scummvm/engines/grim/costume.h
Paweł Kołodziejski 06902574b4
GRIM: Janitorial
2022-06-08 01:12:00 +02:00

128 lines
3.7 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 GRIM_COSTUME_H
#define GRIM_COSTUME_H
#include "common/str.h"
#include "math/matrix4.h"
#include "engines/grim/object.h"
namespace Grim {
typedef uint32 tag32;
class CMap;
class Model;
class ModelNode;
class TextSplitter;
class ModelComponent;
class Component;
class Chore;
class BaseHead;
class Actor;
class Costume : public Object {
public:
Costume(const Common::String &filename, Actor *owner, Costume *prevCost);
virtual ~Costume();
virtual void load(Common::SeekableReadStream *data);
const Common::String &getFilename() const { return _fname; }
void playChore(const char *name, uint msecs = 0);
virtual void playChore(int num, uint msecs = 0);
void playChoreLooping(const char *name, uint msecs = 0);
virtual void playChoreLooping(int num, uint msecs = 0);
void setChoreLastFrame(int num);
void setChoreLooping(int num, bool val);
void stopChore(int num, uint msecs = 0);
void fadeChoreIn(int chore, uint msecs);
void fadeChoreOut(int chore, uint msecs);
ModelNode *getModelNodes();
Model *getModel();
void setColormap(const Common::String &map);
void stopChores(bool ignoreLoopingChores = false, int msecs = 0);
int isChoring(const char *name, bool excludeLooping);
int isChoring(int num, bool excludeLooping);
int isChoring(bool excludeLooping);
int getNumChores() const { return _numChores; }
Chore *getChore(const char *name);
Chore *getChore(int i) { return _chores[i]; }
int getChoreId(const char *name);
const Common::List<Chore *> &getPlayingChores() const { return _playingChores; }
void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
void setLookAtRate(float rate);
float getLookAtRate() const;
virtual void moveHead(bool entering, const Math::Vector3d &lookAt);
int getHeadJoint() const;
CMap *getCMap() { return _cmap; }
virtual int update(uint frameTime);
void animate();
virtual void draw();
void getBoundingBox(int *x1, int *y1, int *x2, int *y2);
void setPosRotate(const Math::Vector3d &pos, const Math::Angle &pitch,
const Math::Angle &yaw, const Math::Angle &roll);
Math::Matrix4 getMatrix() const;
Actor *getOwner() const { return _owner; }
Costume *getPreviousCostume() const;
virtual void saveState(SaveGame *state) const;
virtual bool restoreState(SaveGame *state);
Component *getComponent(int num) { return _components[num]; }
protected:
virtual Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent);
void load(TextSplitter &ts, Costume *prevCost);
ModelComponent *getMainModelComponent() const;
Common::String _fname;
Costume *_prevCostume;
int _numComponents;
Component **_components;
BaseHead *_head;
ObjectPtr<CMap> _cmap;
int _numChores;
Chore **_chores;
Common::List<Chore*> _playingChores;
Math::Matrix4 _matrix;
Actor *_owner;
float _lookAtRate;
friend class Chore;
};
} // end of namespace Grim
#endif