mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
e71b40ccc5
* spells learning * no tooltips for objects under FoW * working resource silo * new system for simple unit abilities/states * neutral monster army disappears when defeated * synchronization between client and server processes * fixed battle ending
65 lines
2.5 KiB
C++
65 lines
2.5 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
|
|
|
|
//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
|
|
|
|
//TODO - zdolnoœci (abilities) - na typie wyliczeniowym czy czymœ - albo lepiej secie czegoœ
|
|
|
|
bool isDoubleWide(); //returns true if unit is double wide on battlefield
|
|
bool isFlying(); //returns true if it is a flying unit
|
|
bool isShooting(); //returns true if unit can shoot
|
|
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
|
|
static int getQuantityID(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
|