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/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id: animation.h 2430 2006-07-24 00:13:24Z b_lindeijer $
*/
#ifndef _TMW_ANIMATEDSPRITE_H
#define _TMW_ANIMATEDSPRITE_H
#include <map>
#include <string>
#include <SDL_types.h>
#include <libxml/tree.h>
class Action;
class Graphics;
class Spriteset;
enum SpriteAction
{
ACTION_DEFAULT = 0,
ACTION_STAND,
ACTION_WALK,
ACTION_RUN,
ACTION_ATTACK,
ACTION_ATTACK_SWING,
ACTION_ATTACK_STAB,
ACTION_ATTACK_BOW,
ACTION_ATTACK_THROW,
ACTION_CAST_MAGIC,
ACTION_USE_ITEM,
ACTION_SIT,
ACTION_SLEEP,
ACTION_HURT,
ACTION_DEAD
};
enum SpriteDirection
{
DIRECTION_DOWN = 0,
DIRECTION_UP,
DIRECTION_LEFT,
DIRECTION_RIGHT
};
/**
* Defines a class to load an animation.
*/
class AnimatedSprite
{
public:
/**
* Constructor.
*/
AnimatedSprite(const std::string& animationFile, int variant);
/**
* Destructor.
*/
~AnimatedSprite();
/**
* Resets the animated sprite. This is used to synchronize several
* animated sprites.
*/
void
reset();
/**
* Plays an action using the current direction that will have a
* duration of the specified time, 0 means default.
*/
void
play(SpriteAction action, int time = 0);
/**
* Inform the animation of the passed time so that it can output the
* correct animation phase.
*/
void update(int time);
/**
* Draw the current animation phase at the coordinates given in screen
* pixels.
*/
bool
draw(Graphics* graphics, Sint32 posX, Sint32 posY) const;
/**
* gets the width in pixels of the current animation phase.
*/
int
getWidth() const;
/**
* gets the height in pixels of the current animation phase.
*/
int
getHeight() const;
/**
* Sets the direction.
*/
void
setDirection(SpriteDirection direction)
{
mDirection = direction;
}
private:
/**
* When there are no animations defined for the action "complete", its
* animations become a copy of those of the action "with".
*/
void
substituteAction(SpriteAction complete, SpriteAction with);
/**
* Gets an integer property from an xmlNodePtr.
*
* TODO: Same function is present in MapReader. Should probably be
* TODO: shared in a static utility class.
*/
static int
getProperty(xmlNodePtr node, const char *name, int def);
/**
* Gets a string property from an xmlNodePtr.
*/
static std::string
getProperty(xmlNodePtr node, const char *name, const std::string &def);
/**
* Converts a string into a SpriteAction enum.
*/
static SpriteAction
makeSpriteAction(const std::string &action);
/**
* Converts a string into a SpriteDirection enum.
*/
static SpriteDirection
makeSpriteDirection(const std::string &direction);
typedef std::map<std::string, Spriteset*> Spritesets;
typedef Spritesets::iterator SpritesetIterator;
typedef std::map<SpriteAction, Action*> Actions;
typedef Actions::iterator ActionIterator;
Spritesets mSpritesets;
Actions mActions;
Action *mAction;
SpriteDirection mDirection;
int mLastTime;
float mSpeed;
std::string mAnimationFile;
};
#endif
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