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060dc4c785
* creature set now uses std::set * int3 class - may be used for locations * fixes crashbug in cpregame (state in HughButton not initialized) * started making CTownInstance
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
#ifndef CCREATUREHANDLER_H
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#define CCREATUREHANDLER_H
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#include <string>
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#include <vector>
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#include <map>
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#include "CDefHandler.h"
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class CCreature
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{
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public:
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std::string namePl, nameSing; //name in singular and plural form
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int wood, mercury, ore, sulfur, crystal, gems, gold, fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
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int low1, low2, high1, high2; //TODO - co to w ogóle jest???
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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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int idNumber;
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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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//end
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CDefHandler * battleAnimation;
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//TODO - zdolnoœci - na typie wyliczeniowym czy czymœ
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};
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class CCreatureSet //seven combined creatures
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{
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public:
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std::map<int,std::pair<CCreature*,int> > slots;
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//CCreature * slot1, * slot2, * slot3, * slot4, * slot5, * slot6, * slot7; //types of creatures on each slot
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//unsigned int s1, s2, s3, s4, s5, s6, s7; //amounts of units in slots
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bool formation; //false - wide, true - tight
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};
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class CCreatureHandler
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{
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public:
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std::vector<CCreature> creatures;
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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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void loadUnitAnimations();
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};
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#endif //CCREATUREHANDLER_H
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