/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef TETRAEDGE_GAME_IN_GAME_SCENE_XML_PARSER_H #define TETRAEDGE_GAME_IN_GAME_SCENE_XML_PARSER_H #include "tetraedge/te/te_xml_parser.h" #include "tetraedge/game/in_game_scene.h" namespace Tetraedge { /** * XML Parser for in game scene files in Syberia 2. * Sybeira 1 uses a binary format, see InGameScene::load. */ class InGameSceneXmlParser : public TeXmlParser { public: InGameSceneXmlParser(InGameScene *scene) : _scene(scene), _textNodeType(TextNodeNone) {} // NOTE: This doesn't handle snowCustom tag which was // added in original but commented out in every place. CUSTOM_XML_PARSER(InGameSceneXmlParser) { XML_KEY(scene) XML_KEY(camera) XML_PROP(name, true) KEY_END() XML_KEY(pathZone) XML_PROP(name, true) XML_KEY(gridSize) KEY_END() KEY_END() XML_KEY(curve) XML_PROP(name, true) KEY_END() XML_KEY(dummy) XML_PROP(name, true) XML_KEY(position) KEY_END() KEY_END() XML_KEY(mask) XML_PROP(name, true) XML_PROP(texture, true) KEY_END() XML_KEY(dynamicLight) XML_PROP(name, true) XML_PROP(texture, true) KEY_END() XML_KEY(rippleMask) XML_PROP(name, true) XML_PROP(texture, true) KEY_END() XML_KEY(snowCone) XML_PROP(name, true) KEY_END() XML_KEY(shadowMask) XML_PROP(name, true) XML_PROP(texture, true) KEY_END() XML_KEY(shadowReceivingObject) XML_PROP(name, true) KEY_END() XML_KEY(zBufferObject) XML_PROP(name, true) KEY_END() XML_KEY(rObject) XML_PROP(name, true) KEY_END() XML_KEY(rBB) XML_PROP(name, true) KEY_END() XML_KEY(light) XML_PROP(name, true) KEY_END() XML_KEY(flamme) XML_KEY(name) XML_PROP(value, true) KEY_END() XML_KEY(center) XML_PROP(x, true) XML_PROP(y, true) XML_PROP(z, true) KEY_END() XML_KEY(yMax) XML_PROP(x, true) XML_PROP(y, true) XML_PROP(z, true) KEY_END() XML_KEY(offsetMin) XML_PROP(x, true) XML_PROP(y, true) XML_PROP(z, true) KEY_END() XML_KEY(offsetMax) XML_PROP(x, true) XML_PROP(y, true) XML_PROP(z, true) KEY_END() KEY_END() XML_KEY(collisionSlide) KEY_END() XML_KEY(coliisionSlide) KEY_END() XML_KEY(noCollisionSlide) KEY_END() KEY_END() } PARSER_END() bool parserCallback_scene(ParserNode *node) { return true; } bool parserCallback_camera(ParserNode *node); bool parserCallback_pathZone(ParserNode *node); bool parserCallback_gridSize(ParserNode *node); bool parserCallback_curve(ParserNode *node); bool parserCallback_dummy(ParserNode *node); bool parserCallback_position(ParserNode *node); bool parserCallback_mask(ParserNode *node); bool parserCallback_dynamicLight(ParserNode *node); bool parserCallback_rippleMask(ParserNode *node); bool parserCallback_snowCone(ParserNode *node); bool parserCallback_shadowMask(ParserNode *node); bool parserCallback_shadowReceivingObject(ParserNode *node); bool parserCallback_zBufferObject(ParserNode *node); bool parserCallback_rObject(ParserNode *node); bool parserCallback_rBB(ParserNode *node); bool parserCallback_light(ParserNode *node); bool parserCallback_collisionSlide(ParserNode *node); bool parserCallback_coliisionSlide(ParserNode *node); bool parserCallback_noCollisionSlide(ParserNode *node); // Flamme and its children. bool parserCallback_flamme(ParserNode *node); bool parserCallback_name(ParserNode *node); bool parserCallback_center(ParserNode *node); bool parserCallback_yMax(ParserNode *node); bool parserCallback_offsetMin(ParserNode *node); bool parserCallback_offsetMax(ParserNode *node); virtual bool closedKeyCallback(ParserNode *node) override; virtual bool textCallback(const Common::String &val) override; public: InGameScene *_scene; // Free Move Zones have to be handled separately just to handle a single // corner case where the grid size is overridden. TeVector2f32 _fmzGridSize; enum TextNodeType { TextNodeNone, TextNodePosition, TextNodeGridSize }; TextNodeType _textNodeType; }; } // end namespace Tetraedge #endif // TETRAEDGE_GAME_IN_GAME_SCENE_XML_PARSER_H