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engines/stark/services/global.h
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122
engines/stark/services/global.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_SERVICES_GLOBAL_H
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#define STARK_SERVICES_GLOBAL_H
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#include "common/scummsys.h"
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#include "common/array.h"
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namespace Stark {
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namespace Resources {
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class Camera;
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class Floor;
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class GlobalItemTemplate;
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class ModelItem;
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class KnowledgeSet;
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class Level;
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class Location;
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class Root;
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}
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/**
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* Current level / location holder object
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*/
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class Current {
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public:
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Current() :
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_level(nullptr),
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_location(nullptr),
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_floor(nullptr),
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_camera(nullptr),
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_interactive(nullptr) {
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}
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Resources::Level *getLevel() const { return _level; }
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Resources::Location *getLocation() const { return _location; }
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Resources::Floor *getFloor() const { return _floor; }
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Resources::Camera *getCamera() const { return _camera; }
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Resources::ModelItem *getInteractive() const { return _interactive; }
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void setLevel(Resources::Level *level) { _level = level; }
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void setLocation(Resources::Location *location) { _location = location; }
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void setFloor(Resources::Floor *floor) { _floor = floor; }
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void setCamera(Resources::Camera *camera) { _camera = camera; }
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void setInteractive(Resources::ModelItem *interactive) { _interactive = interactive; }
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private:
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Resources::Level *_level;
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Resources::Location *_location;
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Resources::ModelItem *_interactive;
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Resources::Floor *_floor;
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Resources::Camera *_camera;
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};
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/**
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* Global resources holder object
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*/
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class Global {
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public:
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Global();
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Resources::Root *getRoot() const { return _root; }
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Resources::Level *getLevel() const { return _level; }
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Current *getCurrent() const { return _current; }
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bool isFastForward() const { return _fastForward; }
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uint getMillisecondsPerGameloop() const { return _millisecondsPerGameloop; }
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Resources::GlobalItemTemplate *getApril() const { return _april; }
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Resources::KnowledgeSet *getInventory() const { return _inventory; }
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void setRoot(Resources::Root *root) { _root = root; }
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void setLevel(Resources::Level *level) { _level = level; }
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void setCurrent(Current *current) { _current = current; }
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void setFastForward() { _fastForward = true; }
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void setNormalSpeed() { _fastForward = false; }
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void setMillisecondsPerGameloop(uint millisecondsPerGameloop) { _millisecondsPerGameloop = millisecondsPerGameloop; }
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void setApril(Resources::GlobalItemTemplate *april) { _april = april; }
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void setInventory(Resources::KnowledgeSet *inventory) { _inventory = inventory; }
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/** Retrieve the current chapter number from the global resource tree */
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int32 getCurrentChapter();
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/** Check if the player has an inventory item using its name */
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bool hasInventoryItem(const Common::String &itemName) const;
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/** Change the current chapter */
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void setCurrentChapter(int32 value);
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/** Get the name of a character by its id */
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Common::String getCharacterName(int32 id);
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private:
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uint _millisecondsPerGameloop;
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Resources::Root *_root;
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Resources::Level *_level;
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Resources::KnowledgeSet *_inventory;
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Resources::GlobalItemTemplate *_april;
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Current *_current;
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bool _fastForward;
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};
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} // End of namespace Stark
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#endif // STARK_SERVICES_GLOBAL_H
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