killed died soundBase::soundID move; soundBase::soundID shoot; // range attack soundBase::soundID wince; // attacked but did not die soundBase::soundID ext1; // creature specific extension soundBase::soundID ext2; // creature specific extension soundBase::soundID startMoving; // usually same as ext1 soundBase::soundID endMoving; // usually same as ext2 template <typename Handler> void serialize(Handler &h, const int version) { h & attack & defend & killed & move & shoot & wince & ext1 & ext2 & startMoving & endMoving; } } sounds; bool isDoubleWide() const; //returns true if unit is double wide on battlefield bool isFlying() const; //returns true if it is a flying unit bool isShooting() const; //returns true if unit can shoot bool isUndead() const; //returns true if unit is undead bool isGood () const; bool isEvil () const; si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought 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 template<typename RanGen> int getRandomAmount(RanGen &ranGen) { if(ammMax == ammMin) return ammMax; else return ammMin + (ranGen() % (ammMax - ammMin)); } template <typename Handler> void serialize(Handler &h, const int version) { h & namePl & nameSing & nameRef & cost & upgrades & fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells & damageMin & damageMax & ammMin & ammMax & level & abilityText & abilityRefs & animDefName & idNumber & abilities & faction & timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance & upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY & missleFrameAngles & troopCountLocationOffset & attackClimaxFrame; h & sounds; } }; 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 std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege void loadCreatures(); void loadAnimationInfo(); void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i); bool isGood (si8 faction) const; bool isEvil (si8 faction) const; CCreatureHandler(); ~CCreatureHandler(); template <typename Handler> void serialize(Handler &h, const int version) { //TODO: should be optimized, not all these informations needs to be serialized (same for ccreature) h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature; if(!h.saving) { for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map { levelCreatures[creatures[i].level].push_back(&creatures[i]); } } } }; #endif // __CCREATUREHANDLER_H__