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engines/bladerunner/actor_dialogue_queue.h
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78
engines/bladerunner/actor_dialogue_queue.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_ACTOR_DIALOGUE_QUEUE_H
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#define BLADERUNNER_ACTOR_DIALOGUE_QUEUE_H
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#include "common/array.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class ActorDialogueQueue {
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static const uint kMaxEntries = 25;
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struct Entry {
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bool isNotPause;
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bool isPause;
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int actorId;
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int sentenceId;
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int animationMode;
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int32 delayMillis; // in milliseconds, TODO: Info on special values 0 and -1?
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Entry();
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};
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BladeRunnerEngine *_vm;
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Common::Array<Entry> _entries;
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bool _isNotPause;
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int _actorId;
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int _sentenceId;
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int _animationMode;
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int _animationModePrevious;
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bool _isPause;
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int32 _delayMillis; // in milliseconds, TODO: Info on special values 0 and -1?
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uint32 _timeLast; // in milliseconds
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public:
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ActorDialogueQueue(BladeRunnerEngine *vm);
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~ActorDialogueQueue();
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void add(int actorId, int sentenceId, int animationMode);
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void addPause(int32 delayMillis);
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void flush(int a1, bool callScript);
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bool isEmpty();
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void tick();
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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private:
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void clear();
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};
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} // End of namespace BladeRunner
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#endif
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