/* * 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 * * $Id$ */ #ifndef _TMW_ANIMATION_H #define _TMW_ANIMATION_H #include #include #include #include #include "graphics.h" class Image; class Spriteset; /** * A single frame in an animation, with a delay and an offset. */ struct AnimationPhase { int image; unsigned int delay; int offsetX; int offsetY; }; /** * An animation consists of several frames, each with their own delay and * offset. */ class Animation { public: /** * Constructor. */ Animation(); void addPhase(int image, unsigned int delay, int offsetX, int offsetY); void update(unsigned int time); int getCurrentPhase() const; int getOffsetX() const { return (*iCurrentPhase).offsetX; }; int getOffsetY() const { return (*iCurrentPhase).offsetY; }; int getLength(); protected: std::list mAnimationPhases; std::list::iterator iCurrentPhase; unsigned int mTime; }; /** * An action consists of several animations, one for each direction. */ class Action { public: /** * Constructor. */ Action(); /** * Destructor. */ ~Action(); /** * Sets the spriteset used by this action. */ void setSpriteset(Spriteset *spriteset) { mSpriteset = spriteset; } /** * Returns the spriteset used by this action. */ Spriteset* getSpriteset() const { return mSpriteset; } void setAnimation(const std::string& direction, Animation *animation); Animation* getAnimation(const std::string& direction) const; protected: Spriteset *mSpriteset; typedef std::map Animations; typedef Animations::iterator AnimationIterator; Animations mAnimations; }; /** * Defines a class to load an animation. */ class AnimatedSprite { public: /** * Constructor. */ AnimatedSprite(const std::string& animationFile, int variant); /** * Destructor. */ ~AnimatedSprite(); /** * Sets a new action using the current direction. */ void play(const std::string& action); /** * Plays an action in a specified time. */ void play(const std::string& action, int time); /** * 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(const std::string& direction) { mDirection = direction; } protected: /** * When there are no animations defined for the action "complete", its * animations become a copy of those of the action "with". */ void substituteAction(const std::string& complete, const std::string& with); typedef std::map Spritesets; typedef Spritesets::iterator SpritesetIterator; Spritesets mSpritesets; typedef std::map Actions; Actions mActions; Action *mAction; std::string mDirection; int mLastTime; float mSpeed; private: /** * 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); }; #endif