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e2bfd53c98
- Simplified projectile handling. New creatures can now shoot.
178 lines
7.0 KiB
C++
178 lines
7.0 KiB
C++
#pragma once
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#include "HeroBonus.h"
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#include "ConstTransitivePtr.h"
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#include "ResourceSet.h"
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#include "GameConstants.h"
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#include "JsonNode.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 CLegacyConfigParser;
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class CCreatureHandler;
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class CCreature;
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struct CreaturesBattleSounds;
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class DLL_LINKAGE CCreature : public CBonusSystemNode
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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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TResources cost; //cost[res_id] - amount of that resource
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std::set<std::string> upgradeNames; //for reference, they are later transformed info ui32 upgrades
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std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
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//damage, hp. etc are handled by Bonuses
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ui32 fightValue, AIValue, growth, hordeGrowth;
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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 text format
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std::string animDefName;
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std::string advMapDef; //for new creatures only
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si32 idNumber;
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si8 faction; //-1 = neutral
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ui8 doubleWide;
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///animation info
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double timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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double missleFrameAngles[12];
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int troopCountLocationOffset, attackClimaxFrame;
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std::string projectile;
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ui8 projectileSpin; //if true, appropriate projectile is spinning during flight
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///end of anim info
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//sound info
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struct CreaturesBattleSounds
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{
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std::string attack;
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std::string defend;
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std::string killed; // was killed or died
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std::string move;
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std::string shoot; // range attack
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std::string wince; // attacked but did not die
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std::string ext1; // creature specific extension
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std::string ext2; // creature specific extension
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std::string startMoving; // usually same as ext1
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std::string 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 isItNativeTerrain(int terrain) const;
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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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static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
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bool isMyUpgrade(const CCreature *anotherCre) const;
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bool valid() const;
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void addBonus(int val, int type, int subtype = -1);
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std::string nodeName() const OVERRIDE;
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//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
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template<typename RanGen>
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int getRandomAmount(RanGen ranGen) const
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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 & static_cast<CBonusSystemNode&>(*this);
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h & namePl & nameSing & nameRef
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& cost & upgradeNames & upgrades
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& fightValue & AIValue & growth & hordeGrowth
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& ammMin & ammMax & level
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& abilityText & abilityRefs & animDefName & advMapDef
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& idNumber & 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 & projectile & projectileSpin;
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h & doubleWide;
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}
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CCreature();
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friend class CCreatureHandler;
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};
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class DLL_LINKAGE CCreatureHandler
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{
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private: //?
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CBonusSystemNode allCreatures;
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CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
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public:
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std::set<int> notUsedMonsters;
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std::set<TCreature> doubledCreatures; //they get double week
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std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
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bmap<std::string,int> nameToID;
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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[GameConstants::F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
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//stack exp
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std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
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std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
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std::vector<ui32> maxExpPerBattle; //%, tiers same as above
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si8 expAfterUpgrade;//multiplier in %
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//Commanders
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std::map <ui8, ui32> factionCommanders;
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BonusList commanderLevelPremy; //bonus values added with each level-up
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std::vector< std::vector <ui8> > skillLevels; //how much of a bonus will be given to commander with every level. SPELL_POWER also gives CASTS and RESISTANCE
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std::vector <std::pair <Bonus, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
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void deserializationFix();
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void loadCreatures();
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void buildBonusTreeForTiers();
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void loadAnimationInfo();
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void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
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void loadSoundsInfo();
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void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
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int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
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bool isGood (si8 faction) const;
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bool isEvil (si8 faction) const;
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int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
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void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
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void addBonusForAllCreatures(Bonus *b);
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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 & factionToTurretCreature;
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h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
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h & factionCommanders & skillLevels & skillRequirements & commanderLevelPremy;
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h & allCreatures;
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h & creaturesOfLevel;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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};
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