1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/hch/CCreatureHandler.h
2008-06-12 06:45:51 +00:00

67 lines
2.4 KiB
C++

#ifndef CCREATUREHANDLER_H
#define CCREATUREHANDLER_H
#include <string>
#include <vector>
#include <map>
#include <set>
class CLodHandler;
class 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;
int idNumber;
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
int maxAmount(const std::vector<int> &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 CCreatureSet //seven combined creatures
{
public:
std::map<int,std::pair<CCreature*,int> > slots;
bool formation; //false - wide, true - tight
};
class CCreatureHandler
{
CLodHandler * bitmaph;
public:
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;
void loadCreatures();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
CCreatureHandler(CLodHandler * Bitmaph):bitmaph(Bitmaph){};
};
#endif //CCREATUREHANDLER_H