/* 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 SCRIPTING_EFFECT_H_INCLUDED #define SCRIPTING_EFFECT_H_INCLUDED namespace Common { class SeekableReadStream; struct Point; class WriteStream; } namespace ZVision { class ZVision; /** * The base class that represents effects created from Actions. * This class is virtual. * * Detailed Description: * A scene has Controls. By interacting with the controls, the user * causes Actions to execute. Certain Actions create 'effects', for * example, a sound or an animation. This is the base class for * those effects. */ class ScriptingEffect { public: enum ScriptingEffectType { SCRIPTING_EFFECT_ANIM = 1, SCRIPTING_EFFECT_AUDIO = 2, SCRIPTING_EFFECT_DISTORT = 4, SCRIPTING_EFFECT_PANTRACK = 8, SCRIPTING_EFFECT_REGION = 16, SCRIPTING_EFFECT_TIMER = 32, SCRIPTING_EFFECT_TTYTXT = 64, SCRIPTING_EFFECT_UNKNOWN = 128, SCRIPTING_EFFECT_ALL = 255 }; ScriptingEffect() : _engine(0), _key(0), _type(SCRIPTING_EFFECT_UNKNOWN) {} ScriptingEffect(ZVision *engine, uint32 key, ScriptingEffectType type) : _engine(engine), _key(key), _type(type) {} virtual ~ScriptingEffect() {} uint32 getKey() { return _key; } ScriptingEffectType getType() { return _type; } virtual bool process(uint32 deltaTimeInMillis) { return false; } /** * Serialize a SideFX for save game use. This should only be used if a SideFX needs * to save values that would be different from initialization. AKA a TimerNode needs to * store the amount of time left on the timer. Any Controls overriding this *MUST* write * their key as the first data outputted. The default implementation is NOP. * * NOTE: If this method is overridden, you MUST also override deserialize() * and needsSerialization() * * @param stream Stream to write any needed data to */ virtual void serialize(Common::WriteStream *stream) {} /** * De-serialize data from a save game stream. This should only be implemented if the * SideFX also implements serialize(). The calling method assumes the size of the * data read from the stream exactly equals that written in serialize(). The default * implementation is NOP. * * NOTE: If this method is overridden, you MUST also override serialize() * and needsSerialization() * * @param stream Save game file stream */ virtual void deserialize(Common::SeekableReadStream *stream) {} /** * If a SideFX overrides serialize() and deserialize(), this should return true * * @return Does the SideFX need save game serialization? */ virtual inline bool needsSerialization() { return false; } virtual bool stop() { return true; } virtual void kill() {} protected: ZVision *_engine; uint32 _key; ScriptingEffectType _type; // Static member functions public: }; } // End of namespace ZVision #endif // SCRIPTING_EFFECT_H_INCLUDED