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617e1f962e
* lib/ERMScriptModule.cpp * lib/ERMScriptModule.h * lib/CObstacleInstance.h More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts. Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
150 lines
5.8 KiB
C++
150 lines
5.8 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 "../lib/HeroBonus.h"
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#include "../lib/ConstTransitivePtr.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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#define ALLCREATURESGETDOUBLEMONTHS false
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class CLodHandler;
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class CCreatureHandler;
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class CCreature;
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class DLL_EXPORT 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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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 hitPoints, speed, attack, defence;
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ui32 fightValue, AIValue, growth, hordeGrowth, 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 text format
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std::string animDefName;
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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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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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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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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)
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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 & 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 & 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 & 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_EXPORT CCreatureHandler
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{
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private: //?
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CBonusSystemNode allCreatures, creaturesOfLevel[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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bmap<int,std::string> idToProjectile;
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bmap<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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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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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 loadStackExp(Bonus & b, BonusList & bl, std::string & src, int & it);
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void loadMindImmunity(Bonus & b, BonusList & bl, std::string & src, int & it); //multiple bonuses at once
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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 & idToProjectile & idToProjectileSpin & factionToTurretCreature;
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h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
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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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#endif // __CCREATUREHANDLER_H__
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