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vcmi/hch/CCreatureHandler.h
Michał W. Urbańczyk 248b5e8677 * added shots limit
* improved hero hiring
* tree of knowledge will give right number of exp points
* fixed bug with double showing "getting hit" animation
* more logs in initialization of creature handler
* added 'vcmiglorfindel' cheat (works as woggandalfwhite)
* minor improvements
2008-10-31 22:41:22 +00:00

58 lines
2.2 KiB
C++

#ifndef CCREATUREHANDLER_H
#define CCREATUREHANDLER_H
#include "../global.h"
#include <string>
#include <vector>
#include <map>
#include <set>
class CLodHandler;
class DLL_EXPORT CCreature
{
public:
std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
std::vector<int> cost; //cost[res_id] - amount of that resource
std::set<int> 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<EAbilities> 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
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
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
};
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
void loadCreatures();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
CCreatureHandler();
};
#endif //CCREATUREHANDLER_H