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engines/crab/animation/fightmoves.cpp
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201
engines/crab/animation/fightmoves.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/animation/fightmoves.h"
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namespace Crab {
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using namespace pyrodactyl::anim;
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//------------------------------------------------------------------------
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// Purpose: Constructor
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//------------------------------------------------------------------------
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FightMoves::FightMoves() {
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_cur = -1;
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_next = -1;
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_start = false;
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_frameCur = 0;
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_frameTotal = 0;
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_move.clear();
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_timer.start();
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}
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//------------------------------------------------------------------------
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// Purpose: Load from file
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//------------------------------------------------------------------------
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void FightMoves::load(rapidxml::xml_node<char> *node) {
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for (auto n = node->first_node("move"); n != nullptr; n = n->next_sibling("move")) {
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FightMove fm;
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fm.load(n);
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_move.push_back(fm);
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Return current or next move
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//------------------------------------------------------------------------
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bool FightMoves::curMove(FightMove &fm) {
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if (_cur >= 0 && (uint)_cur < _move.size()) {
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fm = _move[_cur];
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return true;
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}
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return false;
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}
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bool FightMoves::nextMove(FightMove &fm) {
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if (_next >= 0 && (uint)_next < _move.size()) {
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fm = _move[_next];
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Get the current frame of the sprite
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//------------------------------------------------------------------------
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bool FightMoves::curFrame(FightAnimFrame &faf, const Direction &d) {
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// Check validity of current move
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if (_cur >= 0 && (uint)_cur < _move.size()) {
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// Check validity of current frame
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if (_frameCur < _frameTotal && _frameCur < _move[_cur]._frames[d]._frame.size()) {
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faf = _move[_cur]._frames[d]._frame[_frameCur];
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return true;
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}
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Update frame
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//------------------------------------------------------------------------
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FrameUpdateResult FightMoves::updateFrame(const Direction &d) {
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// Check validity of current move
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if (_cur >= 0 && (uint)_cur < _move.size()) {
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// Check validity of current frame
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if (_frameCur < _frameTotal && _frameCur < _move[_cur]._frames[d]._frame.size()) {
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// Has the current frame finished playing?
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// OR Is this the first frame of the move?
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if (_timer.ticks() >= _move[_cur]._frames[d]._frame[_frameCur]._repeat || _start) {
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_frameCur++;
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_timer.start();
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_start = false;
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return FUR_SUCCESS;
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} else
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return FUR_WAIT;
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}
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}
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return FUR_FAIL;
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}
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//------------------------------------------------------------------------
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// Purpose: Find a move corresponding to the input and sprite state
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//------------------------------------------------------------------------
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uint FightMoves::findMove(const pyrodactyl::input::FightAnimationType &type, const int &state) {
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uint pos = 0;
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for (auto i = _move.begin(); i != _move.end(); ++i, ++pos)
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if (i->_input._type == type && i->_input._state == (uint)state)
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return pos;
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pos = 0;
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for (auto i = _move.begin(); i != _move.end(); ++i, ++pos)
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if (i->_input._type == type && i->_input._state == SPRITE_STATE_OVERRIDE)
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return pos;
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return SPRITE_STATE_OVERRIDE;
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}
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//------------------------------------------------------------------------
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// Purpose: Function for AI
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//------------------------------------------------------------------------
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void FightMoves::listAttackMoves(Common::Array<uint> &list) {
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list.clear();
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uint pos = 0;
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for (auto i = _move.begin(); i != _move.end(); ++i, ++pos)
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if (i->_ai._type == MOVE_ATTACK)
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list.push_back(pos);
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}
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//------------------------------------------------------------------------
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// Purpose: Force update to a new move
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//------------------------------------------------------------------------
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bool FightMoves::forceUpdate(const uint &index, pyrodactyl::input::FightInput &input, const Direction &d) {
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_frameCur = 0;
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_cur = index;
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if ((uint)_cur < _move.size()) {
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if (_move[_cur]._unlock.result()) {
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_frameTotal = _move[_cur]._frames[d]._frame.size();
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if (_frameTotal > 0) {
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input = _move[_cur]._input;
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input._state = _move[_cur]._frames[d]._frame[0]._state;
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} else
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input.reset();
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_timer.start();
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_start = true;
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g_engine->_musicManager->playEffect(_move[_cur]._eff._activate, 0);
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return true;
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}
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}
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_cur = 0;
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_frameTotal = 0;
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Set unlock status
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//------------------------------------------------------------------------
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void FightMoves::evaluate(pyrodactyl::event::Info &info) {
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for (auto &i : _move)
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i._unlock.evaluate(info);
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}
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//------------------------------------------------------------------------
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// Purpose: Find which style to flip the texture in
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//------------------------------------------------------------------------
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bool FightMoves::flip(TextureFlipType &flip, Direction d) {
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// Check validity of current move
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if (validMove()) {
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flip = _move[_cur]._frames[d]._flip;
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return true;
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}
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return false;
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}
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} // End of namespace Crab
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