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