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446
engines/zvision/scripting/actions.h
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446
engines/zvision/scripting/actions.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 ZVISION_ACTIONS_H
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#define ZVISION_ACTIONS_H
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#include "common/path.h"
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#include "common/rect.h"
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#include "common/str.h"
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namespace ZVision {
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// Forward declaration of ZVision. This file is included before ZVision is declared
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class ZVision;
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class ScriptManager;
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class ValueSlot;
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/**
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* The base class that represents any action that a Puzzle can take.
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* This class is purely virtual.
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*/
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class ResultAction {
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public:
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ResultAction(ZVision *engine, int32 slotkey);
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virtual ~ResultAction() {}
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/**
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* This is called by the script system whenever a Puzzle's criteria are found to be true.
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* It should execute any necessary actions and return a value indicating whether the script
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* system should continue to test puzzles. In 99% of cases this will be 'true'.
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*
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* @param engine A pointer to the base engine so the ResultAction can access all the necessary methods
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* @return Should the script system continue to test any remaining puzzles (true) or immediately break and go on to the next frame (false)
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*/
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virtual bool execute() = 0;
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protected:
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ZVision *_engine;
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ScriptManager *_scriptManager;
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int32 _slotKey;
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};
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class ActionAdd : public ResultAction {
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public:
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ActionAdd(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionAdd();
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bool execute() override;
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private:
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uint32 _key;
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ValueSlot *_value = NULL;
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};
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class ActionAssign : public ResultAction {
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public:
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ActionAssign(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionAssign() override;
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bool execute() override;
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private:
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uint32 _key;
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ValueSlot *_value = NULL;
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};
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class ActionAttenuate : public ResultAction {
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public:
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ActionAttenuate(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _key;
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int32 _attenuation;
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};
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class ActionChangeLocation : public ResultAction {
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public:
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ActionChangeLocation(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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char _world;
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char _room;
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char _node;
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char _view;
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uint32 _offset;
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};
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class ActionCrossfade : public ResultAction {
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public:
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ActionCrossfade(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _keyOne;
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uint32 _keyTwo;
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int32 _oneStartVolume;
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int32 _twoStartVolume;
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int32 _oneEndVolume;
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int32 _twoEndVolume;
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int32 _timeInMillis;
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};
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class ActionCursor : public ResultAction {
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public:
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ActionCursor(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint8 _action;
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};
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class ActionDelayRender : public ResultAction {
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public:
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ActionDelayRender(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _framesToDelay;
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};
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class ActionDisableControl : public ResultAction {
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public:
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ActionDisableControl(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _key;
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};
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class ActionDisplayMessage : public ResultAction {
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public:
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ActionDisplayMessage(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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int16 _control;
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int16 _msgid;
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};
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class ActionDissolve : public ResultAction {
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public:
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ActionDissolve(ZVision *engine);
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bool execute() override;
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};
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class ActionDistort : public ResultAction {
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public:
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ActionDistort(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionDistort() override;
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bool execute() override;
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private:
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int16 _distSlot;
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int16 _speed;
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float _startAngle;
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float _endAngle;
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float _startLineScale;
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float _endLineScale;
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};
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class ActionEnableControl : public ResultAction {
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public:
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ActionEnableControl(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _key;
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};
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class ActionFlushMouseEvents : public ResultAction {
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public:
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ActionFlushMouseEvents(ZVision *engine, int32 slotkey);
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bool execute() override;
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};
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class ActionInventory : public ResultAction {
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public:
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ActionInventory(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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int8 _type;
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int32 _key;
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};
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class ActionKill : public ResultAction {
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public:
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ActionKill(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _key;
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uint32 _type;
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};
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class ActionMenuBarEnable : public ResultAction {
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public:
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ActionMenuBarEnable(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint16 _menus;
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};
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class ActionMusic : public ResultAction {
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public:
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ActionMusic(ZVision *engine, int32 slotkey, const Common::String &line, bool global);
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~ActionMusic() override;
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bool execute() override;
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private:
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Common::Path _fileName;
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bool _loop;
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ValueSlot *_volume;
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bool _universe;
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bool _midi;
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int8 _note;
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int8 _prog;
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};
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class ActionPanTrack : public ResultAction {
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public:
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ActionPanTrack(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionPanTrack() override;
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bool execute() override;
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private:
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int32 _pos; // Sound source position; NB in panoramas (all original game scripts), this is specified as the X background coordinate; otherwise it is specified in azimuth degrees.
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uint8 _mag; // Magnitude of effect (not used by original game scripts); 255 for fully directional sound, 0 for fully ambient
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bool _resetMusicNode; // If true (default, original game scripts have no concept of this), associated music slot value is reset to a value of 2 upon creation of this object.
