/* 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_ADNODESTATE_H #define WINTERMUTE_ADNODESTATE_H namespace WinterMute { class CAdEntity; class CAdNodeState : public CBBase { public: bool transferEntity(CAdEntity *entity, bool includingSprites, bool saving); void setName(const char *name); void setFilename(const char *filename); void setCursor(const char *filename); DECLARE_PERSISTENT(CAdNodeState, CBBase) CAdNodeState(CBGame *inGame); virtual ~CAdNodeState(); char *_name; bool _active; char *_caption[7]; void setCaption(const char *caption, int caseVal); char *getCaption(int caseVal); uint32 _alphaColor; char *_filename; char *_cursor; }; } // end of namespace WinterMute #endif