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