scummvm/engines/stark/resources/anim.h

337 lines
8.5 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/>.
*
*/
#ifndef STARK_RESOURCES_ANIM_H
#define STARK_RESOURCES_ANIM_H
#include "common/path.h"
#include "common/rect.h"
#include "common/str.h"
#include "engines/stark/resources/object.h"
namespace Common {
class SeekableReadStream;
}
namespace Stark {
class SkeletonAnim;
class VisualActor;
class VisualProp;
class VisualSmacker;
class Visual;
namespace Formats {
class XRCReadStream;
}
namespace Resources {
class Direction;
class Image;
class Item;
class ItemVisual;
/**
* Animation base class
*
* Animations provide a time dependent visual state to Items
*/
class Anim : public Object {
public:
static const Type::ResourceType TYPE = Type::kAnim;
enum SubType {
kAnimImages = 1,
kAnimProp = 2,
kAnimVideo = 3,
kAnimSkeleton = 4
};
enum ActionUsage {
kActionUsagePassive = 1,
kActionUsageActive = 2
};
enum UIUsage {
kUIUsageInventory = 1,
kUIUsageUseCursorPassive = 4,
kUIUsageUseCursorActive = 5
};
enum ActorActivity {
kActorActivityIdle = 1,
kActorActivityWalk = 2,
kActorActivityTalk = 3,
kActorActivityRun = 6,
kActorActivityIdleAction = 10
};
/** Anim factory */
static Object *construct(Object *parent, byte subType, uint16 index, const Common::String &name);
Anim(Object *parent, byte subType, uint16 index, const Common::String &name);
~Anim() override;
// Resource API
void readData(Formats::XRCReadStream *stream) override;
/** Get current displayed frame */
uint32 getCurrentFrame() { return _currentFrame; }
/** Sets the animation frame to be displayed */
virtual void selectFrame(uint32 frameIndex);
/** Obtain the Visual to be used to render the animation */
virtual Visual *getVisual() = 0;
/** Associate the animation to an Item */
virtual void applyToItem(Item *item);
/** Dissociate the animation from an item */
virtual void removeFromItem(Item *item);
/** Check is the animation is being used by an item */
bool isInUse() const;
/** Obtain the purpose of this anim */
uint32 getActivity() const;
/** Return the hotspot index for a point given in relative coordinates */
virtual int getPointHotspotIndex(const Common::Point &point) const;
/** Get the hotspot position for a given index of a pat-table */
virtual Common::Point getHotspotPosition(uint index) const { return Common::Point(-1, -1); }
/**
* Play the animation as an action for an item.
*
* This sets up a callback to the item for when the animation completes.
*/
virtual void playAsAction(ItemVisual *item);
/** Checks if the elapsed time since the animation start is greater than a specified duration */
virtual bool isAtTime(uint32 time) const;
/** Get the anim movement speed in units per seconds */
virtual uint32 getMovementSpeed() const;
/** Get the chance the animation has to play among other idle actions from the same anim hierarchy */
virtual uint32 getIdleActionFrequency() const;
/**
* When this animation is playing as an action should a new animation
* be chosen for the item as soon as this one completes based on
* the item's activity?
* This is true by default, but setting it to false allows scripts
* to chose precisely the new animation to play, and to start it
* in the same frame as this one is removed.
*/
virtual void shouldResetItem(bool resetItem);
/**
* Remove this action animation for the item and select a new animation
* based on the item's current activity.
*/
virtual void resetItem();
/**
* Is this animation done playing.
*
* Only valid for animations started with playAsAction.
