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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_FIGHTMOVES_H
#define CRAB_FIGHTMOVES_H
#include "crab/timer.h"
#include "crab/animation/fightmove.h"
namespace Crab {
namespace pyrodactyl {
namespace anim {
enum FrameUpdateResult {
FUR_FAIL,
FUR_WAIT,
FUR_SUCCESS
};
// This state value indicates that the move should execute regardless of actual sprite state
const uint SPRITE_STATE_OVERRIDE = std::numeric_limits<uint>::max();
class FightMoves {
// The fighting moves of a sprite
Common::Array<FightMove> _move;
// The currently selected move
int _cur;
// For AI - the move about to be executed
int _next;
// The timer used for playing animations
Timer _timer;
// We need to instantly show the new frame for a move that has started
bool _start;
// The current frame and total frames
uint _frameCur, _frameTotal;
public:
FightMoves();
~FightMoves() {}
void reset() {
_cur = -1;
}
void load(rapidxml::xml_node<char> *node);
bool curMove(FightMove &fm);
bool nextMove(FightMove &fm);
FrameUpdateResult updateFrame(const Direction &d);
bool curFrame(FightAnimFrame &faf, const Direction &d);
uint findMove(const pyrodactyl::input::FightAnimationType &type, const int &state);
void listAttackMoves(Common::Array<uint> &list);
bool forceUpdate(const uint &index, pyrodactyl::input::FightInput &input, const Direction &d);
bool lastFrame() {
return _frameCur >= _frameTotal;
}
void frameIndex(uint val) {
_frameCur = val;
}
void curCombo(pyrodactyl::input::FightInput &input) {
input = _move[_cur]._input;
}
bool validMove() {
return _cur >= 0 && (uint)_cur < _move.size();
}
bool empty() {
return _move.empty();
}
bool flip(TextureFlipType &flip, Direction d);
const ShadowOffset &shadow(Direction d) {
return _move[_cur]._frames[d]._shadow;
}
void next(int val) {
_next = val;
}
int next() {
return _next;
}
void evaluate(pyrodactyl::event::Info &info);
};
} // End of namespace anim
} // End of namespace pyrodactyl
} // End of namespace Crab
#endif // CRAB_FIGHTMOVES_H
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