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engines/watchmaker/game.h
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122
engines/watchmaker/game.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 WATCHMAKER_GAME_H
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#define WATCHMAKER_GAME_H
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#include "common/random.h"
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#include "watchmaker/3d/loader.h"
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#include "watchmaker/fonts.h"
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#include "watchmaker/game_options.h"
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#include "watchmaker/ll/ll_ffile.h"
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#include "watchmaker/saveload.h"
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#include "watchmaker/schedule.h"
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#include "watchmaker/work_dirs.h"
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namespace Watchmaker {
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class sdl_wrapper;
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class Renderer;
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struct GameVars {
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private:
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int32 CurRoom = 0;
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public:
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void setCurRoomId(int32 room) {
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CurRoom = room;
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}
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int32 getCurRoomId() const {
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return CurRoom;
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}
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};
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class MeshModifiers;
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class RoomManager;
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class CameraMan;
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class WGame {
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bool g_bReady = false, g_bActive = false;
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//bool g_bSkipActive = false;
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const char *CharName[32] = {};
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uint32 LoadChar;
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MeshModifiers *_meshModifiers;
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public:
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Common::RandomSource *_rnd;
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Renderer *_renderer;
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WorkDirs workDirs;
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GameOptions gameOptions;
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Init init;
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sdl_wrapper *sdl;
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GameVars _gameVars;
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GameRect _gameRect;
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Fonts _fonts;
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MessageSystem _messageSystem;
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RoomManager *_roomManager;
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CameraMan *_cameraMan;
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WGame();
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~WGame();
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SRoom &getCurRoom() {
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return init.Room[_gameVars.getCurRoomId()];
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}
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Common::SharedPtr<Common::SeekableReadStream> resolveFile(const char *path, bool noFastFile = false);
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void configLoaderFlags(bool debugMode) {
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// TODO: Add back some of the configurability from the argument parsing.
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LoadChar = 3;
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LoaderFlags = T3D_STATIC_SET0;
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LoaderFlags |= T3D_OUTDOORLIGHTS;
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LoaderFlags |= T3D_PRELOADBASE;
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LoaderFlags |= T3D_STATIC_SET1;
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if (debugMode) {
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LoaderFlags |= T3D_DEBUGMODE;
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}
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if (!(LoaderFlags & T3D_DEBUGMODE)) {
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LoadChar = 3;
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LoadChar |= 16777212;
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}
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}
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int StartPlayingGame(const Common::String &LoaderName_override);
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bool LoadAndSetup(const Common::String &name, uint8 lite);
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void LoadMisc();
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void UpdateAll();
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void initCharNames();
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void CleanUpAndPostQuit();
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bool CheckAndLoadMoglieSupervisoreModel(int32 c);
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void GameLoop();
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// TODO: These might belong elsewhere after some refactoring:
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void addMeshModifier(const Common::String &name, int16 com, void *p);
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void loadMeshModifiers(Common::SeekableReadStream &stream);
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};
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extern WGame *_vm;
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_GAME_H
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