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engines/tetraedge/game/character.h
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263
engines/tetraedge/game/character.h
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/* 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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#ifndef TETRAEDGE_GAME_CHARACTER_H
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#define TETRAEDGE_GAME_CHARACTER_H
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#include "common/array.h"
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#include "common/str.h"
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#include "common/types.h"
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#include "common/ptr.h"
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#include "tetraedge/te/te_animation.h"
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#include "tetraedge/te/te_model_animation.h"
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#include "tetraedge/te/te_vector3f32.h"
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#include "tetraedge/te/te_matrix4x4.h"
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#include "tetraedge/te/te_model.h"
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#include "tetraedge/te/te_bezier_curve.h"
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#include "tetraedge/te/te_free_move_zone.h"
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#include "tetraedge/te/te_trs.h"
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#include "tetraedge/te/te_curve_anim2.h"
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namespace Tetraedge {
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class Character : public TeAnimation, public TeObject {
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public:
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Character();
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virtual ~Character();
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struct AnimSettings {
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AnimSettings() : _stepLeft(0), _stepRight(0) {};
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Common::String _file;
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int _stepLeft;
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int _stepRight;
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};
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struct WalkSettings {
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AnimSettings _walkParts[4];
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void clear();
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};
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struct CharacterSettings {
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CharacterSettings() : _walkSpeed(0.0f), _invertNormals(false) {}
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Common::String _name;
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Common::String _modelFileName;
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TeVector3f32 _defaultScale;
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Common::String _idleAnimFileName;
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Common::HashMap<Common::String, WalkSettings> _walkSettings; // keys are "Walk", "Jog", etc
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float _walkSpeed;
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TeVector3f32 _cutSceneCurveDemiPosition;
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Common::String _defaultEyes; // Note: Engine supports more, but in practice only one ever used.
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Common::String _defaultMouth; // Note: Engine supports more, but in practice only one ever used.
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Common::String _defaultBody; // Note: Engine supports more, but in practice only one ever used.
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bool _invertNormals;
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void clear();
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};
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struct AnimCacheElement {
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TeIntrusivePtr<TeModelAnimation> _modelAnim;
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int _size;
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};
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enum WalkPart {
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WalkPart_Start,
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WalkPart_Loop,
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WalkPart_EndD,
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WalkPart_EndG
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};
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struct Callback {
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Common::String _luaFn;
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int _triggerFrame;
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int _lastCheckFrame;
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int _maxCalls;
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float _callsMade;
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};
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class Water {
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Water();
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TeIntrusivePtr<TeModel> _model;
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TeCurveAnim2<TeModel,TeColor> _colorAnim;
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TeCurveAnim2<TeModel,TeVector3f32> _scaleAnim;
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};
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void addCallback(const Common::String &s1, const Common::String &s2, float f1, float f2);
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static void animCacheFreeAll();
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static void animCacheFreeOldest();
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static TeIntrusivePtr<TeModelAnimation> animCacheLoad(const Common::Path &path);
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float animLength(const TeModelAnimation &modelanim, int bone, int lastframe);
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float animLengthFromFile(const Common::String &animname, uint32 *pframeCount, uint lastframe = 9999);
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bool blendAnimation(const Common::String &animname, float amount, bool repeat, bool returnToIdle);
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TeVector3f32 correctPosition(const TeVector3f32 &pos);
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float curveOffset();
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void deleteAllCallback();
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void deleteAnim();
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void deleteCallback(const Common::String &str1, const Common::String &str2, float f);
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//static bool deserialize(TiXmlElement *param_1, Walk *param_2);
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void endMove();
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const WalkSettings *getCurrentWalkFiles();
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bool isFramePassed(int frameno);
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bool isWalkEnd();
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int leftStepFrame(enum WalkPart walkpart);
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int rightStepFrame(enum WalkPart walkpart);
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bool loadModel(const Common::String &name, bool unused);
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static bool loadSettings(const Common::Path &path);
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bool onBonesUpdate(const Common::String &boneName, TeMatrix4x4 &boneMatrix);
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bool onModelAnimationFinished();
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void permanentUpdate();
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void placeOnCurve(TeIntrusivePtr<TeBezierCurve> &curve);
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//void play() // just called TeAnimation::play();
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void removeAnim();
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void removeFromCurve();
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Common::String rootBone() const;
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bool setAnimation(const Common::String &name, bool repeat, bool returnToIdle = false, bool unused = false, int startFrame = -1, int endFrame = 9999);
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void setAnimationSound(const Common::String &name, uint offset);
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void setCurveOffset(float offset);
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void setFreeMoveZone(TeFreeMoveZone *zone);
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bool setShadowVisible(bool visible);
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void setStepSound(const Common::String &stepSound1, const Common::String &stepSound2);
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float speedFromAnim(double amount);
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//void stop(); // just maps to TeAnimation::stop();
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float translationFromAnim(const TeModelAnimation &anim, int bone, int frame);
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TeVector3f32 translationVectorFromAnim(const TeModelAnimation &anim, int bone, int frame);
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TeTRS trsFromAnim(const TeModelAnimation &anim, int bone, int frame);
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void update(double percentval) override;
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void updateAnimFrame();
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void updatePosition(float curveOffset);
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Common::String walkAnim(WalkPart part);
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void walkMode(const Common::String &mode);
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void walkTo(float curveEnd, bool walkFlag);
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TeIntrusivePtr<TeModel> _model;
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TeIntrusivePtr<TeModel> _shadowModel[2];
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TeSignal1Param<const Common::String &> _characterAnimPlayerFinishedSignal;
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TeSignal1Param<const Common::String &> _onCharacterAnimFinishedSignal;
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const CharacterSettings &characterSettings() const { return _characterSettings; }
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Common::String &walkModeStr() { return _walkModeStr; } // writable for loading games.
