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engines/crab/event/gameeventmanager.h
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117
engines/crab/event/gameeventmanager.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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_GAMEEVENTMANAGER_H
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#define CRAB_GAMEEVENTMANAGER_H
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#include "crab/event/EventSeqGroup.h"
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#include "crab/ui/ChapterIntro.h"
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#include "crab/ui/hud.h"
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#include "crab/ui/journal.h"
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#include "crab/ui/PersonHandler.h"
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#include "crab/ui/PersonScreen.h"
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#include "crab/ui/ReplyMenu.h"
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#include "crab/ui/textarea.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace event {
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class Manager {
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protected:
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// All the events in the game
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Common::HashMap<Common::String, EventSeqGroup> _eventMap;
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// The currently happening or active sequence
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uint _activeSeq;
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// THIS IS NOT THE DEFINITIVE LIST OF ENDED SEQUENCES
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// JUST A TEMPORARY LIST OF EVENT SEQUENCES TO PASS AROUND
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Common::Array<EventSeqInfo> _endSeq;
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// The objects used to draw the dialog box and opinion bars
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pyrodactyl::ui::PersonHandler _oh;
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// The _reply menu and the colors and font of the text
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pyrodactyl::ui::ReplyMenu _reply;
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// The field for text input
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pyrodactyl::ui::TextArea _textin;
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// The info for intro events
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pyrodactyl::ui::ChapterIntro _intro;
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// Store the current event data temporarily
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GameEvent *_curEvent;
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bool _player;
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pyrodactyl::anim::Sprite *_curSp;
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void updateDialogBox(Info &info, pyrodactyl::level::Level &level);
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public:
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// The object used to draw the character screen
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pyrodactyl::ui::PersonScreen _per;
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// A flag used to stop drawing the game for a better fade in/fade out experience
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bool _drawGame;
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Manager() {
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init();
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}
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~Manager() {}
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void init();
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void load(rapidxml::xml_node<char> *node, pyrodactyl::ui::ParagraphData &popup);
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void draw(Info &info, pyrodactyl::ui::HUD &hud, pyrodactyl::level::Level &level);
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// cur_per is also updated here
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void internalEvents(Info &info, pyrodactyl::level::Level &level, Common::Array<EventResult> &result);
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void handleEvents(Info &info, const Common::String &playerId, Common::Event &event,
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pyrodactyl::ui::HUD &hud, pyrodactyl::level::Level &level, Common::Array<EventResult> &result);
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void calcActiveSeq(Info &info, pyrodactyl::level::Level &level, const Rect &camera);
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void endSequence(const Common::String &curloc);
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bool eventInProgress();
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void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
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void loadState(rapidxml::xml_node<char> *node);
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void setUI();
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};
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} // End of namespace event
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_GAMEEVENTMANAGER_H
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