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engines/tetraedge/game/in_game_scene_xml_parser.h
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178
engines/tetraedge/game/in_game_scene_xml_parser.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 TETRAEDGE_GAME_IN_GAME_SCENE_XML_PARSER_H
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#define TETRAEDGE_GAME_IN_GAME_SCENE_XML_PARSER_H
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#include "tetraedge/te/te_xml_parser.h"
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#include "tetraedge/game/in_game_scene.h"
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namespace Tetraedge {
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/**
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* XML Parser for in game scene files in Syberia 2.
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* Sybeira 1 uses a binary format, see InGameScene::load.
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*/
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class InGameSceneXmlParser : public TeXmlParser {
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public:
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InGameSceneXmlParser(InGameScene *scene)
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: _scene(scene), _textNodeType(TextNodeNone) {}
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// NOTE: This doesn't handle snowCustom tag which was
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// added in original but commented out in every place.
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CUSTOM_XML_PARSER(InGameSceneXmlParser) {
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XML_KEY(scene)
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XML_KEY(camera)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(pathZone)
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XML_PROP(name, true)
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XML_KEY(gridSize)
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KEY_END()
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KEY_END()
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XML_KEY(curve)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(dummy)
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XML_PROP(name, true)
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XML_KEY(position)
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KEY_END()
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KEY_END()
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XML_KEY(mask)
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XML_PROP(name, true)
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XML_PROP(texture, true)
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KEY_END()
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XML_KEY(dynamicLight)
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XML_PROP(name, true)
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XML_PROP(texture, true)
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KEY_END()
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XML_KEY(rippleMask)
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XML_PROP(name, true)
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XML_PROP(texture, true)
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KEY_END()
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XML_KEY(snowCone)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(shadowMask)
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XML_PROP(name, true)
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XML_PROP(texture, true)
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KEY_END()
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XML_KEY(shadowReceivingObject)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(zBufferObject)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(rObject)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(rBB)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(light)
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XML_PROP(name, true)
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KEY_END()
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XML_KEY(flamme)
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XML_KEY(name)
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XML_PROP(value, true)
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KEY_END()
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XML_KEY(center)
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XML_PROP(x, true)
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XML_PROP(y, true)
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XML_PROP(z, true)
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KEY_END()
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XML_KEY(yMax)
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XML_PROP(x, true)
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XML_PROP(y, true)
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XML_PROP(z, true)
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KEY_END()
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XML_KEY(offsetMin)
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XML_PROP(x, true)
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XML_PROP(y, true)
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XML_PROP(z, true)
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KEY_END()
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XML_KEY(offsetMax)
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XML_PROP(x, true)
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XML_PROP(y, true)
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XML_PROP(z, true)
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KEY_END()
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KEY_END()
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XML_KEY(collisionSlide)
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KEY_END()
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XML_KEY(coliisionSlide)
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KEY_END()
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XML_KEY(noCollisionSlide)
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KEY_END()
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KEY_END()
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} PARSER_END()
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bool parserCallback_scene(ParserNode *node) { return true; }
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bool parserCallback_camera(ParserNode *node);
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bool parserCallback_pathZone(ParserNode *node);
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bool parserCallback_gridSize(ParserNode *node);
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bool parserCallback_curve(ParserNode *node);
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bool parserCallback_dummy(ParserNode *node);
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bool parserCallback_position(ParserNode *node);
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bool parserCallback_mask(ParserNode *node);
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bool parserCallback_dynamicLight(ParserNode *node);
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bool parserCallback_rippleMask(ParserNode *node);
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bool parserCallback_snowCone(ParserNode *node);
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bool parserCallback_shadowMask(ParserNode *node);
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bool parserCallback_shadowReceivingObject(ParserNode *node);
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bool parserCallback_zBufferObject(ParserNode *node);
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bool parserCallback_rObject(ParserNode *node);
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bool parserCallback_rBB(ParserNode *node);
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bool parserCallback_light(ParserNode *node);
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bool parserCallback_collisionSlide(ParserNode *node);
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bool parserCallback_coliisionSlide(ParserNode *node);
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bool parserCallback_noCollisionSlide(ParserNode *node);
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// Flamme and its children.
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bool parserCallback_flamme(ParserNode *node);
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bool parserCallback_name(ParserNode *node);
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bool parserCallback_center(ParserNode *node);
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bool parserCallback_yMax(ParserNode *node);
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bool parserCallback_offsetMin(ParserNode *node);
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bool parserCallback_offsetMax(ParserNode *node);
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virtual bool closedKeyCallback(ParserNode *node) override;
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virtual bool textCallback(const Common::String &val) override;
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public:
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InGameScene *_scene;
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// Free Move Zones have to be handled separately just to handle a single
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// corner case where the grid size is overridden.
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TeVector2f32 _fmzGridSize;
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enum TextNodeType {
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TextNodeNone,
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TextNodePosition,
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TextNodeGridSize
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};
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TextNodeType _textNodeType;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_IN_GAME_SCENE_XML_PARSER_H
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