mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
99 lines
3.4 KiB
C++
99 lines
3.4 KiB
C++
#ifndef CCREATUREHANDLER_H
|
|
#define CCREATUREHANDLER_H
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <map>
|
|
#include "CDefHandler.h"
|
|
|
|
class CDefHandler;
|
|
struct SDL_Surface;
|
|
//#include "CDefHandler.h"
|
|
|
|
class CCreature
|
|
{
|
|
public:
|
|
std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
|
|
int wood, mercury, ore, sulfur, crystal, gems, gold, fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
|
|
int low1, low2, high1, high2; //TODO - co to w ogóle jest???
|
|
int level; // 0 - unknown
|
|
std::string abilityText; //description of abilities
|
|
std::string abilityRefs; //references to abilities, in textformat
|
|
int idNumber;
|
|
|
|
///animation info
|
|
float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
|
|
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
|
|
float missleFrameAngles[12];
|
|
int troopCountLocationOffset, attackClimaxFrame;
|
|
///end of anim info
|
|
|
|
//for some types of towns
|
|
bool isDefinite; //if the creature type is wotn dependent, it should be true
|
|
int indefLevel; //only if indefinite
|
|
bool indefUpgraded; //onlu if inddefinite
|
|
//end
|
|
CDefHandler * battleAnimation;
|
|
//TODO - zdolnoœci - na typie wyliczeniowym czy czymœ
|
|
};
|
|
|
|
class CCreatureSet //seven combined creatures
|
|
{
|
|
public:
|
|
std::map<int,std::pair<CCreature*,int> > slots;
|
|
//CCreature * slot1, * slot2, * slot3, * slot4, * slot5, * slot6, * slot7; //types of creatures on each slot
|
|
//unsigned int s1, s2, s3, s4, s5, s6, s7; //amounts of units in slots
|
|
bool formation; //false - wide, true - tight
|
|
};
|
|
|
|
class CCreatureHandler
|
|
{
|
|
public:
|
|
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
|
|
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
|
|
std::vector<CCreature> creatures;
|
|
std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
|
|
std::map<std::string,int> nameToID;
|
|
void loadCreatures();
|
|
void loadAnimationInfo();
|
|
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
|
|
void loadUnitAnimations();
|
|
};
|
|
|
|
class CCreatureAnimation
|
|
{
|
|
private:
|
|
int totalEntries, DEFType, totalBlocks, fullWidth, fullHeight;
|
|
bool allowRepaint;
|
|
int length;
|
|
BMPPalette palette[256];
|
|
unsigned int * RWEntries;
|
|
int * RLEntries;
|
|
struct SEntry
|
|
{
|
|
std::string name;
|
|
int offset;
|
|
int group;
|
|
} ;
|
|
std::vector<SEntry> SEntries ;
|
|
char id[2];
|
|
std::string defName, curDir;
|
|
int readNormalNr (int pos, int bytCon, unsigned char * str=NULL, bool cyclic=false);
|
|
|
|
////////////
|
|
|
|
unsigned char * FDef; //animation raw data
|
|
unsigned int curFrame; //number of currently displayed frame
|
|
unsigned int frames; //number of frames
|
|
int type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
|
|
public:
|
|
CCreatureAnimation(std::string name); //c-tor
|
|
//~CCreatureAnimation(); //d-tor //not necessery ATM
|
|
|
|
void setType(int type); //sets type of animation and cleares framecount
|
|
int getType() const; //returns type of animation
|
|
|
|
int nextFrame(SDL_Surface * dest, int x, int y); //0 - success, any other - error //print next
|
|
};
|
|
|
|
#endif //CCREATUREHANDLER_H
|