#pragma once #include "../CDefHandler.h" #include "../../client/CBitmapHandler.h" #include "../CAnimation.h" /* * CCreatureAnimation.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 * */ struct BMPPalette; class CIntObject; /// Class which manages animations of creatures/units inside battles class CCreatureAnimation : public CIntObject { private: int totalEntries, DEFType, totalBlocks; int length; BMPPalette palette[256]; struct SEntry { int offset; int group; } ; std::vector SEntries ; std::string defName, curDir; template void putPixel( SDL_Surface * dest, const int & ftcpX, const int & ftcpY, const BMPPalette & color, const ui8 & palc, const bool & yellowBorder, const bool & blueBorder, const ui8 & animCount ) const; //////////// ui8 * FDef; //animation raw data int curFrame, internalFrame; //number of currently displayed frame ui32 frames; //number of frames CCreatureAnim::EAnimType type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1]) template int nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next int nextFrameMiddle(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool IncrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next std::map > frameGroups; //groups of frames; [groupID] -> vector of frame IDs in group bool once; public: int fullWidth, fullHeight; //read-only, please! CCreatureAnimation(std::string name); //c-tor ~CCreatureAnimation(); //d-tor void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount CCreatureAnim::EAnimType getType() const; //returns type of animation int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, ui8 animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next void incrementFrame(); int getFrame() const; // Gets the current frame ID relative to DEF file. int getAnimationFrame() const; // Gets the current frame ID relative to frame group. bool onFirstFrameInGroup(); bool onLastFrameInGroup(); void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2 int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group };