1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
|
/*
* 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_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,
ACTION_INVALID
};
enum SpriteDirection
{
DIRECTION_DEFAULT = 0,
DIRECTION_DOWN,
DIRECTION_UP,
DIRECTION_LEFT,
DIRECTION_RIGHT,
DIRECTION_INVALID
};
/**
* 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;
};
#endif
|