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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 of the License, or
* (at your option) 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/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_FIGHTANIM_H
#define CRAB_FIGHTANIM_H
#include "crab/ai/moveeffect.h"
#include "crab/animation/fm_ai_data.h"
#include "crab/input/fightinput.h"
#include "crab/event/triggerset.h"
namespace Crab {
namespace pyrodactyl {
namespace anim {
// A single frame of a fighting move
struct FightAnimFrame : public AnimFrame {
// The hit box of the player WITH RESPECT TO the sprite bounding box
//boxV is the vulnerable hit box, boxD is the damage hit box
Rect _boxD;
// The displacement in the position caused by the frame
Vector2i _delta;
// The sprite state for the duration of the frame
uint _state;
// Can we cancel/branch to another move from this frame?
bool _branch;
FightAnimFrame() {
_state = 0;
_branch = false;
}
void load(rapidxml::xml_node<char> *node, const Rect &VBOX,
const uint32 &REP = 0, const int &AX = 0, const int &AY = 0);
};
// All data related to a single fighting move in a single direction
class FightAnimFrames {
// The global vulnerable hit box for all the frames
// If the W or H of this is 0, then use individual frame values
Rect _boxV;
public:
// The individual frames for each direction
Common::Array<FightAnimFrame> _frame;
// The currentClip
uint _currentClip;
// Should we flip the images in the frame rectangle?
TextureFlipType _flip;
// The amount of time in milliseconds each animation frame needs to be on screen
// If this is zero then use the value in each individual frame
uint32 _repeat;
// The global anchor value for all the frames
// If this is 0, then use individual frame values
Vector2i _anchor;
// Does this set of animation frames need a specific shadow offset?
ShadowOffset _shadow;
FightAnimFrames() {
reset();
_flip = FLIP_NONE;
_repeat = 0;
}
void reset() {
_currentClip = 0;
}
void load(rapidxml::xml_node<char> *node);
};
} // End of namespace anim
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_FIGHTANIM_H
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