/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana 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>
class Action;
class ImageSet;
struct SpriteReference
{
SpriteReference() {}
SpriteReference(std::string sprite, int variant):
sprite(sprite),
variant(variant)
{}
std::string sprite;
int variant;
};
struct SpriteDisplay
{
std::string image;
std::list<SpriteReference> sprites;
std::list<std::string> particles;
};
using SpriteRefs = std::list<SpriteReference>::const_iterator;
/*
* 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 INVALID = "";
}
enum SpriteDirection
{
DIRECTION_DEFAULT = 0,
DIRECTION_UP,
DIRECTION_DOWN,
DIRECTION_LEFT,
DIRECTION_RIGHT,
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(const std::string &action) const;
/**
* Converts a string into a SpriteDirection enum.
*/
static SpriteDirection
makeSpriteDirection(const std::string &direction);
private:
SpriteDef() {}
~SpriteDef() override;
/**
* 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);
using ImageSets = std::map<std::string, ImageSet *>;
using ImageSetIterator = ImageSets::iterator;
using Actions = std::map<std::string, Action *>;
ImageSets mImageSets;
Actions mActions;
};
#endif // SPRITEDEF_H