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132
engines/illusions/resources/actorresource.h
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132
engines/illusions/resources/actorresource.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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* 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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* 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 ILLUSIONS_ACTORRESOURCE_H
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#define ILLUSIONS_ACTORRESOURCE_H
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#include "illusions/graphics.h"
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#include "illusions/resourcesystem.h"
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#include "graphics/surface.h"
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namespace Illusions {
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class IllusionsEngine;
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class ActorResourceLoader : public BaseResourceLoader {
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public:
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ActorResourceLoader(IllusionsEngine *vm) : _vm(vm) {}
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~ActorResourceLoader() override {}
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void load(Resource *resource) override;
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bool isFlag(int flag) override;
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protected:
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IllusionsEngine *_vm;
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};
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struct Frame {
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uint16 _flags;
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byte *_pointsConfig;
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SurfInfo _surfInfo;
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byte *_compressedPixels;
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void load(byte *dataStart, Common::SeekableReadStream &stream);
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};
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struct Sequence {
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uint32 _sequenceId;
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uint32 _unk4;
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byte *_sequenceCode;
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void load(byte *dataStart, Common::SeekableReadStream &stream);
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};
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struct ActorType {
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uint32 _actorTypeId;
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SurfInfo _surfInfo;
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byte *_pointsConfig;
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NamedPoints _namedPoints;
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RGB _color;
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byte _scale;
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byte _priority;
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int16 _value1E;
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uint16 _pathWalkPointsIndex;
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uint16 _scaleLayerIndex;
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uint16 _pathWalkRectIndex;
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uint16 _priorityLayerIndex;
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uint16 _regionLayerIndex;
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uint16 _flags;
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void load(byte *dataStart, Common::SeekableReadStream &stream);
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};
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class FramesList : public Common::Array<Frame> {
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};
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class ActorResource {
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public:
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ActorResource();
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~ActorResource();
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void load(Resource *resource);
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bool containsSequence(Sequence *sequence);
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bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
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public:
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uint32 _totalSize;
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Common::Array<ActorType> _actorTypes;
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Common::Array<Sequence> _sequences;
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FramesList _frames;
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NamedPoints _namedPoints;
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};
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class ActorInstance : public ResourceInstance {
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public:
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ActorInstance(IllusionsEngine *vm);
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void load(Resource *resource) override;
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void unload() override;
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void pause() override;
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void unpause() override;
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public:
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IllusionsEngine *_vm;
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uint32 _sceneId;
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int _pauseCtr;
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ActorResource *_actorResource;
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protected:
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void initActorTypes(int gameId);
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void registerResources();
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void unregisterResources();
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};
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class ActorInstanceList {
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public:
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ActorInstanceList(IllusionsEngine *vm);
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~ActorInstanceList();
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ActorInstance *createActorInstance(Resource *resource);
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void removeActorInstance(ActorInstance *actorInstance);
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void pauseBySceneId(uint32 sceneId);
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void unpauseBySceneId(uint32 sceneId);
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FramesList *findSequenceFrames(Sequence *sequence);
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ActorInstance *findActorByResource(ActorResource *actorResource);
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bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
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protected:
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typedef Common::List<ActorInstance*> Items;
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typedef Items::iterator ItemsIterator;
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IllusionsEngine *_vm;
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Items _items;
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_ACTORRESOURCE_H
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