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engines/access/access.h
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369
engines/access/access.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 ACCESS_ACCESS_H
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#define ACCESS_ACCESS_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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#include "access/animation.h"
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#include "access/bubble_box.h"
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#include "access/char.h"
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#include "access/data.h"
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#include "access/events.h"
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#include "access/files.h"
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#include "access/font.h"
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#include "access/inventory.h"
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#include "access/player.h"
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#include "access/resources.h"
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#include "access/room.h"
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#include "access/screen.h"
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#include "access/scripts.h"
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#include "access/sound.h"
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#include "access/video.h"
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#include "access/detection.h"
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/**
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* This is the namespace of the Access engine.
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*
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* Status of this engine: In Development
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*
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* Games using this engine:
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* - Amazon: Guardians of Eden
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*/
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namespace Access {
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enum AccessDebugChannels {
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kDebugPath = 1,
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kDebugScripts,
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kDebugGraphics,
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kDebugSound,
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};
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/* typed enum to match unsignedness of Common::CustomEventType */
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enum ACCESSActions : Common::CustomEventType {
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kActionNone,
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kActionMoveUp,
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kActionMoveDown,
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kActionMoveLeft,
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kActionMoveRight,
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kActionMoveUpLeft,
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kActionMoveUpRight,
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kActionMoveDownLeft,
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kActionMoveDownRight,
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kActionLook,
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kActionUse,
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kActionTake,
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kActionInventory,
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kActionClimb,
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kActionTalk,
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kActionWalk,
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kActionHelp,
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kActionOpen,
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kActionMove,
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kActionTravel,
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kActionSkip,
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kActionSaveLoad,
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};
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struct AccessActionCode {
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ACCESSActions _action;
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int8 _code;
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};
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static const AccessActionCode AMAZON_ACTION_CODES[] = {
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{ kActionLook, 1 },
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{ kActionUse, 2 },
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{ kActionTake, 3 },
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{ kActionInventory, 4 },
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{ kActionClimb, 5 },
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{ kActionTalk, 6 },
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{ kActionWalk, 7 },
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{ kActionHelp, 8 },
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{ kActionSaveLoad, -2 },
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{ kActionNone, -1 },
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};
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static const AccessActionCode MARTIAN_ACTION_CODES[] = {
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{ kActionLook, 0 },
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{ kActionOpen, 1 },
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{ kActionMove, 2 },
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{ kActionTake, 3 },
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{ kActionUse, 4 },
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{ kActionWalk, 5 },
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{ kActionTalk, 6 },
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{ kActionTravel, 7 },
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{ kActionHelp, 8 },
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{ kActionSaveLoad, -2 },
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{ kActionNone, -1 },
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};
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#define ACCESS_SAVEGAME_VERSION 1
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struct AccessSavegameHeader {
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uint8 _version;
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Common::String _saveName;
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Graphics::Surface *_thumbnail;
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int _year, _month, _day;
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int _hour, _minute;
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int _totalFrames;
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};
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class AccessEngine : public Engine {
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private:
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uint32 _lastTime, _curTime;
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/**
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* A cache for the ICONS.LZ sprite data
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*/
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SpriteResource *_icons;
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/**
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* Handles basic initialization
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*/
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void initialize();
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/**
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* Set VGA mode
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*/
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void setVGA();
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protected:
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const AccessGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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int _loadSaveSlot;
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/**
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* Main handler for showing game rooms
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*/
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void doRoom();
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/**
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* Play back an entire video
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*/
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void playVideo(int videoNum, const Common::Point &pt);
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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protected:
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/**
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* Play the game
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*/
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virtual void playGame() = 0;
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/**
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* Synchronize savegame data
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*/
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virtual void synchronize(Common::Serializer &s);
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public:
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AnimationManager *_animation;
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BubbleBox *_bubbleBox;
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BubbleBox *_helpBox;
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BubbleBox *_travelBox;
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BubbleBox *_invBox;
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BubbleBox *_aboutBox;
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CharManager *_char;
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EventsManager *_events;
