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+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_ADTALKNODE_H
+#define WINTERMUTE_ADTALKNODE_H
+
+#include "engines/wintermute/persistent.h"
+#include "engines/wintermute/base/base.h"
+
+namespace Wintermute {
+class AdSpriteSet;
+class BaseSprite;
+class AdTalkNode : public BaseClass {
+public:
+ char *_spriteSetFilename;
+ AdSpriteSet *_spriteSet;
+ BaseSprite *getSprite(TDirection dir);
+ bool isInTimeInterval(uint32 time, TDirection dir);
+ bool loadSprite();
+ DECLARE_PERSISTENT(AdTalkNode, BaseClass)
+
+ AdTalkNode(BaseGame *inGame);
+ virtual ~AdTalkNode();
+ bool loadBuffer(byte *buffer, bool complete = true);
+ virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0);
+ char *_spriteFilename;
+ BaseSprite *_sprite;
+ uint32 _startTime;
+ uint32 _endTime;
+ bool _playToEnd;
+ bool _preCache;
+ char *_comment;
+
+};
+
+} // end of namespace Wintermute
+
+#endif