scummvm/costume.h

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// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef COSTUME_H
#define COSTUME_H
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#include "resource.h"
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class TextSplitter;
class Actor;
class Costume : public Resource {
public:
Costume(const char *filename, const char *data, int len);
// Create a copy of orig, sharing the model data from prev if
// appropriate
Costume(Costume &orig, Costume *prev);
~Costume();
void playChore(int num) { chores_[num].play(); }
void playChoreLooping(int num) { chores_[num].playLooping(); }
void setChoreLooping(int num, bool val) { chores_[num].setLooping(val); }
void stopChore(int num) { chores_[num].stop(); }
void stopChores();
int isChoring(int num, bool excludeLooping);
int isChoring(bool excludeLooping);
void update();
void draw();
class Component {
public:
Component(Component *parent, int parentID);
virtual Component *copy(Component *newParent) = 0;
virtual void setKey(int /* val */) { }
virtual void update() { }
virtual void draw() { }
virtual void reset() { }
virtual ~Component() { }
void setParent(Component *newParent);
protected:
int parentID_;
Component *parent_, *child_, *sibling_;
friend class Costume;
};
private:
// Reference the original copy of the costume in the cache
ResPtr<Costume> orig_;
Component *loadComponent(char tag[4], Component *parent, int parentID,
const char *name);
int numComponents_;
Component **components_;
struct TrackKey {
int time_, value_;
};
struct ChoreTrack {
int compID_;
int numKeys_;
TrackKey *keys_;
};
class Chore {
public:
void load(Costume *owner, TextSplitter &ts);
void play();
void playLooping();
void setLooping(bool val) { looping_ = val; }
void stop();
void update();
private:
Costume *owner_;
int length_;
int numTracks_;
ChoreTrack *tracks_;
char name_[32];
bool hasPlayed_, playing_, looping_;
int currTime_;
void setKeys(int startTime, int stopTime);
friend class Costume;
};
int numChores_;
Chore *chores_;
};
#endif