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engines/m4/burger/series_player.h
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87
engines/m4/burger/series_player.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 M4_BURGER_SERIES_PLAYER_H
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#define M4_BURGER_SERIES_PLAYER_H
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#include "m4/m4_types.h"
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#include "m4/wscript/ws_machine.h"
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#include "m4/burger/core/play_break.h"
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namespace M4 {
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namespace Burger {
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// Flags for series_stream_with_breaks and series_play_with_breaks
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#define DIGI_LOOP 1024 // these must be more than the series play flags
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#define DIGI_STOP 2048
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struct seriesPlayer {
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const seriesPlayBreak *break_list = nullptr; // Holds the list of breaks for digi plays
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seriesPlayBreak current_break; // Current play break
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machine *series_machine = nullptr; // Series' playback machine
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machine *shadow_machine = nullptr; // Shadow series' playback machine
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int32 series = 0; // Holds the series handle upon loading so it can be unloaded at the end
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int32 shadow_series = 0; // Holds the series handle for the shadow
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int32 index = 0; // Holds which line of the list currently waiting for a play break
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const char *name = nullptr; // Name of series to play
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char shadow_name[80] = { 0 };
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int32 framerate = 0;
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int32 trigger = 0;
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frac16 depth = 0;
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int32 scale = 0;
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int32 x = 0;
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int32 y = 0;
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bool with_shadow = false; // True if a shadow is to be played in unison with series
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bool preload_sounds = false; // True if you want to preload and unload the sounds automatically
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bool digi_trigger = false; // True if gSERIES_PLAY_BREAK trigger has come from a digi_play and not a series_play
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bool in_use = false; // Stops two calls from happening at the same time
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/**
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* Clear the player
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*/
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void clear();
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};
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#define MAX_SERIES_PLAYERS 3
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class SeriesPlayers {
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private:
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seriesPlayer _players[MAX_SERIES_PLAYERS];
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public:
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seriesPlayer &operator[](uint idx) {
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assert(idx < MAX_SERIES_PLAYERS);
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return _players[idx];
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}
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const seriesPlayer &operator[](uint idx) const {
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assert(idx < MAX_SERIES_PLAYERS);
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return _players[idx];
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}
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/**
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* Clear the players
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*/
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void clear();
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};
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} // namespace Burger
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} // namespace M4
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#endif
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