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e71b40ccc5
* spells learning * no tooltips for objects under FoW * working resource silo * new system for simple unit abilities/states * neutral monster army disappears when defeated * synchronization between client and server processes * fixed battle ending
65 lines
2.5 KiB
C++
65 lines
2.5 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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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<int> cost; //cost[res_id] - amount of that resource
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std::set<int> upgrades; // IDs of creatures to which this creature can be upgraded
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int fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
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int damageMin, damageMax;
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int ammMin, ammMax;
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int 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::set<EAbilities> abilities;
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int 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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//for some types of towns
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bool isDefinite; //if the creature type is wotn dependent, it should be true
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int indefLevel; //only if indefinite
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bool indefUpgraded; //onlu if inddefinite
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//TODO - zdolnoœci (abilities) - na typie wyliczeniowym czy czymœ - albo lepiej secie czegoœ
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bool isDoubleWide(); //returns true if unit is double wide on battlefield
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bool isFlying(); //returns true if it is a flying unit
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bool isShooting(); //returns true if unit can shoot
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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(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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};
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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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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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CCreatureHandler();
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};
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#endif //CCREATUREHANDLER_H
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