/* 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_WALKFRAMES_H #define CRAB_WALKFRAMES_H #include "crab/timer.h" #include "crab/ai/movement.h" #include "crab/animation/animframe.h" #include "crab/people/personbase.h" namespace Crab { namespace pyrodactyl { namespace anim { enum WalkAnimType { WT_STAND, WT_WALK, WT_FIGHT, WT_KO, WT_TOTAL }; class WalkFrames { struct WalkFrameSet { AnimationFrames frames[DIRECTION_TOTAL]; void load(rapidxml::xml_node *node) { frames[DIRECTION_DOWN].load(node->first_node("down")); frames[DIRECTION_UP].load(node->first_node("up")); frames[DIRECTION_LEFT].load(node->first_node("left")); frames[DIRECTION_RIGHT].load(node->first_node("right")); } }; // The walking animations of the sprite WalkFrameSet _set[WT_TOTAL]; // The current walking animation WalkAnimType _cur; // The timers used for animation playing Timer _timer; // Dialog box related void updateClip(WalkAnimType type, Direction d); public: WalkFrames() { _cur = WT_STAND; _timer.start(); } ~WalkFrames() {} void load(rapidxml::xml_node *node); bool updateClip(Direction d, bool reset); void resetClip(Direction d); void type(WalkAnimType type) { _cur = type; } WalkAnimType type() { return _cur; } bool type(const Vector2f &vel, Direction &dir, const pyrodactyl::people::PersonState &pst, const bool &first_x); const Rect &clip(Direction d) { return _set[_cur].frames[d].currentFrame()._clip; } const Rect &boxV(Direction d) { return _set[_cur].frames[d].currentFrame()._boxV; } const TextureFlipType &flip(Direction d) { return _set[_cur].frames[d]._flip; } const ShadowOffset &shadow(Direction d) { return _set[_cur].frames[d]._shadow; } int anchorX(Direction d) { return _set[_cur].frames[d].currentFrame()._anchor.x; } int anchorY(Direction d) { return _set[_cur].frames[d].currentFrame()._anchor.y; } // Dialog box related Rect dialogClip(const pyrodactyl::people::PersonState &state); void updateClip(const pyrodactyl::people::PersonState &state); }; } // End of namespace anim } // End of namespace pyrodactyl } // End of namespace Crab #endif // CRAB_WALKFRAMES_H