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vcmi/lib/CCreatureHandler.h
Ivan Savenko 8824f5e2d5 - H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions.
 - creatures ID's use same camelCase format as the rest of the game
2012-12-22 16:47:12 +00:00

185 lines
7.0 KiB
C++

#pragma once
#include "HeroBonus.h"
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "GameConstants.h"
#include "JsonNode.h"
/*
* CCreatureHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CLegacyConfigParser;
class CCreatureHandler;
class CCreature;
struct CreaturesBattleSounds;
class DLL_LINKAGE CCreature : public CBonusSystemNode
{
public:
std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
TResources cost; //cost[res_id] - amount of that resource
std::set<std::string> upgradeNames; //for reference, they are later transformed info ui32 upgrades
std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
//damage, hp. etc are handled by Bonuses
ui32 fightValue, AIValue, growth, hordeGrowth;
ui32 ammMin, ammMax;
std::string abilityText; //description of abilities
std::string abilityRefs; //references to abilities, in text format
std::string animDefName;
std::string advMapDef; //for new creatures only
si32 idNumber;
si32 iconIndex; // index of icon in files like twcrport
TFaction faction; //-1 = neutral
ui8 level; // 0 - unknown
ui8 doubleWide;
ui8 special; // Creature is not available normally (war machines, commanders, etc
///animation info
double timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
double missleFrameAngles[12];
int troopCountLocationOffset, attackClimaxFrame;
std::string projectile;
ui8 projectileSpin; //if true, appropriate projectile is spinning during flight
///end of anim info
//sound info
struct CreaturesBattleSounds
{
std::string attack;
std::string defend;
std::string killed; // was killed or died
std::string move;
std::string shoot; // range attack
std::string wince; // attacked but did not die
std::string ext1; // creature specific extension
std::string ext2; // creature specific extension
std::string startMoving; // usually same as ext1
std::string endMoving; // usually same as ext2
template <typename Handler> void serialize(Handler &h, const int version)
{
h & attack & defend & killed & move & shoot & wince & ext1 & ext2 & startMoving & endMoving;
}
} sounds;
bool isItNativeTerrain(int terrain) const;
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot
bool isUndead() const; //returns true if unit is undead
bool isGood () const;
bool isEvil () const;
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
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
static int estimateCreatureCount(ui32 countID); //reverse version of above function, returns middle of range
bool isMyUpgrade(const CCreature *anotherCre) const;
bool valid() const;
void addBonus(int val, int type, int subtype = -1);
std::string nodeName() const override;
//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
template<typename RanGen>
int getRandomAmount(RanGen ranGen) const
{
if(ammMax == ammMin)
return ammMax;
else
return ammMin + (ranGen() % (ammMax - ammMin));
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CBonusSystemNode&>(*this);
h & namePl & nameSing & nameRef
& cost & upgrades
& fightValue & AIValue & growth & hordeGrowth
& ammMin & ammMax & level
& abilityText & abilityRefs & animDefName & advMapDef;
h & iconIndex;
h & idNumber & faction
& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
h & sounds & projectile & projectileSpin;
h & doubleWide;
}
CCreature();
friend class CCreatureHandler;
};
class DLL_LINKAGE CCreatureHandler
{
private: //?
CBonusSystemNode allCreatures;
CBonusSystemNode creaturesOfLevel[GameConstants::CREATURES_PER_TOWN + 1];//index 0 is used for creatures of unknown tier or outside <1-7> range
public:
std::set<int> notUsedMonsters;
std::set<TCreature> doubledCreatures; //they get double week
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
//stack exp
std::map<TBonusType, std::pair<std::string, std::string> > stackBonuses; // bonus => name, description
std::vector<std::vector<ui32> > expRanks; // stack experience needed for certain rank, index 0 for other tiers (?)
std::vector<ui32> maxExpPerBattle; //%, tiers same as above
si8 expAfterUpgrade;//multiplier in %
//Commanders
BonusList commanderLevelPremy; //bonus values added with each level-up
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
std::vector <std::pair <Bonus, std::pair <ui8, ui8> > > skillRequirements; // first - Bonus, second - which two skills are needed to use it
/// loading functions
/// load all creatures from H3 files
void loadCreatures();
/// load all creatures from json structure
void load(const JsonNode & node);
/// load one creature from json config
CCreature * loadCreature(const JsonNode & node);
/// generates tier-specific bonus tree entries
void buildBonusTreeForTiers();
/// read cranim.txt file from H3
void loadAnimationInfo();
/// read one line from cranim.txt
void loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser &parser);
/// parse crexpbon.txt file from H3
void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
/// help function for parsing CREXPBON.txt
int stringToNumber(std::string & s);
CCreatureHandler();
~CCreatureHandler();
void deserializationFix();
int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
void addBonusForAllCreatures(Bonus *b);
template <typename Handler> void serialize(Handler &h, const int version)
{
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
h & notUsedMonsters & creatures;
h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
h & skillLevels & skillRequirements & commanderLevelPremy;
h & allCreatures;
h & creaturesOfLevel;
BONUS_TREE_DESERIALIZATION_FIX
}
};