ScummVM API documentation
chore.h
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/* 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
Grim::SaveGame
Definition:
savegame.h:33
Grim
Definition:
actor.h:33
Grim::TrackKey
Definition:
chore.h:34
Grim::ChoreTrack
Definition:
chore.h:38
Grim::EMICostume
Definition:
costumeemi.h:40
Grim::Component
Definition:
component.h:38
Grim::TextSplitter
Definition:
textsplit.h:35
Grim::Chore
Definition:
chore.h:45
Grim::Costume
Definition:
costume.h:45
engines
grim
costume
chore.h
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