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engines/grim/emi/costumeemi.cpp
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328
engines/grim/emi/costumeemi.cpp
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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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#include "common/endian.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/costume.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/emi/costumeemi.h"
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#include "engines/grim/emi/modelemi.h"
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#include "engines/grim/emi/skeleton.h"
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#include "engines/grim/emi/costume/emihead.h"
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#include "engines/grim/emi/costume/emianim_component.h"
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#include "engines/grim/emi/costume/emiluavar_component.h"
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#include "engines/grim/emi/costume/emiluacode_component.h"
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#include "engines/grim/emi/costume/emimesh_component.h"
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#include "engines/grim/emi/costume/emiskel_component.h"
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#include "engines/grim/emi/costume/emisprite_component.h"
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#include "engines/grim/emi/costume/emitexi_component.h"
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namespace Grim {
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EMICostume::EMICostume(const Common::String &fname, Actor *owner, Costume *prevCost) :
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Costume(fname, owner, prevCost), _wearChore(nullptr), _emiSkel(nullptr) {
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}
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void EMICostume::load(Common::SeekableReadStream *data) {
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Common::Array<Component *> components;
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_numChores = data->readUint32LE();
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_chores = new Chore *[_numChores];
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for (int i = 0; i < _numChores; i++) {
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uint32 nameLength;
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Component *prevComponent = nullptr;
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nameLength = data->readUint32LE();
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assert(nameLength < 32);
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char name[32];
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data->read(name, nameLength);
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float length = data->readFloatLE();
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int numTracks = data->readUint32LE();
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if (length == 1000)
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length = -1.0f;
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else
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length *= 1000;
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EMIChore *chore = new EMIChore(name, i, this, (int)length, numTracks);
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_chores[i] = chore;
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for (int k = 0; k < numTracks; k++) {
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int componentNameLength = data->readUint32LE();
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char *componentName = new char[componentNameLength];
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data->read(componentName, componentNameLength);
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data->readUint32LE();
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int parentID = data->readUint32LE();
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if (parentID == -1 && _prevCostume) {
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// However, only the first item can actually share the
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// node hierarchy with the previous costume, so flag
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// that component so it knows what to do
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if (i == 0)
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parentID = -2;
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prevComponent = _prevCostume->getComponent(0);
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// Make sure that the component is valid
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if (!prevComponent->isComponentType('M', 'M', 'D', 'L'))
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prevComponent = nullptr;
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}
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// Actually load the appropriate component
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Component *component = loadEMIComponent(parentID < 0 ? nullptr : components[parentID], parentID, componentName, prevComponent);
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if (component) {
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component->setCostume(this);
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component->init();
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chore->addComponent(component);
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}
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components.push_back(component);
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ChoreTrack &track = chore->_tracks[k];
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track.numKeys = data->readUint32LE();
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track.keys = new TrackKey[track.numKeys];
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track.component = component;
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track.compID = -1; // -1 means "look at .component"
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for (int j = 0; j < track.numKeys; j++) {
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float time, value;
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time = data->readFloatLE();
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value = data->readFloatLE();
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track.keys[j].time = (int)(time * 1000);
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length = MAX(length, time * 1000);
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track.keys[j].value = (int)value;
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}
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delete[] componentName;
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}
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}
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_numComponents = components.size();
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_components = new Component *[_numComponents];
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for (int i = 0; i < _numComponents; ++i) {
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_components[i] = components[i];
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}
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_head = new EMIHead(this);
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}
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void EMICostume::playChore(int num, uint msecs) {
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// FIXME: Original EMI can play multiple instances of a chore at the same time.
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EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
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if (chore->isWearChore()) {
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setWearChore(chore);
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}
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Costume::playChore(num, msecs);
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}
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void EMICostume::playChoreLooping(int num, uint msecs) {
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// FIXME: Original EMI can play multiple instances of a chore at the same time.
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EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
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if (chore->isWearChore()) {
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setWearChore(chore);
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}
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Costume::playChoreLooping(num, msecs);
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}
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Component *EMICostume::loadEMIComponent(Component *parent, int parentID, const char *name, Component *prevComponent) {
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assert(name[0] == '!');
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++name;
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char type[5];
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tag32 tag = 0;
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memcpy(&tag, name, 4);
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memcpy(&type, name, 4);
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type[4] = 0;
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tag = FROM_BE_32(tag);
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name += 4;
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if (tag == MKTAG('m', 'e', 's', 'h')) {
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return new EMIMeshComponent(parent, parentID, name, prevComponent, tag, this);
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} else if (tag == MKTAG('s', 'k', 'e', 'l')) {
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return new EMISkelComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('t', 'e', 'x', 'i')) {
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return new EMITexiComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('a', 'n', 'i', 'm')) {
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return new EMIAnimComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('l', 'u', 'a', 'c')) {
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return new EMILuaCodeComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('l', 'u', 'a', 'v')) {
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return new EMILuaVarComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('s', 'p', 'r', 't')) {
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return new EMISpriteComponent(parent, parentID, name, prevComponent, tag);
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} else if (tag == MKTAG('s', 'h', 'a', 'd')) {
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Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement SHAD-handling: %s" , name);
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} else if (tag == MKTAG('a', 'w', 'g', 't')) {
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Debug::warning(Debug::Costumes, "Actor::loadComponentEMI Implement AWGT-handling: %s" , name);
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} else if (tag == MKTAG('s', 'n', 'd', '2')) {
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// ignore, this is a leftover from an earlier engine.
