/*
* 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 &restrict complete,
const std::string &restrict 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