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vcmi/lib/CCreatureHandler.h
2011-02-22 09:47:25 +00:00

152 lines
5.8 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);
std::string nodeName() const OVERRIDE;
//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
{
private: //?
CBonusSystemNode allCreatures, creaturesOfLevel[CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
public:
std::set<int> notUsedMonsters;
std::set<TCreature> doubledCreatures; //they get double week
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
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
std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
si8 expAfterUpgrade;//multiplier in %
void deserializationFix();
void loadCreatures();
void buildBonusTreeForTiers();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
void loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it);
void loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it); //multiple bonuses at once
int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
bool isGood (si8 faction) const;
bool isEvil (si8 faction) const;
int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
void addBonusForAllCreatures(Bonus *b);
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 & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
h & allCreatures;
h & creaturesOfLevel;
BONUS_TREE_DESERIALIZATION_FIX
}
};
#endif // __CCREATUREHANDLER_H__