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140
engines/grim/emi/costume/emichore.cpp
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140
engines/grim/emi/costume/emichore.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 "engines/grim/emi/costume/emichore.h"
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#include "engines/grim/emi/modelemi.h"
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namespace Grim {
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EMIChore::EMIChore(char name[32], int id, Costume *owner, int length, int numTracks) :
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Chore(name, id, owner, length, numTracks), _mesh(nullptr), _skeleton(nullptr),
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_fadeMode(Animation::None), _fade(1.f), _fadeLength(0), _startFade(1.0f) {
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}
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void EMIChore::addComponent(Component *component) {
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if (component->isComponentType('m', 'e', 's', 'h')) {
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_mesh = static_cast<EMIMeshComponent *>(component);
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} else if (component->isComponentType('s', 'k', 'e', 'l')) {
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_skeleton = static_cast<EMISkelComponent *>(component);
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}
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if (_mesh && _mesh->_obj && _skeleton) {
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_mesh->_obj->setSkeleton(_skeleton->_obj);
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}
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}
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void EMIChore::update(uint time) {
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if (!_playing || _paused)
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return;
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if (_fadeMode != Animation::None) {
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if (_fadeMode == Animation::FadeIn) {
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_fade += (float)time * (1.0f - _startFade) / _fadeLength;
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if (_fade >= 1.f) {
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_fade = 1.f;
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_fadeMode = Animation::None;
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}
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} else {
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_fade -= (float)time * _startFade / _fadeLength;
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if (_fade <= 0.f) {
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_fade = 0.f;
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stop(0);
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return;
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}
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}
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}
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int newTime;
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if (_currTime < 0)
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newTime = 0; // For first time through
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else
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newTime = _currTime + time;
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setKeys(_currTime, newTime);
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if (_length >= 0 && newTime > _length) {
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if (!_looping && _fadeMode != Animation::FadeOut) {
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stop(0);
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}
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else {
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do {
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newTime -= _length;
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setKeys(-1, newTime);
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} while (newTime > _length);
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}
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}
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_currTime = newTime;
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}
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void EMIChore::stop(uint msecs) {
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if (msecs > 0) {
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fade(Animation::FadeOut, msecs);
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} else {
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_playing = false;
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_hasPlayed = false;
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = getComponentForTrack(i);
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if (comp)
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comp->reset();
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}
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}
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}
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void EMIChore::fade(Animation::FadeMode mode, uint msecs) {
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if (mode == Animation::None) {
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_fade = 1.0f;
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}
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_startFade = _fade;
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_fadeMode = mode;
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_fadeLength = msecs;
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for (int i = 0; i < _numTracks; i++) {
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Component *comp = getComponentForTrack(i);
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if (comp) {
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comp->fade(mode, msecs);
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}
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}
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}
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void EMIChore::saveState(SaveGame *state) const {
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Chore::saveState(state);
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state->writeLESint32((int)_fadeMode);
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state->writeFloat(_fade);
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state->writeFloat(_startFade);
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state->writeLESint32(_fadeLength);
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}
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void EMIChore::restoreState(SaveGame *state) {
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Chore::restoreState(state);
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if (state->saveMinorVersion() >= 10) {
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_fadeMode = (Animation::FadeMode)state->readLESint32();
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_fade = state->readFloat();
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_startFade = state->readFloat();
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_fadeLength = state->readLESint32();
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} else {
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if (_length == -1 && _playing)
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_currTime = -1;
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}
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}
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} // end of namespace Grim
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