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5ec54ab780
TODO: processing *.lip files and using that data to play the specific talkChore_[i] chores instead of the generic mumble chore.
130 lines
3.1 KiB
C++
130 lines
3.1 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef COSTUME_H
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#define COSTUME_H
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#include <string>
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#include "matrix4.h"
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class TextSplitter;
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class Actor;
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class Costume {
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public:
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Costume(const char *filename, const char *data, int len, Costume *prevCost);
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~Costume();
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const char *filename() const { return fname_.c_str(); }
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void playChore(int num) { chores_[num].play(); }
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void playChoreLooping(int num) { chores_[num].playLooping(); }
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void setChoreLooping(int num, bool val) { chores_[num].setLooping(val); }
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void stopChore(int num) { chores_[num].stop(); }
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void stopChores();
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int isChoring(int num, bool excludeLooping);
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int isChoring(bool excludeLooping);
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void setHead( int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw );
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void update();
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void setupTextures();
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void draw();
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void setPosRotate( Vector3d pos_, float pitch_, float yaw_, float roll_ );
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class Component {
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public:
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Component(Component *parent, int parentID);
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virtual void setMatrix( Matrix4 matrix ) { };
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virtual void init() { }
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virtual void setKey(int /* val */) { }
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virtual void update() { }
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virtual void setupTexture() { }
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virtual void draw() { }
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virtual void reset() { }
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virtual ~Component() { }
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protected:
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int parentID_;
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Component *parent_, *child_, *sibling_;
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Matrix4 matrix_;
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void setParent(Component *newParent);
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friend class Costume;
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};
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private:
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Component *loadComponent(char tag[4], Component *parent, int parentID, const char *name);
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std::string fname_;
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int numComponents_;
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Component **components_;
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struct TrackKey {
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int time_, value_;
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};
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struct ChoreTrack {
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int compID_;
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int numKeys_;
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TrackKey *keys_;
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};
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struct Head {
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int joint1;
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int joint2;
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int joint3;
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float maxRoll;
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float maxPitch;
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float maxYaw;
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} head_;
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class Chore {
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public:
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void load(Costume *owner, TextSplitter &ts);
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void play();
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void playLooping();
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void setLooping(bool val) { looping_ = val; }
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void stop();
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void update();
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private:
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Costume *owner_;
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int length_;
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int numTracks_;
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ChoreTrack *tracks_;
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char name_[32];
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bool hasPlayed_, playing_, looping_;
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int currTime_;
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void setKeys(int startTime, int stopTime);
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friend class Costume;
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};
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int numChores_;
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Chore *chores_;
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Matrix4 matrix_;
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};
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#endif
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