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144
engines/hpl1/penumbra-overture/IntroStory.h
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144
engines/hpl1/penumbra-overture/IntroStory.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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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_INTRO_STORY_H
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#define GAME_INTRO_STORY_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace hpl;
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class cInit;
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#define INTRO_IMAGE_NUM (6)
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//----------------------------------------
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class cIntroImage {
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public:
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cIntroImage();
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~cIntroImage();
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void Update(float afTimeStep);
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void OnDraw();
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void FadeBrightnessTo(float afDarkness, float afTime);
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void FadeAlphaTo(float afDarkness, float afTime);
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void MoveTo(const cVector3f &avPos, float afTime);
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void Reset();
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//////////////
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// Variables
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cVector3f mvCameraPosition;
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cVector3f mvFinalPos;
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cVector3f mvPosStep;
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float mfPosCount;
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cVector3f mvPosDistMul;
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tVector3fList mlstPrevPos;
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int mlMaxPrevPos;
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iTexture *mpTexture;
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bool mbActive;
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float mfBrightness;
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float mfBrightnessStep;
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float mfFinalBrightness;
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float mfAlpha;
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float mfAlphaStep;
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float mfFinalAlpha;
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tVertexVec mvVtxVec;
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cInit *mpInit;
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iLowLevelGraphics *mpLowGfx;
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cTextureManager *mpTexManager;
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};
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//----------------------------------------
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class cIntroStory : public iUpdateable {
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public:
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cIntroStory(cInit *apInit);
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~cIntroStory();
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void Update(float afTimeStep);
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void Reset();
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void OnDraw();
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void OnPostSceneDraw();
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void Exit();
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bool IsActive() { return mbActive; }
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void SetActive(bool abX);
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private:
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void SetMessage(const tWString &asMess);
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void Image00();
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void Image01();
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void Image02();
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void Image03();
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void Image04();
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void Image05();
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bool mbSearchNext;
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cInit *mpInit;
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iLowLevelGraphics *mpLowGfx;
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cTextureManager *mpTexManager;
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cSoundHandler *mpSoundHandler;
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iTexture *mpBlackTexture;
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cIntroImage mvImages[INTRO_IMAGE_NUM];
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float mfTimerCount;
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int mlNextStop;
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float mfVoiceVol;
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FontData *mpFont;
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bool mbActive;
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tWString msMessage;
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tWString msCentreText;
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eButtonHandlerState mLastButtonState;
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};
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//----------------------------------------
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#endif // GAME_INTRO_STORY_H
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