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scummvm-cursorfix/engines/tetraedge/game/in_game_scene_xml_parser.h
2026-02-02 04:50:13 +01:00

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4.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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