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engines/wintermute/base/gfx/xactive_animation.cpp
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172
engines/wintermute/base/gfx/xactive_animation.cpp
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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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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/gfx/xactive_animation.h"
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#include "engines/wintermute/base/gfx/xmodel.h"
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#include "engines/wintermute/dcgf.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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ActiveAnimation::ActiveAnimation(BaseGame *inGame, XModel *model) : BaseClass(inGame) {
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_model = model;
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_animation = nullptr;
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_looping = false;
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_finished = true;
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_startTime = 0;
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_lastLocalTime = 0;
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_currentFrame = -1;
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}
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//////////////////////////////////////////////////////////////////////////
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ActiveAnimation::~ActiveAnimation() {
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_animation = nullptr; // ref only
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_model = nullptr; // ref only
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}
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//////////////////////////////////////////////////////////////////////////
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bool ActiveAnimation::start(AnimationSet *animation, bool looping) {
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_animation = animation;
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_startTime = _game->_currentTime;
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_looping = looping;
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_finished = false;
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_currentFrame = -1;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ActiveAnimation::resetStartTime() {
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_startTime = _game->_currentTime;
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ActiveAnimation::update(int slot, bool prevFrameOnly, float lerpValue, bool forceStartFrame) {
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// PrevFrameOnly means: don't update, just use the last pose, since
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// we're transitioning from it to another animation
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if (!_animation) {
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return false;
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}
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uint32 localTime = 0;
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//_game->LOG(0, "%s %d %d %f %d", _animation->_name, slot, prevFrameOnly, lerpValue, forceStartFrame);
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if (prevFrameOnly) {
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localTime = _lastLocalTime;
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} else {
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if (!_finished) {
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localTime = _game->_currentTime - _startTime;
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if (localTime > _animation->getTotalTime()) {
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if (_looping) {
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if (_animation->getTotalTime() == 0) {
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localTime = 0;
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} else {
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localTime %= _animation->getTotalTime();
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}
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} else {
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_finished = true;
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}
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}
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}
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}
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if (_finished) {
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localTime = _animation->getTotalTime();
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// prevent corner case
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if (localTime != 0)
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localTime--;
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}
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_lastLocalTime = localTime;
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if (forceStartFrame) {
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localTime = 0;
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}
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// handle events
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int frame = 0;
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if (_animation->getFrameTime() > 0) {
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frame = localTime / _animation->getFrameTime() + 1;
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}
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if (frame != _currentFrame) {
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// don't trigger events when transitioning
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if (!prevFrameOnly) {
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_animation->onFrameChanged(frame, _currentFrame);
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}
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_currentFrame = frame;
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}
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//_game->LOG(0, "%s %d %f", _animation->_name, localTime, lerpValue);
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return _animation->update(slot, localTime, lerpValue);
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}
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//////////////////////////////////////////////////////////////////////////
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char *ActiveAnimation::getName() {
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if (_animation) {
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return _animation->_name;
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} else {
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return nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool ActiveAnimation::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferSint32(TMEMBER(_currentFrame));
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persistMgr->transferUint32(TMEMBER(_startTime));
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persistMgr->transferBool(TMEMBER(_looping));
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persistMgr->transferBool(TMEMBER(_finished));
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persistMgr->transferUint32(TMEMBER(_lastLocalTime));
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if (persistMgr->getIsSaving()) {
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persistMgr->transferCharPtr(TMEMBER(_animation->_name));
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} else {
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char *animName;
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persistMgr->transferCharPtr(TMEMBER(animName));
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if (animName) {
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_animation = _model->getAnimationSetByName(animName);
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} else {
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_animation = nullptr;
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}
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SAFE_DELETE_ARRAY(animName);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool ActiveAnimation::setLooping(bool looping) {
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_looping = looping;
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return true;
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}
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} // namespace Wintermute
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