class Item;
class Spell;
}
-namespace graphics { class Sprite; }
+namespace graphics {
+ class Animation;
+ class Sprite;
+}
namespace battle {
bool HasRing() const { return ring; }
bool HasJewel() const { return jewel; }
- int AttackFrames() const { return attackFrames; }
- int AttackFrameTime() const { return attackFrameTime; }
- int SpellFrames() const { return spellFrames; }
- int SpellFrameTime() const { return spellFrameTime; }
+ graphics::Animation *AttackAnimation() { return attackAnimation; }
+ const graphics::Animation *AttackAnimation() const { return attackAnimation; }
+ graphics::Animation *SpellAnimation() { return spellAnimation; }
+ const graphics::Animation *SpellAnimation() const { return spellAnimation; }
// temporary setters until loader is implemented
public:
void AddSpell(const common::Spell *s) { spells.push_back(s); }
- void SetAttackFrames(int num, int time) { attackFrames = num; attackFrameTime = time; }
- void SetSpellFrames(int num, int time) { spellFrames = num; spellFrameTime = time; }
+ void SetAttackAnimation(graphics::Animation *a) { attackAnimation = a; }
+ void SetSpellAnimation(graphics::Animation *a) { spellAnimation = a; }
private:
const char *name;
const common::Item *ring;
const common::Item *jewel;
+ graphics::Animation *attackAnimation;
+ graphics::Animation *spellAnimation;
+
// TODO: vector does not seem to be a good choice
std::vector<const common::Spell *> spells;
- int attackFrames;
- int attackFrameTime;
- int spellFrames;
- int spellFrameTime;
-
Uint16 maxHealth, health;
Uint16 maxMana, mana;