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authorAndrei Karas <akaras@inbox.ru>2013-08-31 22:42:10 +0300
committerAndrei Karas <akaras@inbox.ru>2013-08-31 22:42:10 +0300
commit00cda69b883d6354f093be6ee39a7936cb798979 (patch)
treef1daa290abfb53180bd8420a45fe6dff1c7a2ab3 /src/being/actorsprite.h
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move being related files into being dir.
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+/*
+ * The ManaPlus Client
+ * Copyright (C) 2010 The Mana Developers
+ * Copyright (C) 2011-2013 The ManaPlus Developers
+ *
+ * This file is part of The ManaPlus Client.
+ *
+ * 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; either version 2 of the License, or
+ * any later version.
+ *
+ * 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, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef BEING_ACTORSPRITE_H
+#define BEING_ACTORSPRITE_H
+
+#include "localconsts.h"
+#include "map.h"
+
+#include "being/actor.h"
+#include "being/compoundsprite.h"
+
+#include "particle/particlecontainer.h"
+
+#include <SDL_types.h>
+
+#include <set>
+#include <list>
+
+#include "localconsts.h"
+
+class AnimatedSprite;
+class StatusEffect;
+class ActorSpriteListener;
+
+class ActorSprite : public CompoundSprite, public Actor
+{
+public:
+ enum Type
+ {
+ UNKNOWN = 0,
+ PLAYER,
+ NPC,
+ MONSTER,
+ FLOOR_ITEM,
+ PORTAL,
+ PET,
+ AVATAR
+ };
+
+ enum TargetCursorSize
+ {
+ TC_SMALL = 0,
+ TC_MEDIUM,
+ TC_LARGE,
+ NUM_TC
+ };
+
+ enum TargetCursorType
+ {
+ TCT_NONE = -1,
+ TCT_NORMAL = 0,
+ TCT_IN_RANGE,
+ NUM_TCT
+ };
+
+ explicit ActorSprite(const int id);
+
+ A_DELETE_COPY(ActorSprite)
+
+ ~ActorSprite();
+
+ int getId() const A_WARN_UNUSED
+ { return mId; }
+
+ void setId(const int id)
+ { mId = id; }
+
+ /**
+ * Returns the type of the ActorSprite.
+ */
+ virtual Type getType() const A_WARN_UNUSED
+ { return UNKNOWN; }
+
+ virtual bool draw(Graphics *const graphics,
+ const int offsetX, const int offsetY) const override;
+
+ virtual bool drawSpriteAt(Graphics *const graphics,
+ const int x, const int y) const;
+
+ virtual void logic();
+
+ static void actorLogic();
+
+ void setMap(Map *const map) override;
+
+ /**
+ * Gets the way the object blocks pathfinding for other objects
+ */
+ virtual Map::BlockType getBlockType() const A_WARN_UNUSED
+ { return Map::BLOCKTYPE_NONE; }
+
+ /**
+ * Take control of a particle.
+ */
+ void controlParticle(Particle *const particle);
+
+ /**
+ * Returns the required size of a target cursor for this being.
+ */
+ virtual TargetCursorSize getTargetCursorSize() const A_WARN_UNUSED
+ { return TC_MEDIUM; }
+
+ virtual int getTargetOffsetX() const A_WARN_UNUSED
+ { return 0; }
+
+ virtual int getTargetOffsetY() const A_WARN_UNUSED
+ { return 0; }
+
+ /**
+ * Sets the target animation for this actor.
+ */
+ void setTargetType(const TargetCursorType type);
+
+ /**
+ * Untargets the actor.
+ */
+ void untarget()
+ { mUsedTargetCursor = nullptr; }
+
+ /**
+ * Sets the actor's stun mode. If zero, the being is `normal', otherwise it
+ * is `stunned' in some fashion.
+ */
+ void setStunMode(const uint16_t stunMode)
+ {
+ if (mStunMode != stunMode)
+ updateStunMode(mStunMode, stunMode);
+ mStunMode = stunMode;
+ }
+
+ void setStatusEffect(const int index, const bool active);
+
+ /**
+ * A status effect block is a 16 bit mask of status effects. We assign each
+ * such flag a block ID of offset + bitnr.
+ *
+ * These are NOT the same as the status effect indices.
+ */
+ void setStatusEffectBlock(const int offset, const uint16_t flags);
+
+ virtual void setAlpha(const float alpha) override
+ { CompoundSprite::setAlpha(alpha); }
+
+ virtual float getAlpha() const override A_WARN_UNUSED
+ { return CompoundSprite::getAlpha(); }
+
+ virtual int getWidth() const override A_WARN_UNUSED
+ { return CompoundSprite::getWidth(); }
+
+ virtual int getHeight() const override A_WARN_UNUSED
+ { return CompoundSprite::getHeight(); }
+
+ static void load();
+
+ static void unload();
+
+ /**
+ * Add an ActorSprite listener.
+ */
+ void addActorSpriteListener(ActorSpriteListener *const listener);
+
+ /**
+ * Remove an ActorSprite listener.
+ */
+ void removeActorSpriteListener(ActorSpriteListener *const listener);
+
+protected:
+ /**
+ * Notify self that the stun mode has been updated. Invoked by
+ * setStunMode if something changed.
+ */
+ virtual void updateStunMode(const int oldMode, const int newMode);
+
+ /**
+ * Notify self that a status effect has flipped.
+ * The new flag is passed.
+ */
+ virtual void updateStatusEffect(const int index, const bool newStatus);
+
+ /**
+ * Handle an update to a status or stun effect
+ *
+ * \param The StatusEffect to effect
+ * \param effectId -1 for stun, otherwise the effect index
+ */
+ virtual void handleStatusEffect(StatusEffect *const effect,
+ const int effectId);
+
+ void setupSpriteDisplay(const SpriteDisplay &display,
+ const bool forceDisplay = true,
+ const int imageType = 0,
+ const std::string &color = "");
+
+ std::set<int> mStatusEffects; /**< set of active status effects */
+
+ ParticleList mStunParticleEffects;
+ ParticleVector mStatusParticleEffects;
+ ParticleList mChildParticleEffects;
+ int mId;
+ uint16_t mStunMode; /**< Stun mode; zero if not stunned */
+
+private:
+ /** Load the target cursors into memory */
+ static void initTargetCursor();
+
+ /** Remove the target cursors from memory */
+ static void cleanupTargetCursors();
+
+ /** Animated target cursors. */
+ static AnimatedSprite *targetCursor[NUM_TCT][NUM_TC];
+
+ static bool loaded;
+
+ /** Target cursor being used */
+ AnimatedSprite *mUsedTargetCursor;
+
+ typedef std::list<ActorSpriteListener*> ActorSpriteListeners;
+ typedef ActorSpriteListeners::iterator ActorSpriteListenerIterator;
+ ActorSpriteListeners mActorSpriteListeners;
+
+ int mCursorPaddingX;
+ int mCursorPaddingY;
+
+ /** Reset particle status effects on next redraw? */
+ bool mMustResetParticles;
+};
+
+#endif // BEING_ACTORSPRITE_H