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engines/grim/costume.h
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127
engines/grim/costume.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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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/str.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 BaseHead;
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class Actor;
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class Costume : public Object {
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public:
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Costume(const Common::String &filename, Actor *owner, Costume *prevCost);
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virtual ~Costume();
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virtual void load(Common::SeekableReadStream *data);
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const Common::String &getFilename() const { return _fname; }
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void playChore(const char *name, uint msecs = 0);
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virtual void playChore(int num, uint msecs = 0);
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void playChoreLooping(const char *name, uint msecs = 0);
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virtual void playChoreLooping(int num, uint msecs = 0);
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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, uint msecs = 0);
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void fadeChoreIn(int chore, uint msecs);
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void fadeChoreOut(int chore, uint 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(bool ignoreLoopingChores = false, int msecs = 0);
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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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Chore *getChore(int i) { return _chores[i]; }
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int getChoreId(const char *name);
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const Common::List<Chore *> &getPlayingChores() const { return _playingChores; }
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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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virtual void moveHead(bool entering, const Math::Vector3d &lookAt);
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int getHeadJoint() const;
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CMap *getCMap() { return _cmap; }
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virtual int update(uint frameTime);
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void animate();
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virtual void draw();
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2);
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void setPosRotate(const 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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Actor *getOwner() const { return _owner; }
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Costume *getPreviousCostume() const;
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virtual void saveState(SaveGame *state) const;
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virtual bool restoreState(SaveGame *state);
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Component *getComponent(int num) { return _components[num]; }
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protected:
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virtual Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent);
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void load(TextSplitter &ts, Costume *prevCost);
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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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BaseHead *_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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Actor *_owner;
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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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