1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
/* 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_ADTALKNODE_H
#define WINTERMUTE_ADTALKNODE_H
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/base/base.h"
namespace WinterMute {
class AdSpriteSet;
class BaseSprite;
class AdTalkNode : public BaseClass {
public:
char *_spriteSetFilename;
AdSpriteSet *_spriteSet;
BaseSprite *getSprite(TDirection dir);
bool isInTimeInterval(uint32 time, TDirection dir);
bool loadSprite();
DECLARE_PERSISTENT(AdTalkNode, BaseClass)
AdTalkNode(BaseGame *inGame);
virtual ~AdTalkNode();
bool loadBuffer(byte *buffer, bool complete = true);
virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0);
char *_spriteFilename;
BaseSprite *_sprite;
uint32 _startTime;
uint32 _endTime;
bool _playToEnd;
bool _preCache;
char *_comment;
};
} // end of namespace WinterMute
#endif
|