/* 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. * */ #ifndef BLADERUNNER_ADQ_H #define BLADERUNNER_ADQ_H #include "common/array.h" namespace BladeRunner { class BladeRunnerEngine; struct ADQEntry { bool _isNotPause; bool _isPause; int _actorId; int _sentenceId; int _animationMode; int _delay; ADQEntry(); }; // actor dialogue queue?? class ADQ { BladeRunnerEngine *_vm; Common::Array _entries; bool _isNotPause; int _actorId; int _sentenceId; int _animationMode; int _animationModePrevious; bool _isPause; int _delay; int _timeLast; public: ADQ(BladeRunnerEngine *vm); ~ADQ(); void add(int actorId, int speechId, int animationMode); void addPause(int delay); void flush(int a1, bool callScript); void tick(); private: void clear(); }; } // End of namespace BladeRunner #endif