/* ScummVM - Graphic Adventure Engine * * ScummVM 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 program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef GRIM_COSTUME_H #define GRIM_COSTUME_H #include "common/str.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 BaseHead; class Actor; class Costume : public Object { public: Costume(const Common::String &filename, Actor *owner, Costume *prevCost); virtual ~Costume(); virtual void load(Common::SeekableReadStream *data); const Common::String &getFilename() const { return _fname; } void playChore(const char *name, uint msecs = 0); virtual void playChore(int num, uint msecs = 0); void playChoreLooping(const char *name, uint msecs = 0); virtual void playChoreLooping(int num, uint msecs = 0); void setChoreLastFrame(int num); void setChoreLooping(int num, bool val); void stopChore(int num, uint msecs = 0); void fadeChoreIn(int chore, uint msecs); void fadeChoreOut(int chore, uint msecs); ModelNode *getModelNodes(); Model *getModel(); void setColormap(const Common::String &map); void stopChores(bool ignoreLoopingChores = false, int msecs = 0); 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); Chore *getChore(int i) { return _chores[i]; } int getChoreId(const char *name); const Common::List &getPlayingChores() const { return _playingChores; } void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw); void setLookAtRate(float rate); float getLookAtRate() const; virtual void moveHead(bool entering, const Math::Vector3d &lookAt); int getHeadJoint() const; CMap *getCMap() { return _cmap; } virtual int update(uint frameTime); void animate(); virtual void draw(); void getBoundingBox(int *x1, int *y1, int *x2, int *y2); void setPosRotate(const Math::Vector3d &pos, const Math::Angle &pitch, const Math::Angle &yaw, const Math::Angle &roll); Math::Matrix4 getMatrix() const; Actor *getOwner() const { return _owner; } Costume *getPreviousCostume() const; virtual void saveState(SaveGame *state) const; virtual bool restoreState(SaveGame *state); Component *getComponent(int num) { return _components[num]; } protected: virtual Component *loadComponent(tag32 tag, Component *parent, int parentID, const char *name, Component *prevComponent); void load(TextSplitter &ts, Costume *prevCost); ModelComponent *getMainModelComponent() const; Common::String _fname; Costume *_prevCostume; int _numComponents; Component **_components; BaseHead *_head; ObjectPtr _cmap; int _numChores; Chore **_chores; Common::List _playingChores; Math::Matrix4 _matrix; Actor *_owner; float _lookAtRate; friend class Chore; }; } // end of namespace Grim #endif