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#pragma once
#include "CutsceneObject.h"
#define CUTSCENENAMESIZE 8
class CDirectory;
class CAnimBlendAssocGroup;
class CCutsceneHead;
class CCutsceneMgr
{
static bool &ms_running;
static CCutsceneObject *(&ms_pCutsceneObjects)[NUMCUTSCENEOBJECTS];
static int32 &ms_numCutsceneObjs;
static bool &ms_loaded;
static bool &ms_animLoaded;
static bool &ms_useLodMultiplier;
static char(&ms_cutsceneName)[CUTSCENENAMESIZE];
static CAnimBlendAssocGroup &ms_cutsceneAssociations;
static CVector &ms_cutsceneOffset;
static float &ms_cutsceneTimer;
static bool &ms_cutsceneProcessing;
public:
static CDirectory *&ms_pCutsceneDir;
static uint32 &ms_cutsceneLoadStatus;
static void SetRunning(bool running) { ms_running = running; }
static bool IsRunning(void) { return ms_running; }
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
static char *GetCutsceneName(void) { return ms_cutsceneName; }
static void SetCutsceneOffset(const CVector& vec) { ms_cutsceneOffset = vec; }
static bool HasCutsceneFinished(void);
static void Initialise(void);
static void Shutdown(void);
static void LoadCutsceneData(const char *szCutsceneName);
static void FinishCutscene(void);
static void SetHeadAnim(const char *animName, CObject *pObject);
static void SetupCutsceneToStart(void);
static void SetCutsceneAnim(const char *animName, CObject *pObject);
static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
static CCutsceneObject *CreateCutsceneObject(int modelId);
static void DeleteCutsceneData(void);
static void Update(void);
};
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