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/*
 *  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.
         */
        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,
                         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, 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