scummvm/engines/tetraedge/game/character.h
2023-12-24 13:19:25 +01:00

263 lines
9 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/>.
*
*/
#ifndef TETRAEDGE_GAME_CHARACTER_H
#define TETRAEDGE_GAME_CHARACTER_H
#include "common/array.h"
#include "common/str.h"
#include "common/types.h"
#include "common/ptr.h"
#include "tetraedge/te/te_animation.h"
#include "tetraedge/te/te_model_animation.h"
#include "tetraedge/te/te_vector3f32.h"
#include "tetraedge/te/te_matrix4x4.h"
#include "tetraedge/te/te_model.h"
#include "tetraedge/te/te_bezier_curve.h"
#include "tetraedge/te/te_free_move_zone.h"
#include "tetraedge/te/te_trs.h"
#include "tetraedge/te/te_curve_anim2.h"
namespace Tetraedge {
class Character : public TeAnimation, public TeObject {
public:
Character();
virtual ~Character();
struct AnimSettings {
AnimSettings() : _stepLeft(0), _stepRight(0) {};
Common::String _file;
int _stepLeft;
int _stepRight;
};
struct WalkSettings {
AnimSettings _walkParts[4];
void clear();
};
struct CharacterSettings {
CharacterSettings() : _walkSpeed(0.0f), _invertNormals(false) {}
Common::String _name;
Common::String _modelFileName;
TeVector3f32 _defaultScale;
Common::String _idleAnimFileName;
Common::HashMap<Common::String, WalkSettings> _walkSettings; // keys are "Walk", "Jog", etc
float _walkSpeed;
TeVector3f32 _cutSceneCurveDemiPosition;
Common::String _defaultEyes; // Note: Engine supports more, but in practice only one ever used.
Common::String _defaultMouth; // Note: Engine supports more, but in practice only one ever used.
Common::String _defaultBody; // Note: Engine supports more, but in practice only one ever used.
bool _invertNormals;
void clear();
};
struct AnimCacheElement {
TeIntrusivePtr<TeModelAnimation> _modelAnim;
int _size;
};
enum WalkPart {
WalkPart_Start,
WalkPart_Loop,
WalkPart_EndD,
WalkPart_EndG
};
struct Callback {
Common::String _luaFn;
int _triggerFrame;
int _lastCheckFrame;
int _maxCalls;
float _callsMade;
};
class Water {
Water();
TeIntrusivePtr<TeModel> _model;
TeCurveAnim2<TeModel,TeColor> _colorAnim;
TeCurveAnim2<TeModel,TeVector3f32> _scaleAnim;
};
void addCallback(const Common::String &s1, const Common::String &s2, float f1, float f2);
static void animCacheFreeAll();
static void animCacheFreeOldest();
static TeIntrusivePtr<TeModelAnimation> animCacheLoad(const Common::Path &path);
float animLength(const TeModelAnimation &modelanim, int bone, int lastframe);
float animLengthFromFile(const Common::String &animname, uint32 *pframeCount, uint lastframe = 9999);
bool blendAnimation(const Common::String &animname, float amount, bool repeat, bool returnToIdle);
TeVector3f32 correctPosition(const TeVector3f32 &pos);
float curveOffset();
void deleteAllCallback();
void deleteAnim();
void deleteCallback(const Common::String &str1, const Common::String &str2, float f);
//static bool deserialize(TiXmlElement *param_1, Walk *param_2);
void endMove();
const WalkSettings *getCurrentWalkFiles();
bool isFramePassed(int frameno);
bool isWalkEnd();
int leftStepFrame(enum WalkPart walkpart);
int rightStepFrame(enum WalkPart walkpart);
bool loadModel(const Common::String &name, bool unused);
static bool loadSettings(const Common::Path &path);
bool onBonesUpdate(const Common::String &boneName, TeMatrix4x4 &boneMatrix);
bool onModelAnimationFinished();
void permanentUpdate();
void placeOnCurve(TeIntrusivePtr<TeBezierCurve> &curve);
//void play() // just called TeAnimation::play();
void removeAnim();
void removeFromCurve();
Common::String rootBone() const;
bool setAnimation(const Common::String &name, bool repeat, bool returnToIdle = false, bool unused = false, int startFrame = -1, int endFrame = 9999);
void setAnimationSound(const Common::String &name, uint offset);
void setCurveOffset(float offset);
void setFreeMoveZone(TeFreeMoveZone *zone);
bool setShadowVisible(bool visible);
void setStepSound(const Common::String &stepSound1, const Common::String &stepSound2);
float speedFromAnim(double amount);
//void stop(); // just maps to TeAnimation::stop();
float translationFromAnim(const TeModelAnimation &anim, int bone, int frame);
TeVector3f32 translationVectorFromAnim(const TeModelAnimation &anim, int bone, int frame);
TeTRS trsFromAnim(const TeModelAnimation &anim, int bone, int frame);
void update(double percentval) override;
void updateAnimFrame();
void updatePosition(float curveOffset);
Common::String walkAnim(WalkPart part);
void walkMode(const Common::String &mode);
void walkTo(float curveEnd, bool walkFlag);
TeIntrusivePtr<TeModel> _model;
TeIntrusivePtr<TeModel> _shadowModel[2];
TeSignal1Param<const Common::String &> _characterAnimPlayerFinishedSignal;
TeSignal1Param<const Common::String &> _onCharacterAnimFinishedSignal;
const CharacterSettings &characterSettings() const { return _characterSettings; }
Common::String &walkModeStr() { return _walkModeStr; } // writable for loading games.
