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137 lines
3.2 KiB
C++
137 lines
3.2 KiB
C++
/* 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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* aint32 with this program; if not, write to the Free Software
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_TIMERS_H
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#define SAGA2_TIMERS_H
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#include "saga2/idtypes.h"
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#include "saga2/calender.h"
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#include "saga2/objects.h"
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namespace Saga2 {
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class Timer;
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class TimerList;
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// Fetch a specified actor's TimerList
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TimerList *fetchTimerList(GameObject *obj);
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void deleteTimer(Timer *t);
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// Check all active Timers
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void checkTimers();
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// Initialize the Timers
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void initTimers();
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void saveTimers(Common::OutSaveFile *outS);
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void loadTimers(Common::InSaveFile *in);
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void cleanupTimer();
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// Cleanup the active Timers
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void cleanupTimers();
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/* ===================================================================== *
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TimerList class
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* ===================================================================== */
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class TimerList {
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GameObject *_obj;
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public:
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// Constructor -- initial construction
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TimerList(GameObject *o);
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TimerList(Common::InSaveFile *in);
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~TimerList();
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// Return the number of bytes needed to archive this object in
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// a buffer
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static int32 archiveSize() {
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return sizeof(ObjectID);
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}
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void write(Common::MemoryWriteStreamDynamic *out);
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GameObject *getObject() {
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return _obj;
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}
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Common::List<Timer *> _timers;
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};
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/* ===================================================================== *
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Timer class
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* ===================================================================== */
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class Timer {
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GameObject *_obj;
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TimerID _id;
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int16 _interval;
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FrameAlarm _alarm;
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public:
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bool _active;
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// Constructor -- initial construction
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Timer(GameObject *o, TimerID timerID, int16 frameInterval) : _obj(o), _id(timerID), _interval(frameInterval), _active(true) {
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_alarm.set(_interval);
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debugC(1, kDebugTimers, "Creating timer %p for %p (%s)",
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(void *)this, (void *)o, o->objName());
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g_vm->_timers.push_back(this);
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}
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Timer(Common::InSaveFile *in);
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~Timer();
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// Return the number of bytes needed to archive this object in
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// a buffer
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static int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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GameObject *getObject() {
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return _obj;
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}
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TimerID thisID() {
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return _id;
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}
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int16 getInterval() {
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return _interval;
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}
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bool check() {
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return _alarm.check();
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}
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void reset() {
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_alarm.set(_interval);
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}
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};
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} // end of namespace Saga2
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#endif
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