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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name construct.h - The constructions headerfile. */
//
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __CONSTRUCT_H__
#define __CONSTRUCT_H__
//@{
/*----------------------------------------------------------------------------
-- Documentation
----------------------------------------------------------------------------*/
/**
** @class CConstruction construct.h
**
** \#include "construct.h"
**
** Each building perhaps also units can have its own construction
** frames. This construction frames are currently not animated,
** this is planned for the future. What construction frames a
** building has, is handled by UnitType::Construction.
**
** The construction structure members:
**
** CConstruction::Ident
**
** Unique identifier of the construction, used to reference it in
** the config files and during startup. As convention they start
** with "construction-" fe. "construction-land".
** @note Don't use this member in game, use instead the pointer
** to this structure. See ConstructionByIdent().
**
** CConstruction::File
**
** Path file name of the sprite file.
**
** CConstruction::ShadowFile
**
** Path file name of shadow sprite file.
**
** CConstruction::Frames
**
** Frames of the construction sequence.
**
** CConstruction::Sprite
**
** Sprite image.
**
** CConstruction::Width CConstruction::Height
**
** Size of a sprite frame in pixels. All frames of a sprite have
** the same size. Also all sprites (tilesets) must have the same
** size.
**
** CConstruction::ShadowSprite
**
** Shadow sprite image.
**
** CConstruction::ShadowWidth CConstruction::ShadowHeight
**
** Size of a shadow sprite frame in pixels. All frames of a sprite
** have the same size. Also all sprites (tilesets) must have the
** same size.
*/
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
class CGraphic;
class CPlayerColorGraphic;
enum ConstructionFileType {
ConstructionFileConstruction,
ConstructionFileMain,
};
/// Construction frame
class CConstructionFrame {
public:
CConstructionFrame() : Percent(0), File(ConstructionFileConstruction),
Frame(0), Next(NULL) {}
int Percent; /// Percent complete
ConstructionFileType File; /// Graphic to use
int Frame; /// Frame number
CConstructionFrame *Next; /// Next pointer
};
/// Construction shown during construction of a building
class CConstruction {
public:
CConstruction() : Frames(NULL), Sprite(NULL), Width(0),
Height(0), ShadowSprite(NULL), ShadowWidth(0), ShadowHeight(0)
{
File.Width = 0;
File.Height = 0;
ShadowFile.Width = 0;
ShadowFile.Height = 0;
}
std::string Ident; /// construction identifier
struct {
std::string File;/// sprite file
int Width; /// sprite width
int Height; /// sprite height
} File, ShadowFile;
CConstructionFrame *Frames; /// construction frames
// --- FILLED UP ---
CPlayerColorGraphic *Sprite;/// construction sprite image
int Width; /// sprite width
int Height; /// sprite height
CGraphic *ShadowSprite; /// construction shadow sprite image
int ShadowWidth; /// shadow sprite width
int ShadowHeight; /// shadow sprite height
};
/*----------------------------------------------------------------------------
-- Macros
----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/// Initialize the constructions module
extern void InitConstructions(void);
/// Load the graphics for constructions
extern void LoadConstructions(void);
/// Clean up the constructions module
extern void CleanConstructions(void);
/// Get construction by identifier
extern CConstruction *ConstructionByIdent(const std::string &ident);
/// Register ccl features
extern void ConstructionCclRegister(void);
//@}
#endif // !__CONSTRUCT_H__
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