1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the AUTHORS
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 STARK_RESOURCES_ANIM_HIERARCHY_H
24 #define STARK_RESOURCES_ANIM_HIERARCHY_H
25 
26 #include "common/str.h"
27 
28 #include "engines/stark/resources/object.h"
29 #include "engines/stark/resourcereference.h"
30 
31 namespace Stark {
32 
33 class Visual;
34 
35 namespace Formats {
36 class XRCReadStream;
37 }
38 
39 namespace Resources {
40 
41 class Anim;
42 class BonesMesh;
43 class ItemVisual;
44 class TextureSet;
45 
46 /**
47  * An animation hierarchy is a container resource referencing the available
48  * animations for an item.
49  *
50  * This resource keeps track of the currently selected animation.
51  */
52 class AnimHierarchy : public Object {
53 public:
54 	static const Type::ResourceType TYPE = Type::kAnimHierarchy;
55 
56 	AnimHierarchy(Object *parent, byte subType, uint16 index, const Common::String &name);
57 	virtual ~AnimHierarchy();
58 
59 	// Resource API
60 	void readData(Formats::XRCReadStream *stream) override;
61 	void onAllLoaded() override;
62 
63 	/** Set and apply the current animation kind for an item */
64 	void setItemAnim(ItemVisual *item, int32 usage);
65 
66 	/** Unselect the current animation and remove it from an item */
67 	void unselectItemAnim(ItemVisual *item);
68 
69 	/** Apply the current animation to an item */
70 	void selectItemAnim(ItemVisual *item);
71 
72 	/** Obtain the currently selected animation */
73 	Anim *getCurrentAnim();
74 
75 	/** Retrieve the first bone mesh from the anim hierarchy children, if any */
76 	BonesMesh *findBonesMesh();
77 
78 	/**
79 	 * Retrieve the first texture of the appropriate type from the anim
80 	 * hierarchy children, if any
81 	 */
82 	TextureSet *findTextureSet(uint32 textureType);
83 
84 	Visual *getVisualForUsage(uint32 usage);
85 
86 	/** Randomize an idle action animation */
87 	Anim *getIdleActionAnim() const;
88 
89 protected:
90 	Anim *getAnimForUsage(uint32 usage);
91 	void printData() override;
92 
93 	Common::Array<ResourceReference> _animationReferences;
94 	Common::Array<Anim *> _animations;
95 
96 	ResourceReference _animHierarchyReference;
97 	AnimHierarchy * _animHierarchy;
98 
99 	float _field_5C;
100 	uint32 _animUsage;
101 	Anim *_currentAnim;
102 	uint32 _idleActionsFrequencySum;
103 };
104 
105 } // End of namespace Resources
106 } // End of namespace Stark
107 
108 #endif // STARK_RESOURCES_ANIM_HIERARCHY_H
109