ScummVM API documentation
emichore.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef GRIM_EMICHORE_H
23 #define GRIM_EMICHORE_H
24 
25 #include "engines/grim/costume/chore.h"
26 #include "engines/grim/pool.h"
27 #include "engines/grim/emi/costume/emimesh_component.h"
28 #include "engines/grim/emi/costume/emiskel_component.h"
29 
30 namespace Grim {
31 
32 class EMIChore : public PoolObject<EMIChore>, public Chore {
33 public:
34  EMIChore(char name[32], int id, Costume *owner, int length, int numTracks);
35  static int32 getStaticTag() { return MKTAG('C', 'H', 'O', 'R'); }
36 
37  void update(uint msecs) override;
38  void stop(uint msecs) override;
39  void addComponent(Component *component);
40  bool isWearChore() { return _mesh && _skeleton; }
41  void saveState(SaveGame *state) const override;
42  void restoreState(SaveGame *state) override;
43  EMIMeshComponent *getMesh() { return _mesh; }
44  EMISkelComponent *getSkeleton() { return _skeleton; }
45 
46 private:
47  void fade(Animation::FadeMode mode, uint msecs) override;
48 
49  Animation::FadeMode _fadeMode;
50  float _fade;
51  float _startFade;
52  int _fadeLength;
53 
54  EMIMeshComponent *_mesh;
55  EMISkelComponent *_skeleton;
56 };
57 
58 } // end of namespace Grim
59 
60 #endif
Definition: emiskel_component.h:33
Definition: savegame.h:33
Definition: actor.h:33
Definition: component.h:38
#define MKTAG(a0, a1, a2, a3)
Definition: endian.h:188
Definition: pool.h:42
Definition: emimesh_component.h:32
Definition: chore.h:45
Definition: costume.h:45
Definition: emichore.h:32