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const Common::String &curAnimName() const { return _curAnimName; }
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TeFreeMoveZone *freeMoveZone() { return _freeMoveZone; }
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const Common::String &freeMoveZoneName() const { return _freeMoveZoneName; }
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void setFreeMoveZoneName(const Common::String &val) { _freeMoveZoneName = val; }
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bool needsSomeUpdate() const { return _needsSomeUpdate; }
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void setNeedsSomeUpdate(bool val) { _needsSomeUpdate = val; }
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void setCharLookingAt(Character *other) { _charLookingAt = other; }
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void setCharLookingAtOffset(float val) { _charLookingAtOffset = val; }
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float charLookingAtOffset() const { return _charLookingAtOffset; }
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const TeVector3f32 &positionCharacter() const { return _positionCharacter; }
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void setPositionCharacter(const TeVector3f32 &val) { _positionCharacter = val; }
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bool positionFlag() const { return _positionFlag; }
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void setPositionFlag(bool val) { _positionFlag = val; }
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void setCurveStartLocation(const TeVector3f32 &val) { _curveStartLocation = val; }
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bool hasAnchor() const { return _hasAnchor; }
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void setHasAnchor(bool val) { _hasAnchor = val; }
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const TeVector2f32 &headRotation() const { return _headRotation; }
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void setHeadRotation(const TeVector2f32 &val) { _headRotation = val; }
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void setLastHeadRotation(const TeVector2f32 &val) { _lastHeadRotation = val; }
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const TeVector3f32 &lastHeadBoneTrans() const { return _lastHeadBoneTrans; }
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Character *charLookingAt() { return _charLookingAt; }
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bool lookingAtTallThing() const { return _lookingAtTallThing; }
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void setLookingAtTallThing(bool val) { _lookingAtTallThing = val; }
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TeIntrusivePtr<TeBezierCurve> curve() { return _curve; }
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void setRecallageY(bool val) { _recallageY = val; }
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static void cleanup();
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private:
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float _walkCurveStart;
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float _walkCurveLast;
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float _walkCurveEnd;
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float _walkCurveLen;
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float _walkCurveIncrement;
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float _walkCurveNextLength;
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float _walkedLength;
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int _walkTotalFrames;
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bool _walkToFlag;
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bool _walkEndAnimG;
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TeIntrusivePtr<TeBezierCurve> _curve;
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TeVector3f32 _curveStartLocation;
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TeFreeMoveZone *_freeMoveZone;
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Common::String _freeMoveZoneName;
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Common::String _stepSound1;
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Common::String _stepSound2;
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Common::String _walkModeStr; // Walk or Jog
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Common::String _animSound;
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Character *_charLookingAt;
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float _charLookingAtOffset; // Only used in Syberia 2
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uint _animSoundOffset;
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TeIntrusivePtr<TeModelAnimation> _curModelAnim;
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CharacterSettings _characterSettings;
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float _walkStartAnimLen;
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float _walkLoopAnimLen;
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float _walkEndGAnimLen;
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uint32 _walkStartAnimFrameCount;
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uint32 _walkLoopAnimFrameCount;
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uint32 _walkEndGAnimFrameCount;
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int _lastFrame;
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int _lastAnimFrame;
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bool _notWalkAnim;
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bool _returnToIdleAnim;
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bool _callbacksChanged;
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bool _needsSomeUpdate;
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bool _positionFlag;
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bool _lookingAtTallThing;
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bool _hasAnchor;
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bool _recallageY;
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TeVector2f32 _headRotation;
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TeVector2f32 _lastHeadRotation;
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TeVector3f32 _lastHeadBoneTrans;
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TeVector3f32 _positionCharacter;
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// TODO: work out how these are different
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Common::String _setAnimName;
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Common::String _curAnimName;
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Common::HashMap<Common::String, Common::Array<Callback *>> _callbacks;
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// static Common::Array<AnimCacheElement> *_animCache; // Never used?
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// static uint _animCacheSize; // Never used?
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static Common::HashMap<Common::String, TeIntrusivePtr<TeModelAnimation>> *_animCacheMap;
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static Common::HashMap<Common::String, CharacterSettings> *_globalCharacterSettings;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_CHARACTER_H
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