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2026-02-02 04:50:13 +01:00

113 lines
2.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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