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