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//-----------------------------------------------------------------------------
// Name: attacks.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <Math/vec3.h>
#include <string>
using std::string;
enum AttackHeight {
_high = 0,
_medium = 1,
_low = 2
};
enum AttackDirection {
_right = 0,
_front = 1,
_left = 2
};
enum CutPlaneType {
_heavy = 0,
_light = 1
};
class AssetManager;
class Attack : public AssetInfo {
public:
string special;
string unblocked_anim_path;
string blocked_anim_path;
string throw_anim_path;
string thrown_anim_path;
string thrown_counter_anim_path;
AttackHeight height;
AttackDirection direction;
bool swap_stance;
bool swap_stance_blocked;
bool unblockable;
bool flesh_unblockable;
bool mobile;
bool as_layer;
string alternate;
string reaction;
vec3 impact_dir;
float sharp_damage[2];
float block_damage[2];
float damage[2];
float force[2];
string materialevent;
vec3 cut_plane;
bool has_cut_plane;
CutPlaneType cut_plane_type;
bool has_stab_dir;
vec3 stab_dir;
CutPlaneType stab_type;
Attack(AssetManager* owner, uint32_t asset_id);
void ReturnPaths(PathSet &path_set);
int Load(const string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
virtual void ReportLoad();
void clear();
static AssetType GetType() { return ATTACK_ASSET; }
static const char* GetTypeName() { return "ATTACK_ASSET"; }
static bool AssetWarning() { return true; }
virtual AssetLoaderBase* NewLoader();
};
typedef AssetRef<Attack> AttackRef;
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