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engines/startrek/action.h
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103
engines/startrek/action.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 STARTREK_ACTION_H
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#define STARTREK_ACTION_H
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#include "common/serializer.h"
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namespace StarTrek {
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class Room;
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enum ActionTypes {
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ACTION_TICK = 0,
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ACTION_WALK = 1, // Actions 1-5 are directly usable on away missions.
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ACTION_USE = 2,
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ACTION_GET = 3,
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ACTION_LOOK = 4,
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ACTION_TALK = 5,
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ACTION_TOUCHED_WARP = 6,
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ACTION_TOUCHED_HOTSPOT = 7, // Second kind of "hotspot" only relevant when an object touches them
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ACTION_TIMER_EXPIRED = 8,
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ACTION_DONE_ANIM = 10,
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ACTION_DONE_WALK = 12,
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// TODO: remove these as redundant. They only still exist so I don't need to redo the
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// manual spacing in the room action lists.
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ACTION_FINISHED_ANIMATION = 10,
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ACTION_FINISHED_WALKING = 12,
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ACTION_OPTIONS = 13, // Not really an action, but selectable from action menu
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ACTION_LIST_END = -1
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};
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struct Action {
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int8 type;
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byte b1;
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byte b2;
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byte b3;
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int32 dummy; // for memory alignment on 64-bit systems. See RoomAction struct
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// ACTION_USE, ACTION_GET, ACTION_LOOK, ACTION_TALK
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byte activeObject() const {
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return b1;
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}
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byte passiveObject() const {
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return b2;
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}
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bool operator==(const Action &a) const {
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return type == a.type && b1 == a.b1 && b2 == a.b2 && b3 == a.b3;
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}
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uint32 getBitmask() const {
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uint32 ret = 0;
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if (type != -1)
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ret |= (0xff << 24);
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if (b1 != 0xff)
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ret |= (0xff << 16);
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if (b2 != 0xff)
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ret |= (0xff << 8);
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if (b3 != 0xff)
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ret |= (0xff << 0);
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return ret;
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}
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uint32 toUint32() const {
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return (type << 24) | (b1 << 16) | (b2 << 8) | (b3 << 0);
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}
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void saveLoadWithSerializer(Common::Serializer &ser) {
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ser.syncAsByte(type);
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ser.syncAsByte(b1);
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ser.syncAsByte(b2);
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ser.syncAsByte(b3);
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}
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};
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} // End of namespace StarTrek
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#endif
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