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178
engines/m4/core/rooms.h
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178
engines/m4/core/rooms.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_CORE_ROOMS_H
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#define M4_CORE_ROOMS_H
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#include "common/hashmap.h"
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#include "common/serializer.h"
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#include "m4/adv_r/adv.h"
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#include "m4/adv_r/adv_control.h"
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#include "m4/adv_r/adv_hotspot.h"
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namespace M4 {
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class Room {
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public:
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Room() {}
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virtual ~Room() {}
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virtual void preload();
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virtual void init() {}
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virtual void daemon() {}
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virtual void pre_parser() {}
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virtual void parser();
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virtual void roomError() {}
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virtual void shutdown() {}
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virtual void syncGame(Common::Serializer &s) {}
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/**
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* Used to return custom hotspots at a given position
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*/
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virtual HotSpotRec *custom_hotspot_which(int32 x, int32 y) {
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return nullptr;
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}
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};
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class Section {
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private:
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Common::HashMap<int, Room *> _rooms;
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protected:
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// Add a room to the section
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void add(int roomNum, Room *room) {
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_rooms[roomNum] = room;
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}
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public:
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Section() {}
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virtual ~Section() {}
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virtual void preLoad() {}
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/**
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* Section initialization
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*/
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virtual void init() {}
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/**
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* Iterates through the rooms array to find a given room
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*/
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Room *operator[](uint roomNum);
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virtual void global_room_init() {}
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virtual void daemon() = 0;
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virtual void tick() {}
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virtual void pre_parser() {}
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virtual void parser() {}
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};
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class Sections {
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private:
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int32 _cameraShiftAmount = 0;
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int32 _cameraShift_vert_Amount = 0;
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int32 camera_pan_step = 10;
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void get_ipl();
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void get_walker();
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void game_control_cycle();
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protected:
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Common::Array<Section *> _sections;
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public:
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Section *_activeSection = nullptr;
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Room *_activeRoom = nullptr;
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public:
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Sections() {}
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virtual ~Sections() {}
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void global_section_constructor();
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void section_room_constructor();
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void game_daemon_code();
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void parse_player_command_now();
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void section_init() {
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_activeSection->init();
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}
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void daemon() {
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_activeSection->daemon();
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}
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void global_room_init() {
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_activeSection->global_room_init();
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}
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void tick() {
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_activeSection->tick();
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}
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void section_parser() {
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_activeSection->parser();
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}
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void room_preload() {
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_activeRoom->preload();
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}
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void room_init() {
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_activeRoom->init();
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}
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void room_daemon() {
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_activeRoom->daemon();
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}
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void room_pre_parser() {
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_activeRoom->pre_parser();
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}
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void room_parser() {
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_activeRoom->parser();
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}
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void room_error() {
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_activeRoom->roomError();
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}
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void room_shutdown() {
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_activeRoom->shutdown();
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}
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HotSpotRec *custom_hotspot_which(int x, int y) {
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return _activeRoom->custom_hotspot_which(x, y);
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}
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Room *getRoom(int room) const;
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void m4SceneLoad();
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void m4RunScene();
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void m4EndScene();
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void pal_game_task();
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void camera_shift_xy(int32 x, int32 y);
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void set_camera_delta_pan(int32 deltaX, int32 deltaY);
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void adv_camera_pan_step(int32 step);
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bool game_camera_panning() const {
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return _cameraShiftAmount != 0 || _cameraShift_vert_Amount != 0;
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}
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virtual void global_daemon() = 0;
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virtual void global_pre_parser() {}
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virtual void global_parser() = 0;
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void global_error_code() {
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// No implementation
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}
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};
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} // namespace M4
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#endif
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