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152 lines
3.6 KiB
C++
152 lines
3.6 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003-2005 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 "matrix4.h"
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#include "model.h"
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#include <string>
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#define DEFAULT_COLORMAP "item.cmp"
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typedef uint32 tag32;
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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);
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void playChoreLooping(int num);
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void setChoreLastFrame(int num) { _chores[num].setLastFrame(); }
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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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Model::HierNode *getModelNodes();
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void setColormap(char *map);
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void stopChores();
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int isChoring(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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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, tag32 tag);
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tag32 tag() { return _tag; }
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CMap *cmap();
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void setColormap(CMap *c);
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bool visible();
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Component *parent() { return _parent; }
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virtual void setMatrix(Matrix4) { };
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virtual void init() { }
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virtual void setKey(int) { }
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virtual void setMapName(char *) { }
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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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ResPtr<CMap> _cmap, _previousCmap;
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tag32 _tag;
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int _parentID;
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bool _visible;
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Component *_parent, *_child, *_sibling;
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Matrix4 _matrix;
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Costume *_cost;
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void setCostume(Costume *cost) { _cost = cost; }
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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(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent);
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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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Chore();
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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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void setLastFrame();
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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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ResPtr<CMap> _cmap;
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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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