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} else {
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error("Actor::loadComponentEMI missing tag: %s for %s", name, type);
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}
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return nullptr;
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}
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void EMICostume::draw() {
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bool drewMesh = false;
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for (Common::List<Chore*>::iterator it = _playingChores.begin(); it != _playingChores.end(); ++it) {
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Chore *c = (*it);
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if (!c->_playing)
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continue;
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for (int i = 0; i < c->_numTracks; ++i) {
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if (c->_tracks[i].component) {
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c->_tracks[i].component->draw();
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if (c->_tracks[i].component->isComponentType('m', 'e', 's', 'h'))
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drewMesh = true;
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}
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}
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}
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if (_wearChore && !drewMesh) {
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_wearChore->getMesh()->draw();
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}
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}
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int EMICostume::update(uint time) {
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for (Common::List<Chore*>::iterator i = _playingChores.begin(); i != _playingChores.end(); ++i) {
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Chore *c = *i;
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c->update(time);
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for (int t = 0; t < c->_numTracks; ++t) {
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if (c->_tracks[t].component) {
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c->_tracks[t].component->update(time);
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}
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}
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if (!c->isPlaying()) {
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i = _playingChores.erase(i);
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--i;
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}
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}
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return 0;
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}
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void EMICostume::saveState(SaveGame *state) const {
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Costume::saveState(state);
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for (int i = 0; i < _numChores; ++i) {
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EMIChore *chore = (EMIChore *)_chores[i];
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state->writeLESint32(chore->getId());
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}
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state->writeLESint32(_wearChore ? _wearChore->getChoreId() : -1);
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}
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bool EMICostume::restoreState(SaveGame *state) {
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bool ret = Costume::restoreState(state);
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if (ret) {
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if (state->saveMinorVersion() >= 11) {
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EMIChore::Pool &pool = EMIChore::getPool();
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for (int i = 0; i < _numChores; ++i) {
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EMIChore *chore = (EMIChore *)_chores[i];
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int id = state->readLESint32();
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pool.removeObject(chore->getId());
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EMIChore* oldChore = pool.getObject(id);
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if (oldChore) {
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pool.removeObject(id);
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oldChore->setId(chore->getId());
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pool.addObject(oldChore);
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}
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chore->setId(id);
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pool.addObject(chore);
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}
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}
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if (state->saveMinorVersion() < 13) {
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// Used to be active texture IDs for materials. Materials are now
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// managed by the owner Actor of this Costume.
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for (uint i = 0; i < _materials.size(); ++i) {
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state->readLESint32();
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}
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}
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int id = state->readLESint32();
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if (id >= 0) {
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EMIChore *chore = static_cast<EMIChore *>(_chores[id]);
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setWearChore(chore);
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}
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}
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return ret;
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}
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Material *EMICostume::findMaterial(const Common::String &name) {
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return _owner->findMaterial(name);
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}
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Material *EMICostume::loadMaterial(const Common::String &name, bool clamp) {
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MaterialPtr mat = _owner->loadMaterial(name, clamp);
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if (mat) {
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// Save a reference to the material, so it will not be freed during the
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// lifetime of this costume.
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if (Common::find(_materials.begin(), _materials.end(), mat) == _materials.end())
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_materials.push_back(mat);
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}
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return mat;
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}
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void EMICostume::setWearChore(EMIChore *chore) {
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if (chore != _wearChore) {
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_wearChore = chore;
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if (_emiSkel) {
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_emiSkel->reset();
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}
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_emiSkel = chore->getSkeleton();
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}
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}
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void EMICostume::setHead(const char *joint, const Math::Vector3d &offset) {
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static_cast<EMIHead *>(_head)->setJoint(joint, offset);
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}
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void EMICostume::setHeadLimits(float yawRange, float maxPitch, float minPitch) {
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static_cast<EMIHead *>(_head)->setLimits(yawRange, maxPitch, minPitch);
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}
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EMIModel *EMICostume::getEMIModel() const {
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if (!_wearChore)
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return nullptr;
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return _wearChore->getMesh()->_obj;
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}
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EMIModel *EMICostume::getEMIModel(int num) const {
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if (num >= _numChores) {
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return nullptr;
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}
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EMIChore *chore = static_cast<EMIChore *>(_chores[num]);
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if (chore == nullptr) {
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return nullptr;
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}
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EMIMeshComponent *mesh = chore->getMesh();
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if (mesh == nullptr) {
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return nullptr;
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}
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return mesh->_obj;
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}
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} // end of namespace Grim
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