Files
scummvm-cursorfix/engines/grim/emi/costume/emichore.cpp
2026-02-02 04:50:13 +01:00

141 lines
3.5 KiB
C++

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