/* 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