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

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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/>.
*
*/
#ifndef TWINE_PARSER_ENTITY_H
#define TWINE_PARSER_ENTITY_H
#include "common/array.h"
#include "common/memstream.h"
#include "common/stream.h"
#include "twine/parser/body.h"
#include "twine/parser/parser.h"
#include "twine/shared.h"
namespace TwinE {
struct EntityBody {
int index; /**< index in file3d.hqr */
ActorBoundingBox actorBoundingBox;
int hqrBodyIndex; /**< index in body.hqr */
BodyData body;
};
struct EntityAnim {
AnimationTypes animation;
int animIndex;
struct Action {
ActionType type = ActionType::ACTION_NOP;
uint8 animFrame = 0;
uint8 lastAnimFrame = 0;
int8 weight = 0;
byte sampleVolume = 0;
int16 pointIndex = 0;
int16 spriteIndex = 0;
uint8 targetActor = 0;
int16 sampleIndex = 0;
int16 frequency = 0;
int16 xAngle = 0;
int16 yAngle = 0;
int16 xRotPoint = 0;
int16 extraAngle = 0;
int16 finalAngle = 0;
int16 strength = 0;
int16 distanceX = 0;
int16 distanceY = 0;
int16 distanceZ = 0;
int16 yHeight = 0;
int16 repeat = 0;
int16 speed = 0;
int16 superHitX = 0;
int16 superHitY = 0;
int16 superHitZ = 0;
int16 sizeSuperHit = 0;
int16 decal = 0;
int32 scale = 0;
BoundingBox bbox;
};
Common::Array<Action> _actions;
};
/**
* @brief Associate 3d models from body hqr with animations from anim.hqr for the game characters
*/
class EntityData : public Parser {
private:
Common::Array<EntityBody> _bodies;
Common::Array<EntityAnim> _animations;
bool loadBody(Common::SeekableReadStream &stream, bool lba1);
bool loadAnim(Common::SeekableReadStream &stream, bool lba1);
protected:
void reset() override;
public:
bool loadFromStream(Common::SeekableReadStream &stream, bool lba1) override;
const Common::Array<EntityAnim::Action> *getActions(AnimationTypes animation) const;
const EntityBody *getEntityBody(const int index) const;
BodyData &getBody(int index);
int32 getAnimIndex(AnimationTypes animation) const;
const Common::Array<EntityBody> &getBodies() const {
return _bodies;
}
const Common::Array<EntityAnim> &getAnimations() const {
return _animations;
}
Common::Array<EntityBody> &getBodies() {
return _bodies;
}
Common::Array<EntityAnim> &getAnimations() {
return _animations;
}
};
} // End of namespace TwinE
#endif