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121 lines
3.4 KiB
C++
121 lines
3.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#ifndef GRIM_COSTUME_H
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#define GRIM_COSTUME_H
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#include "common/memstream.h"
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#include "math/matrix4.h"
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#include "engines/grim/object.h"
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namespace Grim {
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typedef uint32 tag32;
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class CMap;
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class Model;
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class ModelNode;
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class TextSplitter;
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class ModelComponent;
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class Component;
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class Chore;
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class Head;
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class Costume : public Object {
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public:
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Costume(const Common::String &filename, Common::SeekableReadStream *data, Costume *prevCost);
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void loadGRIM(TextSplitter &ts, Costume *prevCost);
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void loadEMI(Common::SeekableReadStream *data, Costume *prevCost);
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virtual ~Costume();
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const Common::String &getFilename() const { return _fname; }
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void playChore(const char *name);
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void playChore(int num);
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void playChoreLooping(int num);
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void setChoreLastFrame(int num);
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void setChoreLooping(int num, bool val);
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void stopChore(int num);
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void fadeChoreIn(int chore, int msecs);
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void fadeChoreOut(int chore, int msecs);
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ModelNode *getModelNodes();
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Model *getModel();
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void setColormap(const Common::String &map);
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void stopChores();
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int isChoring(const char *name, bool excludeLooping);
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int isChoring(int num, bool excludeLooping);
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int isChoring(bool excludeLooping);
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int getNumChores() const { return _numChores; }
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Chore *getChore(const char *name);
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void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
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void setLookAtRate(float rate);
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float getLookAtRate() const;
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void moveHead(bool entering, const Math::Vector3d &lookAt);
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CMap *getCMap() { return _cmap; }
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int update(uint frameTime);
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void animate();
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void setupTextures();
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void draw();
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2);
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void setPosRotate(Math::Vector3d pos, const Math::Angle &pitch,
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const Math::Angle &yaw, const Math::Angle &roll);
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Math::Matrix4 getMatrix() const;
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Costume *getPreviousCostume() const;
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void saveState(SaveGame *state) const;
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bool restoreState(SaveGame *state);
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private:
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Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent);
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Component *loadComponentEMI(Component *parent, int parentID, const char *name, Component *prevComponent);
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ModelComponent *getMainModelComponent() const;
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Common::String _fname;
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Costume *_prevCostume;
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int _numComponents;
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Component **_components;
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Head *_head;
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ObjectPtr<CMap> _cmap;
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int _numChores;
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Chore **_chores;
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Common::List<Chore*> _playingChores;
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Math::Matrix4 _matrix;
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float _lookAtRate;
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friend class Chore;
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};
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} // end of namespace Grim
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#endif
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