1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef WORLD_ACTORS_ANIMATIONTRACKER_H
24 #define WORLD_ACTORS_ANIMATIONTRACKER_H
25 
26 #include "ultima/ultima8/world/actors/animation.h"
27 #include "ultima/ultima8/world/actors/pathfinder.h"
28 
29 namespace Ultima {
30 namespace Ultima8 {
31 
32 class Actor;
33 class AnimAction;
34 struct AnimFrame;
35 
36 class AnimationTracker {
37 public:
38 	AnimationTracker();
39 	~AnimationTracker();
40 
41 	//! initialize the AnimationTracker for the given actor, action, dir
42 	//! if state is non-zero, start from that state instead of the Actor's
43 	//! current state
44 	bool init(const Actor *actor, Animation::Sequence action, Direction dir,
45 	          const PathfindingState *state = 0);
46 
47 	//! evaluate the maximum distance the actor will travel if the current
48 	//! animation runs to completion by incremental calls to step
49 	void evaluateMaxAnimTravel(int32 &max_endx, int32 &max_endy, Direction dir);
50 
51 	//! do a single step of the animation
52 	//! returns true if everything ok, false if not
53 	//! caller must decide if animation should continue after a 'false'
54 	bool step();
55 
56 	//! do a single step of the animation, starting at (x,y,z)
57 	//! returns true if everything ok, false if not
58 	//! caller must decide if animation should continue after a 'false'
59 	bool stepFrom(int32 x, int32 y, int32 z);
60 
61 	//! update the PathfindingState with latest coordinates and flags
62 	void updateState(PathfindingState &state);
63 
64 	//! update the Actor with latest flags and animframe
65 	void updateActorFlags();
66 
67 	//! get the current position
getPosition(int32 & x,int32 & y,int32 & z)68 	void getPosition(int32 &x, int32 &y, int32 &z) const {
69 		x = _x;
70 		y = _y;
71 		z = _z;
72 	}
73 
74 	void getInterpolatedPosition(int32 &x, int32 &y, int32 &z, int fc)
75 			const;
76 
77 	//! get the difference between current position and previous position
78 	void getSpeed(int32 &dx, int32 &dy, int32 &dz) const;
79 
80 	//! get the current (shape)frame
getFrame()81 	uint32 getFrame() const {
82 		return _shapeFrame;
83 	}
84 
85 	//! get the current AnimAction
getAnimAction()86 	const AnimAction *getAnimAction() const {
87 		return _animAction;
88 	}
89 
90 	//! get the current AnimFrame
91 	const AnimFrame *getAnimFrame() const;
92 
93 	void setTargetedMode(int32 x, int32 y, int32 z);
94 
isDone()95 	bool isDone() const {
96 		return _done;
97 	}
isBlocked()98 	bool isBlocked() const {
99 		return _blocked;
100 	}
isUnsupported()101 	bool isUnsupported() const {
102 		return _unsupported;
103 	}
hitSomething()104 	ObjId hitSomething() const {
105 		return _hitObject;
106 	}
107 
108 	bool load(Common::ReadStream *rs, uint32 version);
109 	void save(Common::WriteStream *ods);
110 
111 private:
112 	enum Mode {
113 		NormalMode = 0,
114 		TargetMode
115 	};
116 
117 	unsigned int getNextFrame(unsigned int frame) const;
118 	void checkWeaponHit();
119 
120 	unsigned int _startFrame, _endFrame;
121 	bool _firstFrame;
122 	unsigned int _currentFrame;
123 
124 	ObjId _actor;
125 	Direction _dir;
126 
127 	const AnimAction *_animAction;
128 
129 	// actor state
130 	int32 _prevX, _prevY, _prevZ;
131 	int32 _x, _y, _z;
132 	int32 _startX, _startY, _startZ;
133 	int32 _targetDx, _targetDy, _targetDz;
134 	int32 _targetOffGroundLeft;
135 	bool _firstStep, _flipped;
136 	uint32 _shapeFrame;
137 
138 	// status flags
139 	bool _done;
140 	bool _blocked;
141 	bool _unsupported;
142 	ObjId _hitObject;
143 
144 	Mode _mode;
145 };
146 
147 } // End of namespace Ultima8
148 } // End of namespace Ultima
149 
150 #endif
151