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scummvm-cursorfix/engines/hpl1/engine/scene/MultiImageEntity.cpp
2026-02-02 04:50:13 +01:00

292 lines
8.4 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 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