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FileManager *_files;
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InventoryManager *_inventory;
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Player *_player;
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Resources *_res;
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Room *_room;
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Screen *_screen;
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Scripts *_scripts;
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SoundManager *_sound;
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MusicManager *_midi;
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VideoPlayer *_video;
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BaseSurface *_destIn;
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BaseSurface *_current;
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ASurface _buffer1;
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ASurface _buffer2;
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ASurface _vidBuf;
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int _vidX, _vidY;
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SpriteResource *_objectsTable[100];
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bool _establishTable[100];
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bool _establishFlag;
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int _establishMode;
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int _establishGroup;
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int _establishCtrlTblOfs;
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TimerList _timers;
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DeathList _deaths;
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FontManager _fonts;
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Common::Array<Common::Rect> _newRects;
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Common::Array<Common::Rect> _oldRects;
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Common::Array<ExtraCell> _extraCells;
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ImageEntryList _images;
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int _mouseMode;
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uint8 _playerDataCount;
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int _currentManOld;
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int _converseMode;
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bool _currentCharFlag;
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bool _boxSelect;
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int _scale;
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int _scaleH1, _scaleH2;
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int _scaleN1;
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int _scaleT1;
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int _scaleMaxY;
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int _scaleI;
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int _scrollX, _scrollY;
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int _scrollCol, _scrollRow;
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bool _imgUnscaled;
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bool _canSaveLoad;
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Resource *_establish;
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int _printEnd;
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int _txtPages;
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int _narateFile;
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int _sndSubFile;
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int _countTbl[6];
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// Fields that are included in savegames
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int _conversation;
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int _currentMan;
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uint32 _newTime;
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uint32 _newDate;
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int _flags[256];
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// Fields used by MM
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// TODO: Refactor
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byte _travel[60];
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byte _ask[40];
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int _startTravelItem;
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int _startTravelBox;
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int _startAboutItem;
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int _startAboutBox;
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int _boxDataStart;
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bool _boxDataEnd;
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int _boxSelectY;
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int _boxSelectYOld;
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int _numLines;
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byte _byte26CB5;
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int _bcnt;
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bool _vidEnd;
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bool _clearSummaryFlag;
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bool _cheatFl;
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bool _restartFl;
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// Fields mapped into the flags array
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int &_useItem;
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int &_startup;
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int &_manScaleOff;
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int &_pictureTaken;
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public:
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AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
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~AccessEngine() override;
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virtual void dead(int deathId) = 0;
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uint32 getFeatures() const;
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bool isCD() const;
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bool isDemo() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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uint16 getVersion() const;
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uint32 getGameID() const;
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uint32 getGameFeatures() const;
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bool shouldQuitOrRestart();
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int getRandomNumber(int maxNumber);
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const SpriteResource *getIcons();
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void loadCells(const Common::Array<CellIdent> &cells);
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/**
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* Free the sprites list
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*/
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void freeCells();
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virtual void establish(int esatabIndex, int sub) = 0;
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void plotList();
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void plotList1();
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void copyBlocks();
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void copyRects();
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void copyBF1BF2();
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void copyBF2Vid();
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void freeChar();
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/**
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* Draw a string on a given surface and update text positioning
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*/
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void printText(BaseSurface *s, const Common::String &msg);
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void speakText(BaseSurface *s, const Common::String &msg);
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void syncSoundSettings() override;
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/**
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* Load a savegame
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*/
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Common::Error loadGameState(int slot) override;
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/**
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* Save the game
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*/
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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/**
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* Returns true if a savegame can currently be loaded
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*/
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Returns true if the game can currently be saved
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*/
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Read in a savegame header
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*/
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WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header, bool skipThumbnail = true);
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/**
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* Write out a savegame header
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*/
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void writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header);
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bool playMovie(const Common::Path &filename, const Common::Point &pos);
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};
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} // End of namespace Access
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#endif /* ACCESS_ACCESS_H */
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