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engines/ultima/ultima8/world/actors/animation.cpp
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112
engines/ultima/ultima8/world/actors/animation.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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#include "ultima/ultima8/world/actors/animation.h"
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#include "ultima/ultima8/ultima8.h"
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namespace Ultima {
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namespace Ultima8 {
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namespace Animation {
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bool isCombatAnim(const Sequence anim) {
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if (GAME_IS_U8)
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return isCombatAnimU8(anim);
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else
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return isCombatAnimCru(anim);
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}
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bool isCombatAnimU8(const Sequence anim) {
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switch (anim) {
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case combatStand:
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case readyWeapon:
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case advance:
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case retreat:
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case attack:
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case kick:
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case startBlock:
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case stopBlock:
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return true;
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default:
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return false;
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}
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}
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bool isCastAnimU8(const Sequence anim) {
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switch (anim) {
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case cast1:
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case cast2:
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case cast3:
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case cast4:
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case cast5:
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return true;
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default:
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return false;
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}
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}
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bool isCombatAnimCru(const Sequence anim) {
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switch (anim & ~crusaderAbsoluteAnimFlag) {
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case combatStand:
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case combatStandSmallWeapon:
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case combatStandLargeWeapon:
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case readyWeapon:
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case advance:
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case retreat:
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case attack:
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case reloadSmallWeapon:
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case kick:
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case kneel:
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case kneelStartCru:
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case kneelEndCru:
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case kneelAndFire:
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case brightFireLargeWpn:
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case kneelCombatRollLeft:
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case kneelCombatRollRight:
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case combatRollLeft:
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case combatRollRight:
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case slideLeft:
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case slideRight:
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case startRun:
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case run:
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case stopRunningAndDrawSmallWeapon:
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case kneelingAdvance:
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case kneelingRetreat:
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return true;
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default:
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return false;
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}
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}
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/** determines if we need to ready or unready our weapon */
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Sequence checkWeapon(const Sequence nextanim,
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const Sequence lastanim) {
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Sequence anim = nextanim;
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if (isCombatAnim(nextanim) && !isCombatAnim(lastanim)) {
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anim = readyWeapon;
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} else if (!isCombatAnim(nextanim) && isCombatAnim(lastanim)) {
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anim = unreadyWeapon;
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}
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return anim;
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}
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} // End of namespace Animation
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} // End of namespace Ultima8
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} // End of namespace Ultima
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