MegaGlest/source/glest_game/types/upgrade_type.h

159 lines
4.9 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio 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_UPGRADETYPE_H_
#define _GLEST_GAME_UPGRADETYPE_H_
#include "element_type.h"
#include "checksum.h"
#include "conversion.h"
#include "xml_parser.h"
#include "leak_dumper.h"
using Shared::Util::Checksum;
using namespace Shared::Util;
using namespace Shared::Xml;
namespace Glest { namespace Game {
class TechTree;
class FactionType;
class UnitType;
class Unit;
class SkillType;
class AttackSkillType;
class MoveSkillType;
class ProduceSkillType;
// ===============================
// class UpgradeTypeBase
// ===============================
class UpgradeTypeBase {
protected:
int maxHp;
bool maxHpIsMultiplier;
int sight;
bool sightIsMultiplier;
int maxEp;
bool maxEpIsMultiplier;
int armor;
bool armorIsMultiplier;
int attackStrength;
bool attackStrengthIsMultiplier;
std::map<string,int> attackStrengthMultiplierValueList;
int attackRange;
bool attackRangeIsMultiplier;
std::map<string,int> attackRangeMultiplierValueList;
int moveSpeed;
bool moveSpeedIsMultiplier;
std::map<string,int> moveSpeedIsMultiplierValueList;
int prodSpeed;
bool prodSpeedIsMultiplier;
std::map<string,int> prodSpeedProduceIsMultiplierValueList;
std::map<string,int> prodSpeedUpgradeIsMultiplierValueList;
std::map<string,int> prodSpeedMorphIsMultiplierValueList;
public:
int getMaxHp() const {return maxHp;}
bool getMaxHpIsMultiplier() const {return maxHpIsMultiplier;}
int getSight() const {return sight;}
bool getSightIsMultiplier() const {return sightIsMultiplier;}
int getMaxEp() const {return maxEp;}
bool getMaxEpIsMultiplier() const {return maxEpIsMultiplier;}
int getArmor() const {return armor;}
bool getArmorIsMultiplier() const {return armorIsMultiplier;}
int getAttackStrength(const AttackSkillType *st) const;
bool getAttackStrengthIsMultiplier() const {return attackStrengthIsMultiplier;}
int getAttackRange(const AttackSkillType *st) const;
bool getAttackRangeIsMultiplier() const {return attackRangeIsMultiplier;}
int getMoveSpeed(const MoveSkillType *st) const;
bool getMoveSpeedIsMultiplier() const {return moveSpeedIsMultiplier;}
int getProdSpeed(const SkillType *st) const;
bool getProdSpeedIsMultiplier() const {return prodSpeedIsMultiplier;}
void load(const XmlNode *upgradeNode);
std::string toString() const {
std::string result = "";
result += "maxHp = " + intToStr(maxHp);
result += "maxHpIsMultiplier = " + intToStr(maxHpIsMultiplier);
result += " sight = " + intToStr(sight);
result += "sightIsMultiplier = " + intToStr(sightIsMultiplier);
result += " maxEp = " + intToStr(maxEp);
result += "maxEpIsMultiplier = " + intToStr(maxEpIsMultiplier);
result += " armor = " + intToStr(armor);
result += "armorIsMultiplier = " + intToStr(armorIsMultiplier);
result += " attackStrength = " + intToStr(attackStrength);
result += "attackStrengthIsMultiplier = " + intToStr(attackStrengthIsMultiplier);
result += " attackRange = " + intToStr(attackRange);
result += "attackRangeIsMultiplier = " + intToStr(attackRangeIsMultiplier);
result += " moveSpeed = " + intToStr(moveSpeed);
result += "moveSpeedIsMultiplier = " + intToStr(moveSpeedIsMultiplier);
result += " prodSpeed = " + intToStr(prodSpeed);
result += "prodSpeedIsMultiplier = " + intToStr(prodSpeedIsMultiplier);
return result;
}
};
// ===============================
// class UpgradeType
// ===============================
class UpgradeType: public UpgradeTypeBase, public ProducibleType {
private:
vector<const UnitType*> effects;
public:
void preLoad(const string &dir);
void load(const string &dir, const TechTree *techTree,
const FactionType *factionType, Checksum* checksum,
Checksum* techtreeChecksum, std::map<string,vector<pair<string, string> > > &loadedFileList);
//get all
int getEffectCount() const {return effects.size();}
const UnitType * getEffect(int i) const {return effects[i];}
bool isAffected(const UnitType *unitType) const;
//other methods
virtual string getReqDesc() const;
};
// ===============================
// class TotalUpgrade
// ===============================
class TotalUpgrade: public UpgradeTypeBase {
public:
TotalUpgrade();
void reset();
void sum(const UpgradeTypeBase *ut, const Unit *unit);
void incLevel(const UnitType *ut);
void apply(const UpgradeTypeBase *ut, const Unit *unit);
void deapply(const UpgradeTypeBase *ut, const Unit *unit);
};
}}//end namespace
#endif