/* 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_EMICHORE_H
#define GRIM_EMICHORE_H
#include "engines/grim/costume/chore.h"
#include "engines/grim/pool.h"
#include "engines/grim/emi/costume/emimesh_component.h"
#include "engines/grim/emi/costume/emiskel_component.h"
namespace Grim {
class EMIChore : public PoolObject, public Chore {
public:
EMIChore(char name[32], int id, Costume *owner, int length, int numTracks);
static int32 getStaticTag() { return MKTAG('C', 'H', 'O', 'R'); }
void update(uint msecs) override;
void stop(uint msecs) override;
void addComponent(Component *component);
bool isWearChore() { return _mesh && _skeleton; }
void saveState(SaveGame *state) const override;
void restoreState(SaveGame *state) override;
EMIMeshComponent *getMesh() { return _mesh; }
EMISkelComponent *getSkeleton() { return _skeleton; }
private:
void fade(Animation::FadeMode mode, uint msecs) override;
Animation::FadeMode _fadeMode;
float _fade;
float _startFade;
int _fadeLength;
EMIMeshComponent *_mesh;
EMISkelComponent *_skeleton;
};
} // end of namespace Grim
#endif