/* * 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, DIRECTION_DOWN, DIRECTION_LEFT, DIRECTION_RIGHT, DIRECTION_UPLEFT, DIRECTION_UPRIGHT, DIRECTION_DOWNLEFT, DIRECTION_DOWNRIGHT, 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