/* 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 * */ #include "crab/animation/walkframes.h" namespace Crab { using namespace pyrodactyl::anim; using namespace pyrodactyl::people; //------------------------------------------------------------------------ // Purpose: Loader Function //------------------------------------------------------------------------ void WalkFrames::load(rapidxml::xml_node *node) { if (nodeValid("stand", node)) _set[WT_STAND].load(node->first_node("stand")); if (nodeValid("walk", node)) _set[WT_WALK].load(node->first_node("walk")); if (nodeValid("fight", node)) _set[WT_FIGHT].load(node->first_node("fight")); if (nodeValid("ko", node)) _set[WT_KO].load(node->first_node("ko")); } //------------------------------------------------------------------------ // Purpose: Used for walking inside levels //------------------------------------------------------------------------ bool WalkFrames::updateClip(Direction d, bool reset) { if (_timer.ticks() > _set[_cur].frames[d].currentFrame()._repeat || reset) { _timer.start(); return _set[_cur].frames[d].updateClip(); } return false; } void WalkFrames::resetClip(Direction d) { _set[_cur].frames[d].reset(); _timer.start(); } //------------------------------------------------------------------------ // Purpose: Used inside dialog box //------------------------------------------------------------------------ void WalkFrames::updateClip(WalkAnimType type, Direction d) { if (!_timer.started()) _timer.start(); if (_timer.ticks() > _set[type].frames[d].currentFrame()._repeat) { _set[type].frames[d].updateClip(); _timer.start(); } } Rect WalkFrames::dialogClip(const PersonState &state) { if (state == PST_FIGHT) return _set[WT_FIGHT].frames[DIRECTION_DOWN].currentFrame()._clip; else if (state == PST_KO) return _set[WT_KO].frames[DIRECTION_DOWN].currentFrame()._clip; return _set[WT_STAND].frames[DIRECTION_DOWN].currentFrame()._clip; } void WalkFrames::updateClip(const PersonState &state) { if (state == PST_FIGHT) updateClip(WT_FIGHT, DIRECTION_DOWN); else if (state == PST_KO) updateClip(WT_KO, DIRECTION_DOWN); else updateClip(WT_STAND, DIRECTION_DOWN); } //------------------------------------------------------------------------ // Purpose: Decide direction and type of animation, return whether it has changed //------------------------------------------------------------------------ bool WalkFrames::type(const Vector2f &vel, Direction &dir, const pyrodactyl::people::PersonState &pst, const bool &firstX) { Direction prevDir = dir; WalkAnimType prevType = _cur; if (pst == PST_KO) { _cur = WT_KO; } else if (firstX) { // If we prioritize the X direction, X velocity is checked first for direction and then Y velocity if (vel.x > 0) { dir = DIRECTION_RIGHT; _cur = WT_WALK; } else if (vel.x < 0) { dir = DIRECTION_LEFT; _cur = WT_WALK; } else if (vel.y > 0) { dir = DIRECTION_DOWN; _cur = WT_WALK; } else if (vel.y < 0) { dir = DIRECTION_UP; _cur = WT_WALK; } else { _cur = WT_STAND; } } else { // If we prioritize the Y direction, Y velocity is checked first for direction and then Y velocity if (vel.y > 0) { dir = DIRECTION_DOWN; _cur = WT_WALK; } else if (vel.y < 0) { dir = DIRECTION_UP; _cur = WT_WALK; } else if (vel.x > 0) { dir = DIRECTION_RIGHT; _cur = WT_WALK; } else if (vel.x < 0) { dir = DIRECTION_LEFT; _cur = WT_WALK; } else { _cur = WT_STAND; } } if (prevDir != dir || prevType != _cur) return true; return false; } } // End of namespace Crab