const Common::String &curAnimName() const { return _curAnimName; }
TeFreeMoveZone *freeMoveZone() { return _freeMoveZone; }
const Common::String &freeMoveZoneName() const { return _freeMoveZoneName; }
void setFreeMoveZoneName(const Common::String &val) { _freeMoveZoneName = val; }
bool needsSomeUpdate() const { return _needsSomeUpdate; }
void setNeedsSomeUpdate(bool val) { _needsSomeUpdate = val; }
void setCharLookingAt(Character *other) { _charLookingAt = other; }
void setCharLookingAtOffset(float val) { _charLookingAtOffset = val; }
float charLookingAtOffset() const { return _charLookingAtOffset; }
const TeVector3f32 &positionCharacter() const { return _positionCharacter; }
void setPositionCharacter(const TeVector3f32 &val) { _positionCharacter = val; }
bool positionFlag() const { return _positionFlag; }
void setPositionFlag(bool val) { _positionFlag = val; }
void setCurveStartLocation(const TeVector3f32 &val) { _curveStartLocation = val; }
bool hasAnchor() const { return _hasAnchor; }
void setHasAnchor(bool val) { _hasAnchor = val; }
const TeVector2f32 &headRotation() const { return _headRotation; }
void setHeadRotation(const TeVector2f32 &val) { _headRotation = val; }
void setLastHeadRotation(const TeVector2f32 &val) { _lastHeadRotation = val; }
const TeVector3f32 &lastHeadBoneTrans() const { return _lastHeadBoneTrans; }
Character *charLookingAt() { return _charLookingAt; }
bool lookingAtTallThing() const { return _lookingAtTallThing; }
void setLookingAtTallThing(bool val) { _lookingAtTallThing = val; }
TeIntrusivePtr<TeBezierCurve> curve() { return _curve; }
void setRecallageY(bool val) { _recallageY = val; }
static void cleanup();
private:
float _walkCurveStart;
float _walkCurveLast;
float _walkCurveEnd;
float _walkCurveLen;
float _walkCurveIncrement;
float _walkCurveNextLength;
float _walkedLength;
int _walkTotalFrames;
bool _walkToFlag;
bool _walkEndAnimG;
TeIntrusivePtr<TeBezierCurve> _curve;
TeVector3f32 _curveStartLocation;
TeFreeMoveZone *_freeMoveZone;
Common::String _freeMoveZoneName;
Common::String _stepSound1;
Common::String _stepSound2;
Common::String _walkModeStr; // Walk or Jog
Common::String _animSound;
Character *_charLookingAt;
float _charLookingAtOffset; // Only used in Syberia 2
uint _animSoundOffset;
TeIntrusivePtr<TeModelAnimation> _curModelAnim;
CharacterSettings _characterSettings;
float _walkStartAnimLen;
float _walkLoopAnimLen;
float _walkEndGAnimLen;
uint32 _walkStartAnimFrameCount;
uint32 _walkLoopAnimFrameCount;
uint32 _walkEndGAnimFrameCount;
int _lastFrame;
int _lastAnimFrame;
bool _notWalkAnim;
bool _returnToIdleAnim;
bool _callbacksChanged;
bool _needsSomeUpdate;
bool _positionFlag;
bool _lookingAtTallThing;
bool _hasAnchor;
bool _recallageY;
TeVector2f32 _headRotation;
TeVector2f32 _lastHeadRotation;
TeVector3f32 _lastHeadBoneTrans;
TeVector3f32 _positionCharacter;
// TODO: work out how these are different
Common::String _setAnimName;
Common::String _curAnimName;
Common::HashMap<Common::String, Common::Array<Callback *>> _callbacks;
// static Common::Array<AnimCacheElement> *_animCache; // Never used?
// static uint _animCacheSize; // Never used?
static Common::HashMap<Common::String, TeIntrusivePtr<TeModelAnimation>> *_animCacheMap;
static Common::HashMap<Common::String, CharacterSettings> *_globalCharacterSettings;
};
} // end namespace Tetraedge
#endif // TETRAEDGE_GAME_CHARACTER_H