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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.
*
*/
#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<ADQEntry> _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
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