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https://github.com/vcmi/vcmi.git
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b4edd10e6c
* very minor changes
95 lines
3.2 KiB
C++
95 lines
3.2 KiB
C++
#ifndef __CCREATUREANIMATION_H__
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#define __CCREATUREANIMATION_H__
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#include "../global.h"
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#include "CDefHandler.h"
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#include "GUIBase.h"
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#include "../client/CBitmapHandler.h"
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#include "CAnimation.h"
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/*
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* CCreatureAnimation.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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struct BMPPalette;
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/// Class which manages animations of creatures/units inside battles
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class CCreatureAnimation : public CIntObject
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{
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private:
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int totalEntries, DEFType, totalBlocks;
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int length;
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BMPPalette palette[256];
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struct SEntry
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{
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int offset;
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int group;
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} ;
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std::vector<SEntry> SEntries ;
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std::string defName, curDir;
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template< int bytCon > static int readNormalNr (int pos, unsigned char * str)
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{
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int ret=0;
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int amp=1;
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for (int i=0; i<bytCon; i++)
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{
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ret+=str[pos+i]*amp;
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amp<<=8; //amp*=256;
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}
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return ret;
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}
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template<int bpp>
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void putPixel(
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SDL_Surface * dest,
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const int & ftcpX,
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const int & ftcpY,
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const BMPPalette & color,
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const unsigned char & palc,
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const bool & yellowBorder,
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const bool & blueBorder,
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const unsigned char & animCount
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) const;
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////////////
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unsigned char * FDef; //animation raw data
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int curFrame, internalFrame; //number of currently displayed frame
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unsigned int frames; //number of frames
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CCreatureAnim::EAnimType type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
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public:
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std::map<int, std::vector<int> > frameGroups; //groups of frames; [groupID] -> vector of frame IDs in group
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int fullWidth, fullHeight; //read-only, please!
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CCreatureAnimation(std::string name); //c-tor
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~CCreatureAnimation(); //d-tor
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void setType(CCreatureAnim::EAnimType type); //sets type of animation and cleares framecount
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CCreatureAnim::EAnimType getType() const; //returns type of animation
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template<int bpp>
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int nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
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int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
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int nextFrameMiddle(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
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void incrementFrame();
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int getFrame() const;
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bool onFirstFrameInGroup();
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bool onLastFrameInGroup();
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bool once;
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void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
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int framesInGroup(CCreatureAnim::EAnimType group) const; //retirns number of fromes in given group
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};
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#endif // __CCREATUREANIMATION_H__
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