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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_ADTALKDEF_H
#define WINTERMUTE_ADTALKDEF_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/base/base_object.h"
namespace Wintermute {
class AdTalkNode;
class AdSpriteSet;
class AdTalkDef : public BaseObject {
public:
char *_defaultSpriteSetFilename;
AdSpriteSet *_defaultSpriteSet;
BaseSprite *getDefaultSprite(TDirection Dir);
bool loadDefaultSprite();
DECLARE_PERSISTENT(AdTalkDef, BaseObject)
AdTalkDef(BaseGame *inGame);
virtual ~AdTalkDef();
bool loadFile(const char *filename);
bool loadBuffer(byte *buffer, bool complete = true);
BaseArray<AdTalkNode *> _nodes;
char *_defaultSpriteFilename;
BaseSprite *_defaultSprite;
virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0);
};
} // end of namespace Wintermute
#endif
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