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engines/stark/resources/location.h
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engines/stark/resources/location.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 STARK_RESOURCES_LOCATION_H
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#define STARK_RESOURCES_LOCATION_H
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#include "common/hashmap.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "engines/stark/gfx/renderentry.h"
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#include "engines/stark/resources/object.h"
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namespace Stark {
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namespace Formats {
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class XRCReadStream;
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}
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namespace Resources {
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class ItemVisual;
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class Layer;
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class ModelItem;
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class Sound;
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/**
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* A location is a scene of the game
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*
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* Locations contain layers. The game engine retrieves the list of renderable
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* items from the current location.
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*/
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class Location : public Object {
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public:
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static const Type::ResourceType TYPE = Type::kLocation;
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Location(Object *parent, byte subType, uint16 index, const Common::String &name);
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virtual ~Location();
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// Resource API
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void onAllLoaded() override;
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void onEnterLocation() override;
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void onGameLoop() override;
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void saveLoadCurrent(ResourceSerializer *serializer) override;
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/** Does the location have a 3D layer ? */
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bool has3DLayer();
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/** Obtain a list of render entries for all the items in the location */
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Gfx::RenderEntryArray listRenderEntries();
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/** Obtain a list of render entries for all the lights in the location */
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Gfx::LightEntryArray listLightEntries();
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/** Initialize scrolling from Camera data */
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void initScroll(const Common::Point &maxScroll);
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/** Obtain the current scroll position */
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Common::Point getScrollPosition() const;
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/** Scroll the location to the specified position if possible */
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void setScrollPosition(const Common::Point &position);
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/** Smoothly scroll to a position in 2D world coordinates */
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bool scrollToCoordinateSmooth(uint32 coordinate);
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/** Immediatly scroll the character location */
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void scrollToCharacterImmediate();
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/** Replace the currently active layer */
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void goToLayer(Layer *layer);
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/**
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* Indicate on script driven scroll is active.
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*
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* This means that the location should not follow the character
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*/
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void setHasActiveScroll();
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/**
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* Stop all script driven scrolls
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*/
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void stopAllScrolls();
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/** Tell the location to scroll to follow the character */
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void startFollowingCharacter();
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/** Tell the location not to scroll to follow the character */
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void stopFollowingCharacter();
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void scrollToCoordinateImmediate(uint32 coordinate);
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/** Get an item from its character index */
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ItemVisual *getCharacterItem(int32 character) const;
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/** Register an item as a character to the location */
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void registerCharacterItem(int32 character, ItemVisual *item);
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/** Get the list of items with a 3d model present in the location */
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const Common::Array<ModelItem *> &listModelItems() const;
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/** Reset animation blending for all the items in the location */
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void resetAnimationBlending();
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/** Find a stock sound by its type in the location, the level, or the global level */
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Sound *findStockSound(uint32 stockSoundType) const;
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/** Set remaining frames to rumble on this lcation */
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void startRumble(int32 rumbleDurationRemaining);
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/** Setup fading for this location */
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void fadeInInit(int32 fadeDuration);
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void fadeOutInit(int32 fadeDuration);
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/** Setup a swaying movement for the 3d items in this location */
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void swayScene(int32 periodMs, const Math::Angle &angle, float amplitude, float offset);
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/** Setup a up / down floating movement for the 3d items in this location */
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void floatScene(int32 periodMs, float amplitude, float offset);
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/** Get the layer with a given name, return null when not found */
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Layer *getLayerByName(const Common::String &name);
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/** Get a render entry with a given name, return null when not found */
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Gfx::RenderEntry *getRenderEntryByName(const Common::String &name);
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/** Obtain the list of all the inner layers */
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Common::Array<Layer *> listLayers() { return _layers; }
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/** List all the exit positions */
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Common::Array<Common::Point> listExitPositions();
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protected:
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void printData() override;
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private:
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bool scrollToSmooth(const Common::Point &position, bool followCharacter);
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bool scrollToCharacter(ModelItem *item);
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Common::Point getCharacterScrollPosition(ModelItem *item);
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uint getScrollStepFollow();
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Common::Point getScrollPointFromCoordinate(uint32 coordinate) const;
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Sound *findStockSound(const Object *parent, uint32 stockSoundType) const;
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Common::Array<Layer *> _layers;
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Layer *_currentLayer;
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bool _canScroll;
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bool _hasActiveScroll;
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bool _scrollFollowCharacter;
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Common::Point _scroll;
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Common::Point _maxScroll;
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uint getScrollStep();
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typedef Common::HashMap<int32, ItemVisual *> CharacterMap;
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CharacterMap _characterItemMap;
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Common::Array<ModelItem *> _modelItems;
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int32 _rumbleDurationRemaining;
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bool _fadeOut;
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int32 _fadeDuration;
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float _fadePosition;
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int32 _swayPeriodMs;
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Math::Angle _swayAngle;
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float _swayAmplitude;
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float _swayOffset;
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float _swayPosition;
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int32 _idleActionWaitMs;
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int32 _floatPeriodMs;
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float _floatAmplitude;
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float _floatPosition;
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};
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} // End of namespace Resources
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} // End of namespace Stark
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#endif // STARK_RESOURCES_LOCATION_H
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