X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FObjects%2FPerson.hpp;h=d67c503219e8660987c1ac13958a1a478f30262c;hb=8139604f6d9f7014ef516371895c72fabd55f828;hp=bd384241f22ade2c5305afbce46037960a54676c;hpb=0aab437dc560d2afa982e61cc2547756ad7b0761;p=lugaru.git
diff --git a/Source/Objects/Person.hpp b/Source/Objects/Person.hpp
index bd38424..d67c503 100644
--- a/Source/Objects/Person.hpp
+++ b/Source/Objects/Person.hpp
@@ -23,6 +23,7 @@ along with Lugaru. If not, see .
#include "Animation/Animation.hpp"
#include "Animation/Skeleton.hpp"
+#include "Audio/Sounds.hpp"
#include "Environment/Terrain.hpp"
#include "Graphic/gamegl.hpp"
#include "Graphic/Models.hpp"
@@ -43,8 +44,11 @@ along with Lugaru. If not, see .
#define getweapontype 7
#define pathfindtype 8
-#define rabbittype 0
-#define wolftype 1
+enum person_type
+{
+ rabbittype = 0,
+ wolftype = 1
+};
struct InvalidPersonException : public exception {
const char * what () const throw () {
@@ -52,8 +56,38 @@ struct InvalidPersonException : public exception {
}
};
+class PersonType
+{
+public:
+ // head, body, arms, legs
+ XYZ proportions[4];
+ animation_type animRun;
+ animation_type animRunning;
+ animation_type animCrouch;
+ animation_type animStop;
+ animation_type animLanding;
+ animation_type animLandingHard;
+ sound_type soundsAttack[4];
+ sound_type soundsTalk[2];
+
+ std::string figureFileName;
+ std::string lowFigureFileName;
+ std::string clothesFileName;
+ std::string modelFileNames[7];
+ std::string lowModelFileName;
+ std::string modelClothesFileName;
+
+ std::vector skins;
+
+ static std::vector types;
+ static void Load();
+};
+
class Person : public enable_shared_from_this
{
+private:
+ float proportions[4];
+
public:
static std::vector> players;
@@ -95,10 +129,10 @@ public:
XYZ coords;
XYZ velocity;
- XYZ proportionhead;
- XYZ proportionlegs;
- XYZ proportionarms;
- XYZ proportionbody;
+ //~ XYZ proportionhead;
+ //~ XYZ proportionlegs;
+ //~ XYZ proportionarms;
+ //~ XYZ proportionbody;
float unconscioustime;
@@ -330,6 +364,8 @@ public:
inline AnimationFrame& currentFrame() { return Animation::animations.at(animCurrent).frames.at(frameCurrent); }
inline AnimationFrame& targetFrame() { return Animation::animations.at(animTarget).frames.at(frameTarget); }
+ void setProportions(float, float, float, float);
+ XYZ getProportion(int part) const;
void CheckKick();
void CatchFire();