/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 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 RESOURCES_SPRITEDEF_H #define RESOURCES_SPRITEDEF_H #include "resources/resource.h" #include "utils/stringvector.h" #include "utils/xml.h" #include <list> #include <map> #include <set> class Action; class Animation; class ImageSet; struct SpriteReference final { static SpriteReference *Empty; SpriteReference(): sprite(""), variant(0) {} SpriteReference(const std::string &sprite0, const int variant0) : sprite(sprite0), variant(variant0) { } A_DELETE_COPY(SpriteReference) std::string sprite; int variant; }; struct SpriteDisplay final { SpriteDisplay() : image(), floor(), sprites(), particles() { } std::string image; std::string floor; std::vector<SpriteReference*> sprites; StringVect particles; }; typedef std::vector<SpriteReference*>::const_iterator SpriteRefs; /* * Remember those are the main action. * Action subtypes, e.g.: "attack_bow" are to be passed by items.xml after * an ACTION_ATTACK call. * Which special to be use to to be passed with the USE_SPECIAL call. * Running, walking, ... is a sub-type of moving. * ... * Please don't add hard-coded subtypes here! */ namespace SpriteAction { static const std::string DEFAULT("stand"); static const std::string STAND("stand"); static const std::string SIT("sit"); static const std::string SITTOP("sittop"); static const std::string SLEEP("sleep"); static const std::string DEAD("dead"); static const std::string MOVE("walk"); static const std::string ATTACK("attack"); static const std::string HURT("hurt"); static const std::string USE_SPECIAL("special"); static const std::string CAST_MAGIC("magic"); static const std::string USE_ITEM("item"); static const std::string SPAWN("spawn"); static const std::string FLY("fly"); static const std::string SWIM("swim"); static const std::string STANDSKY("standsky"); static const std::string STANDWATER("standwater"); static const std::string SITSKY("sitsky"); static const std::string SITWATER("sitwater"); static const std::string ATTACKSKY("attacksky"); static const std::string ATTACKWATER("attackwater"); static const std::string SPAWNSKY("spawnsky"); static const std::string SPAWNWATER("spawnwater"); static const std::string DEADSKY("deadsky"); static const std::string DEADWATER("deadwater"); static const std::string INVALID(""); } // namespace SpriteAction enum SpriteDirection { DIRECTION_DEFAULT = 0, DIRECTION_UP = 1, DIRECTION_DOWN = 2, DIRECTION_LEFT = 3, DIRECTION_RIGHT = 4, DIRECTION_UPLEFT = 5, DIRECTION_UPRIGHT = 6, DIRECTION_DOWNLEFT = 7, DIRECTION_DOWNRIGHT = 8, DIRECTION_INVALID }; /** * Defines a class to load an animation. */ class SpriteDef final : public Resource { public: A_DELETE_COPY(SpriteDef) /** * Loads a sprite definition file. */ static SpriteDef *load(const std::string &file, const int variant, const bool prot) A_WARN_UNUSED; /** * Returns the specified action. */ const Action *getAction(const std::string &action, const unsigned num) const A_WARN_UNUSED; unsigned findNumber(const unsigned num) const A_WARN_UNUSED; /** * Converts a string into a SpriteDirection enum. */ static SpriteDirection makeSpriteDirection(const std::string &direction) A_WARN_UNUSED; void addAction(const unsigned hp, const std::string &name, Action *const action); bool addSequence(const int start, const int end, const int delay, const int offsetX, const int offsetY, const int variant_offset, int repeat, const int rand, const ImageSet *const imageSet, Animation *const animation) const; private: /** * Constructor. */ SpriteDef() : Resource(), mImageSets(), mActions(), mProcessedFiles() { } /** * Destructor. */ ~SpriteDef(); /** * Loads a sprite element. */ void loadSprite(const XmlNodePtr spriteNode, const int variant, const std::string &palettes = ""); /** * Loads an imageset element. */ void loadImageSet(const XmlNodePtr node, const std::string &palettes); /** * Loads an action element. */ void loadAction(const XmlNodePtr node, const int variant_offset); /** * Loads an animation element. */ void loadAnimation(const XmlNodePtr animationNode, Action *const action, const ImageSet *const imageSet, const int variant_offset) const; /** * Include another sprite into this one. */ void includeSprite(const XmlNodePtr includeNode); /** * Complete missing actions by copying existing ones. */ void substituteActions(); /** * Fix bad timeout in last dead action frame */ void fixDeadAction(); /** * When there are no animations defined for the action "complete", its * animations become a copy of those of the action "with". */ void substituteAction(const std::string &complete, const std::string &with); typedef std::map<std::string, ImageSet*> ImageSets; typedef ImageSets::iterator ImageSetIterator; typedef std::map<std::string, Action*> ActionMap; typedef std::map<unsigned, ActionMap*> Actions; typedef Actions::const_iterator ActionsConstIter; typedef Actions::iterator ActionsIter; ImageSets mImageSets; Actions mActions; std::set<std::string> mProcessedFiles; }; #endif // RESOURCES_SPRITEDEF_H