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engines/crab/animation/fightanim.h
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engines/crab/animation/fightanim.h
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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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#ifndef CRAB_FIGHTANIM_H
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#define CRAB_FIGHTANIM_H
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#include "crab/ai/moveeffect.h"
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#include "crab/animation/fm_ai_data.h"
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#include "crab/input/fightinput.h"
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#include "crab/event/triggerset.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace anim {
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// A single frame of a fighting move
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struct FightAnimFrame : public AnimFrame {
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// The hit box of the player WITH RESPECT TO the sprite bounding box
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//boxV is the vulnerable hit box, boxD is the damage hit box
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Rect _boxD;
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// The displacement in the position caused by the frame
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Vector2i _delta;
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// The sprite state for the duration of the frame
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uint _state;
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// Can we cancel/branch to another move from this frame?
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bool _branch;
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FightAnimFrame() {
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_state = 0;
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_branch = false;
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}
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void load(rapidxml::xml_node<char> *node, const Rect &VBOX,
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const uint32 &REP = 0, const int &AX = 0, const int &AY = 0);
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};
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// All data related to a single fighting move in a single direction
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class FightAnimFrames {
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// The global vulnerable hit box for all the frames
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// If the W or H of this is 0, then use individual frame values
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Rect _boxV;
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public:
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// The individual frames for each direction
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Common::Array<FightAnimFrame> _frame;
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// The currentClip
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uint _currentClip;
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// Should we flip the images in the frame rectangle?
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TextureFlipType _flip;
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// The amount of time in milliseconds each animation frame needs to be on screen
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// If this is zero then use the value in each individual frame
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uint32 _repeat;
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// The global anchor value for all the frames
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// If this is 0, then use individual frame values
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Vector2i _anchor;
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// Does this set of animation frames need a specific shadow offset?
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ShadowOffset _shadow;
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FightAnimFrames() {
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reset();
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_flip = FLIP_NONE;
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_repeat = 0;
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}
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void reset() {
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_currentClip = 0;
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}
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void load(rapidxml::xml_node<char> *node);
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};
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} // End of namespace anim
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_FIGHTANIM_H
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