/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #ifndef _TMW_ANIMATEDSPRITE_H #define _TMW_ANIMATEDSPRITE_H #include #include #include #include class Action; class Graphics; class Spriteset; enum SpriteAction { ACTION_DEFAULT = 0, ACTION_STAND, ACTION_WALK, ACTION_RUN, ACTION_ATTACK, ACTION_ATTACK_SWING, ACTION_ATTACK_STAB, ACTION_ATTACK_BOW, ACTION_ATTACK_THROW, ACTION_CAST_MAGIC, ACTION_USE_ITEM, ACTION_SIT, ACTION_SLEEP, ACTION_HURT, ACTION_DEAD, ACTION_INVALID }; enum SpriteDirection { DIRECTION_DOWN = 0, DIRECTION_UP, DIRECTION_LEFT, DIRECTION_RIGHT }; /** * Defines a class to load an animation. */ class AnimatedSprite { public: /** * Constructor. */ AnimatedSprite(const std::string& animationFile, int variant); /** * Destructor. */ ~AnimatedSprite(); /** * Resets the animated sprite. This is used to synchronize several * animated sprites. */ void reset(); /** * Plays an action using the current direction that will have a * duration of the specified time, 0 means default. */ void play(SpriteAction action, int time = 0); /** * Inform the animation of the passed time so that it can output the * correct animation phase. */ void update(int time); /** * Draw the current animation phase at the coordinates given in screen * pixels. */ bool draw(Graphics* graphics, Sint32 posX, Sint32 posY) const; /** * gets the width in pixels of the current animation phase. */ int getWidth() const; /** * gets the height in pixels of the current animation phase. */ int getHeight() const; /** * Sets the direction. */ void setDirection(SpriteDirection direction) { mDirection = direction; } private: /** * When there are no animations defined for the action "complete", its * animations become a copy of those of the action "with". */ void substituteAction(SpriteAction complete, SpriteAction with); /** * Gets an integer property from an xmlNodePtr. * * TODO: Same function is present in MapReader. Should probably be * TODO: shared in a static utility class. */ static int getProperty(xmlNodePtr node, const char *name, int def); /** * Gets a string property from an xmlNodePtr. */ static std::string getProperty(xmlNodePtr node, const char *name, const std::string &def); /** * Converts a string into a SpriteAction enum. */ static SpriteAction makeSpriteAction(const std::string &action); /** * Converts a string into a SpriteDirection enum. */ static SpriteDirection makeSpriteDirection(const std::string &direction); typedef std::map Spritesets; typedef Spritesets::iterator SpritesetIterator; typedef std::map Actions; typedef Actions::iterator ActionIterator; Spritesets mSpritesets; Actions mActions; Action *mAction; SpriteDirection mDirection; int mLastTime; float mSpeed; }; #endif