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engines/crab/animation/animset.cpp
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89
engines/crab/animation/animset.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/XMLDoc.h"
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#include "crab/animation/animset.h"
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namespace Crab {
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using namespace pyrodactyl::anim;
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void AnimSet::load(const Common::Path &filename) {
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XMLDoc conf(filename);
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if (conf.ready()) {
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rapidxml::xml_node<char> *node = conf.doc()->first_node();
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if (nodeValid(node)) {
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_fight.load(node);
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_walk.load(node);
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if (nodeValid("bounds", node))
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_bounds.load(node->first_node("bounds"));
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if (nodeValid("shadow", node))
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_shadow.load(node->first_node("shadow"));
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if (nodeValid("focus", node))
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_focus.load(node->first_node("focus"));
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}
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}
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}
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TextureFlipType AnimSet::flip(const Direction &dir) {
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TextureFlipType ret;
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if (_fight.flip(ret, dir))
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return ret;
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return _walk.flip(dir);
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}
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const ShadowOffset &AnimSet::shadow(const Direction &dir) {
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if (_fight.validMove())
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return _fight.shadow(dir);
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return _walk.shadow(dir);
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}
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int AnimSet::anchorX(const Direction &dir) {
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FightAnimFrame faf;
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if (_fight.curFrame(faf, dir))
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return faf._anchor.x;
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return _walk.anchorX(dir);
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}
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int AnimSet::anchorY(const Direction &dir) {
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FightAnimFrame faf;
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if (_fight.curFrame(faf, dir))
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return faf._anchor.y;
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return _walk.anchorY(dir);
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}
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} // End of namespace Crab
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