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