134 lines
2.9 KiB
C++
134 lines
2.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_FIGHTMOVES_H
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#define CRAB_FIGHTMOVES_H
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#include "crab/timer.h"
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#include "crab/animation/fightmove.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace anim {
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enum FrameUpdateResult {
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FUR_FAIL,
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FUR_WAIT,
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FUR_SUCCESS
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};
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// This state value indicates that the move should execute regardless of actual sprite state
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const uint SPRITE_STATE_OVERRIDE = std::numeric_limits<uint>::max();
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class FightMoves {
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// The fighting moves of a sprite
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Common::Array<FightMove> _move;
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// The currently selected move
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int _cur;
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// For AI - the move about to be executed
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int _next;
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// The timer used for playing animations
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Timer _timer;
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// We need to instantly show the new frame for a move that has started
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bool _start;
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// The current frame and total frames
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uint _frameCur, _frameTotal;
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public:
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FightMoves();
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~FightMoves() {}
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void reset() {
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_cur = -1;
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}
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void load(rapidxml::xml_node<char> *node);
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bool curMove(FightMove &fm);
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bool nextMove(FightMove &fm);
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FrameUpdateResult updateFrame(const Direction &d);
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bool curFrame(FightAnimFrame &faf, const Direction &d);
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uint findMove(const pyrodactyl::input::FightAnimationType &type, const int &state);
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void listAttackMoves(Common::Array<uint> &list);
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bool forceUpdate(const uint &index, pyrodactyl::input::FightInput &input, const Direction &d);
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bool lastFrame() {
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return _frameCur >= _frameTotal;
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}
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void frameIndex(uint val) {
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_frameCur = val;
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}
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void curCombo(pyrodactyl::input::FightInput &input) {
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input = _move[_cur]._input;
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}
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bool validMove() {
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return _cur >= 0 && (uint)_cur < _move.size();
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}
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bool empty() {
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return _move.empty();
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}
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bool flip(TextureFlipType &flip, Direction d);
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const ShadowOffset &shadow(Direction d) {
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return _move[_cur]._frames[d]._shadow;
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}
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void next(int val) {
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_next = val;
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}
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int next() {
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return _next;
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}
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void evaluate(pyrodactyl::event::Info &info);
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};
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} // End of namespace anim
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_FIGHTMOVES_H
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