mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
3474fdaf05
* Arena and Witch Hut support * improved support for Resources * minor fixes and changes
88 lines
3.3 KiB
C++
88 lines
3.3 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<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::set<EAbilities> 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
|
|
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 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;
|
|
}
|
|
};
|
|
|
|
|
|
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();
|
|
~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;
|
|
|
|
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__
|