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vcmi/lib/CCreatureHandler.h
mateuszb 49083c4e5a * ConstTransitive CGI more or less done
* hch contents distributed to more appropriate folders
2010-12-20 21:22:53 +00:00

137 lines
4.9 KiB
C++

#ifndef __CCREATUREHANDLER_H__
#define __CCREATUREHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <map>
#include <set>
#include "../lib/HeroBonus.h"
#include "../lib/CGameState.h"
#include "../lib/CCreatureSet.h"
#include "../lib/ConstTransitivePtr.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
*
*/
#define ALLCREATURESGETDOUBLEMONTHS false
class CLodHandler;
class CCreatureHandler;
class CCreature;
class DLL_EXPORT CCreature : public CBonusSystemNode
{
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 hitPoints, speed, attack, defence;
ui32 fightValue, AIValue, growth, hordeGrowth, 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;
si32 idNumber;
si8 faction; //-1 = neutral
ui8 doubleWide;
///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
bool isMyUpgrade(const CCreature *anotherCre) const;
bool valid() const;
void addBonus(int val, int type, int subtype = -1);
//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
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 & static_cast<CBonusSystemNode&>(*this);
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 & faction
& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
h & doubleWide;
}
CCreature();
friend class CCreatureHandler;
};
class DLL_EXPORT CCreatureHandler
{
public:
CBonusSystemNode *globalEffects;
std::set<int> notUsedMonsters;
std::set<TCreature> doubledCreatures; //they get double week
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
bmap<int,std::vector<ConstTransitivePtr< CCreature> > > levelCreatures; //level -> list of creatures
bmap<std::string,int> nameToID;
bmap<int,std::string> idToProjectile;
bmap<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;
int pickRandomMonster(const boost::function<int()> &randGen = 0) 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;
h & levelCreatures & globalEffects;
}
};
#endif // __CCREATUREHANDLER_H__