/* 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_FIGHTINPUT_H #define CRAB_FIGHTINPUT_H #include "crab/input/input.h" #include "crab/rapidxml/rapidxml.hpp" namespace Crab { namespace pyrodactyl { namespace input { // The animations a sprite can play enum FightAnimationType { // Idle state, you can launch new moves from this state only // You return to this state once a move animation is done FA_IDLE, // The moves a sprite can do FA_ATTACK, FA_BLOCK, // The hurt animation FA_HURT, // The death animation FA_DEAD }; // The input necessary to launch a move struct FightInput { // The state needed to execute this move FightAnimationType _type; // The sprite state, used to have different moves trigger from the same move uint _state; FightInput() { reset(); } void reset() { _type = FA_IDLE; _state = 0; } bool operator==(const FightInput &input) { return _type == input._type && _state == input._state; } bool idle() { return _type == FA_IDLE; } void load(rapidxml::xml_node *node); FightAnimationType handleEvents(const Common::Event &event); }; } // End of namespace input } // End of namespace pyrodactyl } // End of namespace Crab #endif // CRAB_FIGHTINPUT_H