/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/scene/MultiImageEntity.h" #include "hpl1/debug.h" #include "hpl1/engine/scene/Node2D.h" #include "hpl1/engine/scene/Scene.h" #include "hpl1/engine/scene/World2D.h" #include "hpl1/engine/system/String.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMultiImageEntity::cMultiImageEntity(class cScene *apScene, cNode2D *apNode) { mpScene = apScene; mpNode = apNode; mbFlipH = false; mbActive = true; mfAlpha = 1; mbAnimPaused = false; } //----------------------------------------------------------------------- cMultiImageEntity::~cMultiImageEntity() { tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { for (int i = 0; i < (int)PartIt->second.mvEntity.size(); i++) { /*Destroy entity*/ // Not really needed since the map will do it.. } PartIt++; } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- bool cMultiImageEntity::Add(tString asName, tString asFile, cVector3f avLocalPos, tFlag alPartId) { cImageEntity *pEntity = mpScene->GetWorld2D()->CreateImageEntity(asName, asFile); if (pEntity == NULL) { error("Couldn't load image entity '%s'", asFile.c_str()); return false; } return Add(asName, pEntity, avLocalPos, alPartId); } //----------------------------------------------------------------------- bool cMultiImageEntity::Add(tString asName, cImageEntity *apEntity, cVector3f avLocalPos, tFlag alPartId) { apEntity->SetPosition(avLocalPos); mpNode->AddEntity(apEntity); tMultiImagePartMapIt PartIt = m_mapEntityParts.find(alPartId); if (PartIt == m_mapEntityParts.end()) { cMultiImagePart ImagePart; ImagePart.mlActiveEntity = 0; ImagePart.mlId = alPartId; ImagePart.mlPrio = 0; ImagePart.mlNextAnimPrio = 0; ImagePart.msNextAnim = ""; ImagePart.mbSyncFrame = false; m_mapEntityParts.insert(tMultiImagePartMap::value_type(alPartId, ImagePart)); PartIt = m_mapEntityParts.find(alPartId); } PartIt->second.mvEntity.push_back(apEntity); return true; } //----------------------------------------------------------------------- cImageEntity *cMultiImageEntity::GetEntity(int alPartId) { tMultiImagePartMapIt PartIt = m_mapEntityParts.find(alPartId); if (PartIt == m_mapEntityParts.end()) return NULL; return PartIt->second.mvEntity[PartIt->second.mlActiveEntity]; } //----------------------------------------------------------------------- bool cMultiImageEntity::PlayAnim(const tString &asName, tFlag alParts, unsigned int alPrio, bool abLoop, bool abSyncFrame) { tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { // See if the part is among the parts to get the animation. if ((PartIt->second.mlId & alParts) == 0) { PartIt++; continue; } cImageEntity *pEntity = PartIt->second.mvEntity[PartIt->second.mlActiveEntity]; if (pEntity->GetCurrentAnimation() == asName) { PartIt++; continue; } // Check if the prio is lower than current last animation, if so // check if this animation should be played after and continue. if (PartIt->second.mlPrio > alPrio) { if (PartIt->second.mlNextAnimPrio <= alPrio) { PartIt->second.msNextAnim = asName; } PartIt++; continue; } PartIt->second.msNextAnim = pEntity->GetCurrentAnimation(); pEntity->SetAnimation(asName, abLoop); PartIt->second.mlPrio = alPrio; PartIt->second.mbSyncFrame = abSyncFrame; PartIt++; } return true; } //----------------------------------------------------------------------- void cMultiImageEntity::UpdateAnim() { tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { cImageEntity *pEntity = PartIt->second.mvEntity[PartIt->second.mlActiveEntity]; if (pEntity->AnimationIsPlaying() == false) { if (PartIt->second.msNextAnim != "") { pEntity->SetAnimation(PartIt->second.msNextAnim); // If chosen, synch with the frame of another entity playing the animation. if (PartIt->second.mbSyncFrame) { tMultiImagePartMapIt it = m_mapEntityParts.begin(); while (it != m_mapEntityParts.end()) { cImageEntity *pTemp = it->second.mvEntity[it->second.mlActiveEntity]; if (pTemp->GetCurrentAnimation() == PartIt->second.msNextAnim) { pEntity->SetFrameNum(pTemp->GetFrameNum()); break; } it++; } } PartIt->second.msNextAnim = ""; PartIt->second.mlPrio = PartIt->second.mlNextAnimPrio; PartIt->second.mlNextAnimPrio = 0; PartIt->second.mbSyncFrame = false; } } PartIt++; } } //----------------------------------------------------------------------- void cMultiImageEntity::SetFlipH(bool abX) { if (mbFlipH == abX) return; mbFlipH = abX; tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { for (int i = 0; i < (int)PartIt->second.mvEntity.size(); i++) { PartIt->second.mvEntity[i]->SetFlipH(mbFlipH); cVector3f vPos = PartIt->second.mvEntity[i]->GetLocalPosition(); PartIt->second.mvEntity[i]->SetPosition(cVector3f(-vPos.x, vPos.y, vPos.z)); } PartIt++; } } //----------------------------------------------------------------------- void cMultiImageEntity::SetActive(bool abX) { if (mbActive == abX) return; mbActive = abX; tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { for (int i = 0; i < (int)PartIt->second.mvEntity.size(); i++) { PartIt->second.mvEntity[i]->SetActive(mbActive); } PartIt++; } } //----------------------------------------------------------------------- void cMultiImageEntity::SetAlpha(float afX) { if (mfAlpha == afX) return; mfAlpha = afX; tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { for (int i = 0; i < (int)PartIt->second.mvEntity.size(); i++) { PartIt->second.mvEntity[i]->SetAlpha(afX); } PartIt++; } } //----------------------------------------------------------------------- void cMultiImageEntity::SetAnimPaused(bool abX) { if (mbAnimPaused == abX) return; mbAnimPaused = abX; tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { for (int i = 0; i < (int)PartIt->second.mvEntity.size(); i++) { PartIt->second.mvEntity[i]->SetAnimationPaused(abX); } PartIt++; } } //----------------------------------------------------------------------- void cMultiImageEntity::Flash(float afX) { tMultiImagePartMapIt PartIt = m_mapEntityParts.begin(); while (PartIt != m_mapEntityParts.end()) { for (int i = 0; i < (int)PartIt->second.mvEntity.size(); i++) { PartIt->second.mvEntity[i]->Flash(afX); } PartIt++; } } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- //----------------------------------------------------------------------- } // namespace hpl