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