Files
2026-02-02 04:50:13 +01:00

200 lines
4.5 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_PLAYER_HANDS_H
#define GAME_PLAYER_HANDS_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameTypes.h"
using namespace hpl;
class cInit;
//------------------------------------------------
class cHudModelPose {
public:
cHudModelPose() {}
cHudModelPose(const cVector3f &avPos, const cVector3f &avRot) {
mvPos = avPos;
mvRot = avRot;
}
cMatrixf ToMatrix() {
cMatrixf mtxPose = cMath::MatrixRotate(mvRot, eEulerRotationOrder_XYZ);
mtxPose.SetTranslation(mvPos);
return mtxPose;
}
cVector3f mvPos;
cVector3f mvRot;
};
//------------------------------------------------
enum eHudModelState {
eHudModelState_Idle,
eHudModelState_Equip,
eHudModelState_Unequip
};
//------------------------------------------------
cHudModelPose GetPoseFromElem(const tString &asName, TiXmlElement *apElem);
cMatrixf InterpolatePosesToMatrix(float afT, const cHudModelPose &aPoseA, const cHudModelPose &aPoseB);
//------------------------------------------------
class iHudModel {
friend class cPlayerHands;
public:
iHudModel(ePlayerHandType aType);
virtual ~iHudModel() = default;
cMeshEntity *GetEntity() { return mpEntity; }
void LoadEntities();
void DestroyEntities();
void EquipEffect(bool abJustCreated);
void UnequipEffect();
void Reset();
tString msName;
tString msModelFile;
cHudModelPose mEquipPose;
cHudModelPose mUnequipPose;
tString msEquipSound;
tString msUnequipSound;
float mfEquipTime;
float mfUnequipTime;
eHudModelState GetState() { return mState; }
Common::Array<cParticleSystem3D *> mvParticleSystems;
Common::Array<cBillboard *> mvBillboards;
Common::Array<iLight3D *> mvLights;
Common::Array<cColor> mvLightColors;
Common::Array<float> mvLightRadii;
Common::Array<cSoundEntity *> mvSoundEntities;
virtual void LoadData(TiXmlElement *apRootElem) = 0;
protected:
virtual void ResetExtraData() = 0;
virtual bool UpdatePoseMatrix(cMatrixf &aPoseMtx, float afTimeStep) { return false; }
virtual void LoadExtraEntites() {}
virtual void DestroyExtraEntities() {}
virtual void PostSceneDraw() {}
ePlayerHandType mType;
cInit *mpInit;
cMesh *mpMesh;
cMeshEntity *mpEntity;
eHudModelState mState;
float mfTime;
tString msNextModel;
};
//------------------------------------------------
class cHudModel_Normal : iHudModel {
friend class cPlayerHands;
public:
cHudModel_Normal() : iHudModel(ePlayerHandType_Normal) {}
virtual ~cHudModel_Normal() = default;
void LoadData(TiXmlElement *apRootElem) {}
void ResetExtraData() {}
};
//------------------------------------------------
typedef Common::StableMap<tString, iHudModel *> tHudModelMap;
typedef tHudModelMap::iterator tHudModelMapIt;
//------------------------------------------------
class cPlayerHands : public iUpdateable {
public:
cPlayerHands(cInit *apInit);
~cPlayerHands();
void OnStart();
void Update(float afTimeStep);
void Reset();
void OnDraw();
void OnWorldExit();
void OnWorldLoad();
void AddHudModel(iHudModel *apHudModel);
bool AddModelFromFile(const tString &asFile);
iHudModel *GetModel(const tString &asName);
void SetCurrentModel(int alNum, const tString &asName);
iHudModel *GetCurrentModel(int alNum) { return mvCurrentHudModels[alNum]; }
private:
void UpdatePrevPositions();
cInit *mpInit;
cMeshManager *mpMeshManager;
tVector3fList mlstPositions;
tVector3fList mlstRotations;
int mlMaxPositions;
int mlMaxRotations;
cVector3f mvSmoothCameraPos;
cVector3f mvSmoothCameraRot;
tHudModelMap m_mapHudModels;
iHudModel *mvCurrentHudModels[2];
int mlCurrentModelNum;
};
#endif // GAME_PLAYER_HANDS_H