/* 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 3 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, see . * */ /* * 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); ~AdTalkNode() override; bool loadBuffer(char *buffer, bool complete = true); bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0) override; char *_spriteFilename; BaseSprite *_sprite; uint32 _startTime; uint32 _endTime; bool _playToEnd; bool _preCache; char *_comment; }; } // End of namespace Wintermute #endif