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- #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???
- 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::vector<CCreature> 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;
- unsigned char fbuffer[800];
- 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
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