1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011 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 SPRITEDEF_H
#define SPRITEDEF_H
#include "resources/resource.h"
#include <libxml/tree.h>
#include <list>
#include <map>
#include <string>
#include <vector>
class Action;
class ImageSet;
struct SpriteReference
{
static SpriteReference *Empty;
SpriteReference():
sprite(""), variant(0)
{}
SpriteReference(std::string sprite, int variant)
{
this->sprite = sprite;
this->variant = variant;
}
std::string sprite;
int variant;
};
struct SpriteDisplay
{
std::string image;
std::string floor;
std::vector<SpriteReference*> sprites;
std::vector<std::string> 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 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 INVALID = "";
}
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 : public Resource
{
public:
/**
* Loads a sprite definition file.
*/
static SpriteDef *load(const std::string &file, int variant);
/**
* Returns the specified action.
*/
Action *getAction(std::string action) const;
/**
* Converts a string into a SpriteDirection enum.
*/
static SpriteDirection
makeSpriteDirection(const std::string &direction);
private:
/**
* Constructor.
*/
SpriteDef() {}
/**
* Destructor.
*/
~SpriteDef();
/**
* Loads a sprite element.
*/
void loadSprite(xmlNodePtr spriteNode, int variant,
const std::string &palettes = "");
/**
* Loads an imageset element.
*/
void loadImageSet(xmlNodePtr node, const std::string &palettes);
/**
* Loads an action element.
*/
void loadAction(xmlNodePtr node, int variant_offset);
/**
* Loads an animation element.
*/
void loadAnimation(xmlNodePtr animationNode,
Action *action, ImageSet *imageSet,
int variant_offset);
/**
* Include another sprite into this one.
*/
void includeSprite(xmlNodePtr includeNode);
/**
* Complete missing actions by copying existing ones.
*/
void substituteActions();
/**
* When there are no animations defined for the action "complete", its
* animations become a copy of those of the action "with".
*/
void substituteAction(std::string complete, std::string with);
typedef std::map<std::string, ImageSet*> ImageSets;
typedef ImageSets::iterator ImageSetIterator;
typedef std::map<std::string, Action*> Actions;
ImageSets mImageSets;
Actions mActions;
};
#endif // SPRITEDEF_H
|