97 lines
2.3 KiB
C++
97 lines
2.3 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_CHORE_H
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#define GRIM_CHORE_H
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#include "engines/grim/animation.h"
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namespace Grim {
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class Costume;
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class Animation;
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class Component;
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class TextSplitter;
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struct TrackKey {
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int time, value;
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};
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struct ChoreTrack {
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int compID;
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int numKeys;
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TrackKey *keys;
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Component *component;
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};
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class Chore {
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public:
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Chore(char name[32], int id, Costume *owner, int length, int numTracks);
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virtual ~Chore();
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void load(TextSplitter &ts);
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virtual void play(uint msecs);
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virtual void playLooping(uint msecs);
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void setLooping(bool val) { _looping = val; }
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virtual void stop(uint msecs);
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virtual void update(uint time);
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void setLastFrame();
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void fadeIn(uint msecs);
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void fadeOut(uint msecs);
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void setPaused(bool paused);
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bool isPlaying() { return _playing; }
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bool isPaused() { return _paused; }
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bool isLooping() { return _looping; }
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void advance(uint msecs);
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const char *getName() const { return _name; }
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int getChoreId() { return _choreId; }
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Costume *getOwner() { return _owner; }
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virtual void saveState(SaveGame *state) const;
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virtual void restoreState(SaveGame *state);
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protected:
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void setKeys(int startTime, int stopTime);
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virtual void fade(Animation::FadeMode, uint msecs);
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Component *getComponentForTrack(int i) const;
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Costume *_owner;
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int _choreId;
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int _length;
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int _numTracks;
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ChoreTrack *_tracks;
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char _name[32];
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bool _hasPlayed, _playing, _looping, _paused;
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int _currTime;
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friend class EMICostume;
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};
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} // end of namespace Grim
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#endif
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