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engines/zvision/scripting/scripting_effect.h
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123
engines/zvision/scripting/scripting_effect.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 SCRIPTING_EFFECT_H_INCLUDED
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#define SCRIPTING_EFFECT_H_INCLUDED
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namespace Common {
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class SeekableReadStream;
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struct Point;
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class WriteStream;
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}
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namespace ZVision {
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class ZVision;
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/**
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* The base class that represents effects created from Actions.
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* This class is virtual.
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*
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* Detailed Description:
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* A scene has Controls. By interacting with the controls, the user
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* causes Actions to execute. Certain Actions create 'effects', for
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* example, a sound or an animation. This is the base class for
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* those effects.
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*/
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class ScriptingEffect {
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public:
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enum ScriptingEffectType {
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SCRIPTING_EFFECT_ANIM = 1,
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SCRIPTING_EFFECT_AUDIO = 2,
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SCRIPTING_EFFECT_DISTORT = 4,
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SCRIPTING_EFFECT_PANTRACK = 8,
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SCRIPTING_EFFECT_REGION = 16,
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SCRIPTING_EFFECT_TIMER = 32,
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SCRIPTING_EFFECT_TTYTXT = 64,
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SCRIPTING_EFFECT_UNKNOWN = 128,
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SCRIPTING_EFFECT_ALL = 255
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};
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ScriptingEffect() : _engine(0), _key(0), _type(SCRIPTING_EFFECT_UNKNOWN) {}
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ScriptingEffect(ZVision *engine, uint32 key, ScriptingEffectType type) : _engine(engine), _key(key), _type(type) {}
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virtual ~ScriptingEffect() {}
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uint32 getKey() {
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return _key;
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}
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ScriptingEffectType getType() {
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return _type;
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}
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virtual bool process(uint32 deltaTimeInMillis) {
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return false;
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}
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/**
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* Serialize a SideFX for save game use. This should only be used if a SideFX needs
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* to save values that would be different from initialization. AKA a TimerNode needs to
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* store the amount of time left on the timer. Any Controls overriding this *MUST* write
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* their key as the first data outputted. The default implementation is NOP.
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*
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* NOTE: If this method is overridden, you MUST also override deserialize()
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* and needsSerialization()
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*
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* @param stream Stream to write any needed data to
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*/
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virtual void serialize(Common::WriteStream *stream) {}
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/**
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* De-serialize data from a save game stream. This should only be implemented if the
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* SideFX also implements serialize(). The calling method assumes the size of the
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* data read from the stream exactly equals that written in serialize(). The default
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* implementation is NOP.
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*
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* NOTE: If this method is overridden, you MUST also override serialize()
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* and needsSerialization()
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*
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* @param stream Save game file stream
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*/
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virtual void deserialize(Common::SeekableReadStream *stream) {}
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/**
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* If a SideFX overrides serialize() and deserialize(), this should return true
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*
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* @return Does the SideFX need save game serialization?
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*/
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virtual inline bool needsSerialization() {
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return false;
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}
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virtual bool stop() {
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return true;
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}
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virtual void kill() {}
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protected:
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ZVision *_engine;
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uint32 _key;
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ScriptingEffectType _type;
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// Static member functions
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public:
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};
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} // End of namespace ZVision
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#endif // SCRIPTING_EFFECT_H_INCLUDED
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