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authorJared Adams <jaxad0127@gmail.com>2010-05-02 14:43:40 -0600
committerJared Adams <jaxad0127@gmail.com>2010-05-06 22:21:57 -0600
commit9baedc27191c82bbf1fedee2a7e738bc5b267c0e (patch)
treef0986c6839d1e79b402d5d4ec36e4994741955ea /src/actorsprite.h
parent844e9a7a72faca6a212e788a3adc45e17f41dca6 (diff)
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Add support for floor item sprites
This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite; CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common functionailty into new base classes which will make other Mantis tickets easier to do. Also allows monsters to use particle effects. Reviewed-by: Bertram
Diffstat (limited to 'src/actorsprite.h')
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diff --git a/src/actorsprite.h b/src/actorsprite.h
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+/*
+ * The Mana Client
+ * Copyright (C) 2010 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 ACTORSPRITE_H
+#define ACTORSPRITE_H
+
+#include "actor.h"
+#include "compoundsprite.h"
+#include "map.h"
+#include "particlecontainer.h"
+
+#include <SDL_types.h>
+
+#include <set>
+
+class SimpleAnimation;
+class StatusEffect;
+
+class ActorSprite : public CompoundSprite, public Actor
+{
+public:
+ enum Type
+ {
+ UNKNOWN,
+ PLAYER,
+ NPC,
+ MONSTER,
+ FLOOR_ITEM
+ };
+
+ enum TargetCursorSize
+ {
+ TC_SMALL = 0,
+ TC_MEDIUM,
+ TC_LARGE,
+ NUM_TC
+ };
+
+ ActorSprite(int id);
+
+ ~ActorSprite();
+
+ int getId() const
+ { return mId; }
+
+ void setId(int id) { mId = id; }
+
+ /**
+ * Returns the type of the ActorSprite.
+ */
+ virtual Type getType() const { return UNKNOWN; }
+
+ virtual bool draw(Graphics *graphics, int offsetX, int offsetY) const;
+
+ virtual bool drawSpriteAt(Graphics *graphics, int x, int y) const;
+
+ virtual void logic();
+
+ void setMap(Map* map);
+
+ /**
+ * Gets the way the object blocks pathfinding for other objects
+ */
+ virtual Map::BlockType getBlockType() const
+ { return Map::BLOCKTYPE_NONE; }
+
+ /**
+ * Take control of a particle.
+ */
+ void controlParticle(Particle *particle);
+
+ /**
+ * Returns the required size of a target cursor for this being.
+ */
+ virtual TargetCursorSize getTargetCursorSize() const
+ { return TC_MEDIUM; }
+
+ /**
+ * Sets the target animation for this actor.
+ */
+ void setTargetAnimation(SimpleAnimation *animation);
+
+ /**
+ * Untargets the actor.
+ */
+ void untarget() { mUsedTargetCursor = NULL; }
+
+ /**
+ * Triggers a visual effect, such as `level up'. Only draws the visual
+ * effect, does not play sound effects.
+ *
+ * \param effectId ID of the effect to trigger
+ */
+ virtual void triggerEffect(int effectId)
+ {
+ internalTriggerEffect(effectId, false, true);
+ }
+
+ /**
+ * Sets the actor's stun mode. If zero, the being is `normal', otherwise it
+ * is `stunned' in some fashion.
+ */
+ void setStunMode(int stunMode)
+ {
+ if (mStunMode != stunMode)
+ updateStunMode(mStunMode, stunMode);
+ mStunMode = stunMode;
+ }
+
+ void setStatusEffect(int index, bool active);
+
+ /**
+ * A status effect block is a 16 bit mask of status effects. We assign each
+ * such flag a block ID of offset + bitnr.
+ *
+ * These are NOT the same as the status effect indices.
+ */
+ void setStatusEffectBlock(int offset, Uint16 flags);
+
+ virtual void setAlpha(float alpha)
+ { CompoundSprite::setAlpha(alpha); }
+
+ virtual float getAlpha() const
+ { return CompoundSprite::getAlpha(); }
+
+protected:
+ /**
+ * Trigger visual effect, with components
+ *
+ * \param effectId ID of the effect to trigger
+ * \param sfx Whether to trigger sound effects
+ * \param gfx Whether to trigger graphical effects
+ */
+ void internalTriggerEffect(int effectId, bool sfx, bool gfx);
+
+ /**
+ * Notify self that the stun mode has been updated. Invoked by
+ * setStunMode if something changed.
+ */
+ virtual void updateStunMode(int oldMode, int newMode);
+
+ /**
+ * Notify self that a status effect has flipped.
+ * The new flag is passed.
+ */
+ virtual void updateStatusEffect(int index, bool newStatus);
+
+ /**
+ * Handle an update to a status or stun effect
+ *
+ * \param The StatusEffect to effect
+ * \param effectId -1 for stun, otherwise the effect index
+ */
+ virtual void handleStatusEffect(StatusEffect *effect, int effectId);
+
+ void setupSpriteDisplay(const SpriteDisplay &display,
+ bool forceDisplay = true);
+
+ int mId;
+ Uint16 mStunMode; /**< Stun mode; zero if not stunned */
+ std::set<int> mStatusEffects; /**< set of active status effects */
+
+ ParticleList mStunParticleEffects;
+ ParticleVector mStatusParticleEffects;
+ ParticleList mChildParticleEffects;
+
+private:
+ /** Reset particle status effects on next redraw? */
+ bool mMustResetParticles;
+
+ /** Target cursor being used */
+ SimpleAnimation *mUsedTargetCursor;
+};
+
+#endif // ACTORSPRITE_H