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956a87f264
* recalculating paths only after finished movement / switching selection * moving hero uses "new" pathfinder * moving hero by arrow keys / numpad * VCMI window should start centered * fixed pairing Subterranean Gates * fixed issues with creatures sounds after loading * several minor changes and improvements
141 lines
5.0 KiB
C++
141 lines
5.0 KiB
C++
#ifndef __CCREATUREHANDLER_H__
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#define __CCREATUREHANDLER_H__
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#include "../global.h"
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#include <string>
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#include <vector>
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#include <map>
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#include <set>
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#include "CSoundBase.h"
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#include "../lib/StackFeature.h"
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/*
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* CCreatureHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CLodHandler;
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class DLL_EXPORT CCreature
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{
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public:
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std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
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std::vector<ui32> cost; //cost[res_id] - amount of that resource
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std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
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ui32 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
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ui32 damageMin, damageMax;
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ui32 ammMin, ammMax;
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ui8 level; // 0 - unknown
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std::string abilityText; //description of abilities
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std::string abilityRefs; //references to abilities, in textformat
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std::string animDefName;
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ui32 idNumber;
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std::vector<StackFeature> abilities;
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si8 faction; //-1 = neutral
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///animation info
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float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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float missleFrameAngles[12];
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int troopCountLocationOffset, attackClimaxFrame;
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///end of anim info
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// Sound infos
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struct {
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soundBase::soundID attack;
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soundBase::soundID defend;
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soundBase::soundID killed; // was killed died
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soundBase::soundID move;
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soundBase::soundID shoot; // range attack
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soundBase::soundID wince; // attacked but did not die
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soundBase::soundID ext1; // creature specific extension
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soundBase::soundID ext2; // creature specific extension
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soundBase::soundID startMoving; // usually same as ext1
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soundBase::soundID endMoving; // usually same as ext2
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & attack & defend & killed & move & shoot & wince & ext1 & ext2 & startMoving & endMoving;
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}
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} sounds;
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bool isDoubleWide() const; //returns true if unit is double wide on battlefield
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bool isFlying() const; //returns true if it is a flying unit
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bool isShooting() const; //returns true if unit can shoot
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bool isUndead() const; //returns true if unit is undead
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bool isGood () const;
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bool isEvil () const;
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si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
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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
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template<typename RanGen>
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int getRandomAmount(RanGen &ranGen)
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{
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if(ammMax == ammMin)
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return ammMax;
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else
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return ammMin + (ranGen() % (ammMax - ammMin));
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & namePl & nameSing & nameRef
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& cost & upgrades
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& fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
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& damageMin & damageMax & ammMin & ammMax & level
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& abilityText & abilityRefs & animDefName
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& idNumber & abilities & faction
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& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
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& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
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& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
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h & sounds;
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}
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};
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class DLL_EXPORT CCreatureHandler
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{
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public:
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std::set<int> notUsedMonsters;
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std::vector<CCreature> creatures; //creature ID -> creature info
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std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
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std::map<std::string,int> nameToID;
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std::map<int,std::string> idToProjectile;
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std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
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std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
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int factionToTurretCreature[F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
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void loadCreatures();
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void loadAnimationInfo();
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void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
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bool isGood (si8 faction) const;
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bool isEvil (si8 faction) const;
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CCreatureHandler();
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~CCreatureHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
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h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
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if(!h.saving)
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{
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for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map
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{
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levelCreatures[creatures[i].level].push_back(&creatures[i]);
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}
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}
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}
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};
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#endif // __CCREATUREHANDLER_H__
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