Files
scummvm-cursorfix/engines/crab/animation/walkframes.h
2026-02-02 04:50:13 +01:00

131 lines
3.1 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/>.
*
*/
/*
* 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<char> *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<char> *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