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vcmi/hch/CCreatureHandler.h
2009-11-13 19:04:36 +00:00

126 lines
4.4 KiB
C++

#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
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;
if(version == 710) //temporary, for 0.74 savegames compatibility
{
char snd[40];
h & snd;
}
}
};
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__