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105
engines/bladerunner/scene.h
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105
engines/bladerunner/scene.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_SCENE_H
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#define BLADERUNNER_SCENE_H
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#include "bladerunner/vector.h"
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#include "common/str.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class BoundingBox;
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class Regions;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class Set;
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class VQAPlayer;
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class Scene {
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friend class Debugger;
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BladeRunnerEngine *_vm;
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int _setId;
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int _sceneId;
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VQAPlayer *_vqaPlayer;
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int _defaultLoop;
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bool _defaultLoopSet;
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bool _defaultLoopPreloadedSet;
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int _specialLoopMode;
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int _specialLoop;
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// int _introFinished;
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int _nextSetId;
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int _nextSceneId;
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int _frame;
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Vector3 _actorStartPosition;
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int _actorStartFacing;
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bool _playerWalkedIn;
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public:
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Set *_set;
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Regions *_regions;
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Regions *_exits;
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public:
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Scene(BladeRunnerEngine *vm);
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~Scene();
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bool open(int setId, int sceneId, bool isLoadingGame);
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bool close(bool isLoadingGame);
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int advanceFrame(bool useTime = true);
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void resume(bool isLoadingGame = false);
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void startDefaultLoop();
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void setActorStart(Vector3 position, int facing);
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void loopSetDefault(int loopId);
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void loopStartSpecial(int specialLoopMode, int loopId, bool immediately);
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int getSetId() const { return _setId; }
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int getSceneId() const { return _sceneId; }
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bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; }
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int findObject(const Common::String &objectName);
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bool objectSetHotMouse(int objectId);
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bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox);
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void objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded);
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void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
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void objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded);
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void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
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const Common::String &objectGetName(int objectId);
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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 loopEnded(int frame, int loopId);
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static void loopEndedStatic(void *data, int frame, int loopId);
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};
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} // End of namespace BladeRunner
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#endif
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