MegaGlest/source/glest_game/types/unit_type.h

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_UNITTYPE_H_
#define _GLEST_GAME_UNITTYPE_H_
#include "element_type.h"
#include "command_type.h"
#include "damage_multiplier.h"
#include "sound_container.h"
#include "checksum.h"
#include "game_constants.h"
#include "platform_common.h"
#include "leak_dumper.h"
namespace Glest{ namespace Game{
using Shared::Sound::StaticSound;
using Shared::Util::Checksum;
using Shared::PlatformCommon::ValueCheckerVault;
class UpgradeType;
class UnitType;
class UnitParticleSystemType;
class ResourceType;
class TechTree;
class FactionType;
class Faction;
// ===============================
// class Level
// ===============================
class Level {
private:
string name;
int kills;
public:
void init(string name, int kills);
const string &getName() const {return name;}
int getKills() const {return kills;}
};
// ===============================
// class UnitType
//
/// A unit or building type
// ===============================
enum UnitClass {
ucWarrior,
ucWorker,
ucBuilding
};
typedef list<UnitParticleSystemType*> DamageParticleSystemTypes;
class UnitType: public ProducibleType, public ValueCheckerVault {
public:
enum Property {
pBurnable,
pRotatedClimb,
pCount
};
static const char *propertyNames[];
DamageParticleSystemTypes damageParticleSystemTypes;
private:
typedef vector<SkillType*> SkillTypes;
typedef vector<CommandType*> CommandTypes;
typedef vector<Resource> StoredResources;
typedef vector<Level> Levels;
private:
//basic
int id;
int maxHp;
int hpRegeneration;
int maxEp;
int epRegeneration;
int maxUnitCount;
///@todo remove fields, multiple fields are not supported by the engine
bool fields[fieldCount]; //fields: land, sea or air
Field field;
bool properties[pCount]; //properties
int armor; //armor
const ArmorType *armorType;
bool light;
Vec3f lightColor;
bool multiSelect;
int sight;
int size; //size in cells
int height;
float rotatedBuildPos;
bool rotationAllowed;
//cellmap
bool *cellMap;
bool allowEmptyCellMap;
//sounds
SoundContainer selectionSounds;
SoundContainer commandSounds;
//info
SkillTypes skillTypes;
CommandTypes commandTypes;
StoredResources storedResources;
Levels levels;
//meeting point
bool meetingPoint;
Texture2D *meetingPointImage;
//OPTIMIZATION: store first command type and skill type of each class
const CommandType *firstCommandTypeOfClass[ccCount];
const SkillType *firstSkillTypeOfClass[scCount];
public:
//creation and loading
UnitType();
virtual ~UnitType();
void preLoad(const string &dir);
void load(int id, const string &dir, const TechTree *techTree,
const FactionType *factionType, Checksum* checksum,
Checksum* techtreeChecksum, std::map<string,int> &loadedFileList);
//get
int getId() const {return id;}
int getMaxHp() const {return maxHp;}
int getHpRegeneration() const {return hpRegeneration;}
int getMaxEp() const {return maxEp;}
int getEpRegeneration() const {return epRegeneration;}
int getMaxUnitCount() const {return maxUnitCount;}
bool getField(Field field) const {return fields[field];}
Field getField() const {return field;}
bool getProperty(Property property) const {return properties[property];}
int getArmor() const {return armor;}
const ArmorType *getArmorType() const {return armorType;}
const SkillType *getSkillType(int i) const {return skillTypes[i];}
const CommandType *getCommandType(int i) const;
const Level *getLevel(int i) const {return &levels[i];}
int getSkillTypeCount() const {return skillTypes.size();}
int getCommandTypeCount() const {return commandTypes.size();}
int getLevelCount() const {return levels.size();}
bool getLight() const {return light;}
bool getRotationAllowed() const {return rotationAllowed;}
Vec3f getLightColor() const {return lightColor;}
bool getMultiSelect() const {return multiSelect;}
int getSight() const {return sight;}
int getSize() const {return size;}
int getHeight() const {return height;}
int getStoredResourceCount() const {return storedResources.size();}
const Resource *getStoredResource(int i) const {return &storedResources[i];}
bool getCellMapCell(int x, int y, CardinalDir facing) const;
bool getMeetingPoint() const {return meetingPoint;}
bool isMobile() const {return (firstSkillTypeOfClass[scMove] != NULL);}
Texture2D *getMeetingPointImage() const {return meetingPointImage;}
StaticSound *getSelectionSound() const {return selectionSounds.getRandSound();}
StaticSound *getCommandSound() const {return commandSounds.getRandSound();}
const SoundContainer & getSelectionSounds() const { return selectionSounds; }
const SoundContainer & getCommandSounds() const { return commandSounds; }
int getStore(const ResourceType *rt) const;
const SkillType *getSkillType(const string &skillName, SkillClass skillClass) const;
const SkillType *getFirstStOfClass(SkillClass skillClass) const;
const CommandType *getFirstCtOfClass(CommandClass commandClass) const;
const HarvestCommandType *getFirstHarvestCommand(const ResourceType *resourceType,const Faction *faction) const;
const AttackCommandType *getFirstAttackCommand(Field field) const;
const AttackStoppedCommandType *getFirstAttackStoppedCommand(Field field) const;
const RepairCommandType *getFirstRepairCommand(const UnitType *repaired) const;
//get totals
int getTotalMaxHp(const TotalUpgrade *totalUpgrade) const;
int getTotalMaxEp(const TotalUpgrade *totalUpgrade) const;
int getTotalArmor(const TotalUpgrade *totalUpgrade) const;
int getTotalSight(const TotalUpgrade *totalUpgrade) const;
//has
bool hasCommandType(const CommandType *commandType) const;
bool hasCommandClass(CommandClass commandClass) const;
bool hasSkillType(const SkillType *skillType) const;
bool hasSkillClass(SkillClass skillClass) const;
bool hasCellMap() const {return cellMap!=NULL;}
bool getAllowEmptyCellMap() const {return allowEmptyCellMap;}
bool hasEmptyCellMap() const;
Vec2i getFirstOccupiedCellInCellMap(Vec2i currentPos) const;
//is
bool isOfClass(UnitClass uc) const;
//find
const CommandType* findCommandTypeById(int id) const;
string getCommandTypeListDesc() const;
float getRotatedBuildPos() { return rotatedBuildPos; }
void setRotatedBuildPos(float value) { rotatedBuildPos = value; }
//other
virtual string getReqDesc() const;
std::string toString() const;
private:
void computeFirstStOfClass();
void computeFirstCtOfClass();
};
}}//end namespace
#endif