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fe5bcc19cf
* redone randomization (mam nadziemę, że będzie toto działać) * no more cheating pathfinder * minor improvements * version changed to 0.52
100 lines
3.4 KiB
C++
100 lines
3.4 KiB
C++
#ifndef CCREATUREHANDLER_H
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#define CCREATUREHANDLER_H
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#include <string>
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#include <vector>
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#include <map>
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#include "CDefHandler.h"
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class CDefHandler;
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struct SDL_Surface;
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//#include "CDefHandler.h"
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class CCreature
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{
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public:
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std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
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int wood, mercury, ore, sulfur, crystal, gems, gold, fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
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int low1, low2, high1, high2; //TODO - co to w ogóle jest???
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int level; // 0 - unknown
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std::string abilityText; //description of abilities
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std::string abilityRefs; //references to abilities, in textformat
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int idNumber;
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///animation info
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float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
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int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
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float missleFrameAngles[12];
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int troopCountLocationOffset, attackClimaxFrame;
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///end of anim info
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//for some types of towns
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bool isDefinite; //if the creature type is wotn dependent, it should be true
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int indefLevel; //only if indefinite
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bool indefUpgraded; //onlu if inddefinite
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//end
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CDefHandler * battleAnimation;
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//TODO - zdolnoœci - na typie wyliczeniowym czy czymœ
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};
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class CCreatureSet //seven combined creatures
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{
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public:
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std::map<int,std::pair<CCreature*,int> > slots;
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//CCreature * slot1, * slot2, * slot3, * slot4, * slot5, * slot6, * slot7; //types of creatures on each slot
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//unsigned int s1, s2, s3, s4, s5, s6, s7; //amounts of units in slots
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bool formation; //false - wide, true - tight
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};
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class CCreatureHandler
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{
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public:
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std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
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std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
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std::vector<CCreature> creatures;
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std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
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std::map<std::string,int> nameToID;
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void loadCreatures();
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void loadAnimationInfo();
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void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
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void loadUnitAnimations();
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};
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class CCreatureAnimation
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{
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private:
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int totalEntries, DEFType, totalBlocks, fullWidth, fullHeight;
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unsigned char fbuffer[800];
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bool allowRepaint;
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int length;
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BMPPalette palette[256];
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unsigned int * RWEntries;
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int * RLEntries;
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struct SEntry
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{
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std::string name;
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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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char id[2];
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std::string defName, curDir;
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int readNormalNr (int pos, int bytCon, unsigned char * str=NULL, bool cyclic=false);
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////////////
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unsigned char * FDef; //animation raw data
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unsigned int curFrame; //number of currently displayed frame
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unsigned int frames; //number of frames
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int type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
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public:
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CCreatureAnimation(std::string name); //c-tor
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//~CCreatureAnimation(); //d-tor //not necessery ATM
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void setType(int type); //sets type of animation and cleares framecount
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int getType() const; //returns type of animation
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int nextFrame(SDL_Surface * dest, int x, int y); //0 - success, any other - error //print next
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};
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#endif //CCREATUREHANDLER_H
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