*/
virtual bool isDone() const;
protected:
void printData() override;
uint32 _activity;
uint32 _currentFrame;
uint32 _numFrames;
int32 _refCount;
};
/**
* Displays still images controlled by an AnimScript
*/
class AnimImages : public Anim {
public:
AnimImages(Object *parent, byte subType, uint16 index, const Common::String &name);
~AnimImages() override;
// Resource API
void readData(Formats::XRCReadStream *stream) override;
void onAllLoaded() override;
void saveLoad(ResourceSerializer *serializer) override;
// Anim API
void selectFrame(uint32 frameIndex) override;
Visual *getVisual() override;
int getPointHotspotIndex(const Common::Point &point) const override;
Common::Point getHotspotPosition(uint index) const override;
protected:
void printData() override;
float _field_3C;
uint32 _currentDirection;
Common::Array<Direction *> _directions;
Image *_currentFrameImage;
};
class AnimProp : public Anim {
public:
AnimProp(Object *parent, byte subType, uint16 index, const Common::String &name);
~AnimProp() override;
// Resource API
void readData(Formats::XRCReadStream *stream) override;
void onPostRead() override;
// Anim API
Visual *getVisual() override;
uint32 getMovementSpeed() const override;
protected:
void printData() override;
Common::String _field_3C;
Common::Array<Common::Path> _meshFilenames;
Common::Path _textureFilename;
uint32 _movementSpeed;
Common::Path _archiveName;
VisualProp *_visual;
};
/**
* Displays a Smacker video
*/
class AnimVideo : public Anim {
public:
AnimVideo(Object *parent, byte subType, uint16 index, const Common::String &name);
~AnimVideo() override;
// Resource API
void readData(Formats::XRCReadStream *stream) override;
void onAllLoaded() override;
void onGameLoop() override;
void onEnginePause(bool pause) override;
void saveLoadCurrent(ResourceSerializer *serializer) override;
// Anim API
Visual *getVisual() override;
void playAsAction(ItemVisual *item) override;
void shouldResetItem(bool resetItem) override;
void resetItem() override;
bool isAtTime(uint32 time) const override;
bool isDone() const override { return _done || !isInUse(); }
protected:
typedef Common::Array<Common::Point> PointArray;
typedef Common::Array<Common::Rect> RectArray;
void printData() override;
Common::SeekableReadStream *openOverrideFile(const Common::String &extension) const;
/** Update the position of the video for the current frame */
void updateSmackerPosition();
Common::Path _smackerFile;
Common::Path _archiveName;
VisualSmacker *_smacker;
uint32 _width;
uint32 _height;
PointArray _positions;
RectArray _sizes;
int32 _frameRateOverride;
bool _preload;
bool _loop;
bool _done;
ItemVisual *_actionItem;
bool _shouldResetItem;
};
/**
* Animates a 3D mesh skeleton
*/
class AnimSkeleton : public Anim {
public:
AnimSkeleton(Object *parent, byte subType, uint16 index, const Common::String &name);
~AnimSkeleton() override;
// Resource API
void readData(Formats::XRCReadStream *stream) override;
void onPostRead() override;
void onAllLoaded() override;
void onGameLoop() override;
void onPreDestroy() override;
// Anim API
void applyToItem(Item *item) override;
void removeFromItem(Item *item) override;
Visual *getVisual() override;
void playAsAction(ItemVisual *item) override;
bool isAtTime(uint32 time) const override;
bool isDone() const override { return _done || !isInUse(); }
uint32 getMovementSpeed() const override;
uint32 getIdleActionFrequency() const override;
void shouldResetItem(bool resetItem) override;
void resetItem() override;
/** Get the duration in milliseconds before the animation loops ends */
uint32 getRemainingTime() const;
/** Get the position in the animation loop in milliseconds */
uint32 getCurrentTime() const;
protected:
void printData() override;
bool _castsShadow;
Common::Path _archiveName;
Common::Path _animFilename;
bool _loop;
uint32 _movementSpeed;
uint32 _idleActionFrequency;
uint32 _totalTime;
uint32 _currentTime;
bool _done;
SkeletonAnim *_skeletonAnim;
VisualActor *_visual;
ItemVisual *_actionItem;
bool _shouldResetItem;
};
} // End of namespace Resources
} // End of namespace Stark
#endif // STARK_RESOURCES_ANIM_H