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engines/titanic/support/time_event_info.h
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137
engines/titanic/support/time_event_info.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 TITANIC_TIMER_H
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#define TITANIC_TIMER_H
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#include "common/algorithm.h"
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#include "titanic/core/list.h"
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namespace Titanic {
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class CTreeItem;
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class CProjectItem;
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class CTimeEventInfo : public ListItem {
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private:
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/**
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* Increments the counter
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*/
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void lock() { ++_lockCounter; }
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/**
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* Called at the end of both post load and post save actions
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*/
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void unlock() {
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_lockCounter = MAX(_lockCounter - 1, 0);
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}
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public:
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static uint _nextId;
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public:
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int _lockCounter;
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uint _id;
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bool _repeated;
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uint _firstDuration;
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uint _repeatDuration;
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CTreeItem *_target;
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uint _actionVal;
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CString _action;
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uint _timerCtr;
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uint _lastTimerTicks;
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uint _relativeTicks;
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bool _done;
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bool _persisent;
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CString _targetName;
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public:
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CLASSDEF;
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CTimeEventInfo();
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CTimeEventInfo(uint ticks, bool repeated, uint firstDuration, uint repeatDuration,
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CTreeItem *target, int endVal, const CString &action);
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/**
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* Save the data for the class to file
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*/
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void save(SimpleFile *file, int indent) override;
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/**
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* Load the data for the class from file
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*/
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void load(SimpleFile *file) override;
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/**
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* Called after loading a game has finished
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*/
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void postLoad(uint ticks, CProjectItem *project);
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/**
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* Called when a game is about to be saved
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*/
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void preSave(uint ticks);
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/**
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* Called when a game has finished being saved
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*/
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void postSave();
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bool update(uint ticks);
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/**
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* Flags whether the timer will be persisent across save & loads
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*/
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void setPersisent(bool val) { _persisent = val; }
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};
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class CTimeEventInfoList : public List<CTimeEventInfo> {
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public:
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/**
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* Called after loading a game has finished
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*/
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void postLoad(uint ticks, CProjectItem *project);
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/**
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* Called when a game is about to be saved
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*/
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void preSave(uint ticks);
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/**
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* Called when a game has finished being saved
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*/
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void postSave();
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/**
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* Handles an update
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*/
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void update(uint ticks);
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/**
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* Remove an item with the given Id
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*/
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void stop(uint id);
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/**
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* Sets whether a timer with a given Id will be persisent across saves
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*/
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void setPersisent(uint id, bool flag);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_TIMER_H */
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