scummvm/engines/grim/costume.h
Paweł Kołodziejski e350c7f777 renames
2012-01-06 23:29:45 +01:00

121 lines
3.4 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#ifndef GRIM_COSTUME_H
#define GRIM_COSTUME_H
#include "common/memstream.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 Head;
class Costume : public Object {
public:
Costume(const Common::String &filename, Common::SeekableReadStream *data, Costume *prevCost);
void loadGRIM(TextSplitter &ts, Costume *prevCost);
void loadEMI(Common::SeekableReadStream *data, Costume *prevCost);
virtual ~Costume();
const Common::String &getFilename() const { return _fname; }
void playChore(const char *name);
void playChore(int num);
void playChoreLooping(int num);
void setChoreLastFrame(int num);
void setChoreLooping(int num, bool val);
void stopChore(int num);
void fadeChoreIn(int chore, int msecs);
void fadeChoreOut(int chore, int msecs);
ModelNode *getModelNodes();
Model *getModel();
void setColormap(const Common::String &map);
void stopChores();
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);
void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
void setLookAtRate(float rate);
float getLookAtRate() const;
void moveHead(bool entering, const Math::Vector3d &lookAt);
CMap *getCMap() { return _cmap; }
int update(uint frameTime);
void animate();
void setupTextures();
void draw();
void getBoundingBox(int *x1, int *y1, int *x2, int *y2);
void setPosRotate(Math::Vector3d pos, const Math::Angle &pitch,
const Math::Angle &yaw, const Math::Angle &roll);
Math::Matrix4 getMatrix() const;
Costume *getPreviousCostume() const;
void saveState(SaveGame *state) const;
bool restoreState(SaveGame *state);
private:
Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent);
Component *loadComponentEMI(Component *parent, int parentID, const char *name, Component *prevComponent);
ModelComponent *getMainModelComponent() const;
Common::String _fname;
Costume *_prevCostume;
int _numComponents;
Component **_components;
Head *_head;
ObjectPtr<CMap> _cmap;
int _numChores;
Chore **_chores;
Common::List<Chore*> _playingChores;
Math::Matrix4 _matrix;
float _lookAtRate;
friend class Chore;
};
} // end of namespace Grim
#endif