/* * The Mana Client * Copyright (C) 2010 The Mana Developers * * This file is part of The Mana 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 . */ #ifndef ACTORSPRITE_H #define ACTORSPRITE_H #include "actor.h" #include "compoundsprite.h" #include "map.h" #include "particlecontainer.h" #include #include class SimpleAnimation; class StatusEffect; class ActorSprite : public CompoundSprite, public Actor { public: enum Type { UNKNOWN, PLAYER, NPC, MONSTER, FLOOR_ITEM }; enum TargetCursorSize { TC_SMALL = 0, TC_MEDIUM, TC_LARGE, NUM_TC }; ActorSprite(int id); ~ActorSprite(); int getId() const { return mId; } void setId(int id) { mId = id; } /** * Returns the type of the ActorSprite. */ virtual Type getType() const { return UNKNOWN; } virtual bool draw(Graphics *graphics, int offsetX, int offsetY) const; virtual bool drawSpriteAt(Graphics *graphics, int x, int y) const; virtual void logic(); void setMap(Map* map); /** * Gets the way the object blocks pathfinding for other objects */ virtual Map::BlockType getBlockType() const { return Map::BLOCKTYPE_NONE; } /** * Take control of a particle. */ void controlParticle(Particle *particle); /** * Returns the required size of a target cursor for this being. */ virtual TargetCursorSize getTargetCursorSize() const { return TC_MEDIUM; } /** * Sets the target animation for this actor. */ void setTargetAnimation(SimpleAnimation *animation); /** * Untargets the actor. */ void untarget() { mUsedTargetCursor = NULL; } /** * Triggers a visual effect, such as `level up'. Only draws the visual * effect, does not play sound effects. * * \param effectId ID of the effect to trigger */ virtual void triggerEffect(int effectId) { internalTriggerEffect(effectId, false, true); } /** * Sets the actor's stun mode. If zero, the being is `normal', otherwise it * is `stunned' in some fashion. */ void setStunMode(int stunMode) { if (mStunMode != stunMode) updateStunMode(mStunMode, stunMode); mStunMode = stunMode; } void setStatusEffect(int index, 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(int offset, Uint16 flags); virtual void setAlpha(float alpha) { CompoundSprite::setAlpha(alpha); } virtual float getAlpha() const { return CompoundSprite::getAlpha(); } protected: /** * Trigger visual effect, with components * * \param effectId ID of the effect to trigger * \param sfx Whether to trigger sound effects * \param gfx Whether to trigger graphical effects */ void internalTriggerEffect(int effectId, bool sfx, bool gfx); /** * Notify self that the stun mode has been updated. Invoked by * setStunMode if something changed. */ virtual void updateStunMode(int oldMode, int newMode); /** * Notify self that a status effect has flipped. * The new flag is passed. */ virtual void updateStatusEffect(int index, 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 *effect, int effectId); void setupSpriteDisplay(const SpriteDisplay &display, bool forceDisplay = true); int mId; Uint16 mStunMode; /**< Stun mode; zero if not stunned */ std::set mStatusEffects; /**< set of active status effects */ ParticleList mStunParticleEffects; ParticleVector mStatusParticleEffects; ParticleList mChildParticleEffects; private: /** Reset particle status effects on next redraw? */ bool mMustResetParticles; /** Target cursor being used */ SimpleAnimation *mUsedTargetCursor; }; #endif // ACTORSPRITE_H