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// This seems necessary to ensure all original game pan-track effects load correctly, though it is still unclear exactly what the original intent of these values was.
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// So far, best guess for music slotkey values is: 0 = has never been loaded, 1 = loaded and actively playing now, 2 = has loaded & played & then subsequently been killed.
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// Since there is literally nothing in the game scripts that sets some of these values to 2, and certain pan_tracks require it to be 2 for the puzzle that creates them to trigger, the original game engine code must have set these values to 2 manually somehow upon conditions being met to allow a pan_track to be created?
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bool _staticScreen; // Used by auxiliary scripts to apply directionality to audio in static screens; not used in original game scripts.
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bool _resetMixerOnDelete; // Unnecessary and should be set false for original scripts; useful in some cases in extra scripts to avoid brief volume spikes on location changes
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uint32 _musicSlot;
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};
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class ActionPlayAnimation : public ResultAction {
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public:
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ActionPlayAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionPlayAnimation() override;
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bool execute() override;
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private:
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Common::Path _fileName;
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uint32 _x;
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uint32 _y;
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uint32 _x2;
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uint32 _y2;
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uint32 _start;
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uint32 _end;
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int32 _mask;
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int32 _framerate;
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int32 _loopCount;
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};
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class ActionPlayPreloadAnimation : public ResultAction {
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public:
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ActionPlayPreloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _controlKey;
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uint32 _x1;
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uint32 _y1;
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uint32 _x2;
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uint32 _y2;
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uint _startFrame;
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uint _endFrame;
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uint _loopCount;
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};
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class ActionPreloadAnimation : public ResultAction {
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public:
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ActionPreloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionPreloadAnimation() override;
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bool execute() override;
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private:
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Common::Path _fileName;
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int32 _mask;
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int32 _framerate;
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};
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class ActionPreferences : public ResultAction {
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public:
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ActionPreferences(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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bool _save;
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};
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class ActionQuit : public ResultAction {
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public:
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ActionQuit(ZVision *engine, int32 slotkey) : ResultAction(engine, slotkey) {}
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bool execute() override;
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};
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class ActionRegion : public ResultAction {
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public:
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ActionRegion(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionRegion() override;
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bool execute() override;
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private:
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Common::String _art;
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Common::String _custom;
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Common::Rect _rect;
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uint16 _delay;
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uint16 _type;
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uint16 _unk1;
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uint16 _unk2;
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};
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// Only used by ZGI (locations cd6e, cd6k, dg2f, dg4e, dv1j)
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class ActionUnloadAnimation : public ResultAction {
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public:
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ActionUnloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _key;
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};
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class ActionRandom : public ResultAction {
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public:
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ActionRandom(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionRandom() override;
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bool execute() override;
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private:
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ValueSlot *_max;
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};
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class ActionRestoreGame : public ResultAction {
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public:
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ActionRestoreGame(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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Common::Path _fileName;
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};
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class ActionRotateTo : public ResultAction {
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public:
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ActionRotateTo(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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int32 _toPos;
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int32 _time;
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};
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class ActionSetPartialScreen : public ResultAction {
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public:
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ActionSetPartialScreen(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint _x;
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uint _y;
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Common::Path _fileName;
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int32 _backgroundColor;
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};
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class ActionSetScreen : public ResultAction {
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public:
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ActionSetScreen(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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Common::Path _fileName;
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};
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class ActionStop : public ResultAction {
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public:
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ActionStop(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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uint32 _key;
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};
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class ActionStreamVideo : public ResultAction {
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public:
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ActionStreamVideo(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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Common::Path _fileName;
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uint _x1;
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uint _y1;
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uint _x2;
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uint _y2;
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uint _flags;
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bool _skippable;
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};
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class ActionSyncSound : public ResultAction {
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public:
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ActionSyncSound(ZVision *engine, int32 slotkey, const Common::String &line);
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bool execute() override;
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private:
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int _syncto;
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Common::Path _fileName;
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};
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class ActionTimer : public ResultAction {
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public:
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ActionTimer(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionTimer() override;
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bool execute() override;
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private:
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ValueSlot *_time;
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};
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class ActionTtyText : public ResultAction {
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public:
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ActionTtyText(ZVision *engine, int32 slotkey, const Common::String &line);
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~ActionTtyText() override;
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bool execute() override;
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private:
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Common::Path _filename;
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uint32 _delay;
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Common::Rect _r;
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};
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} // End of namespace ZVision
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#endif
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Reference in New Issue
Block a user