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engines/access/amazon/amazon_game.h
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138
engines/access/amazon/amazon_game.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_AMAZON_GAME_H
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#define ACCESS_AMAZON_GAME_H
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#include "access/access.h"
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#include "access/amazon/amazon_logic.h"
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namespace Access {
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namespace Amazon {
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class AmazonEngine;
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class AmazonEngine : public AccessEngine {
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private:
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byte _tileData[1455];
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Common::Array<CellIdent> _chapterCells;
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/**
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* Setup variables for the game
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*/
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void setupGame();
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/**
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* Initialize variables found in the config file
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*/
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void configSelect();
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void initVariables();
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void initObjects();
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void calcIQ();
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void helpTitle();
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void drawHelpText(const Common::String &msg);
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void loadEstablish(int estabIndex);
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void doEstablish(int screenId, int estabIndex);
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protected:
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/**
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* Play the game
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*/
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void playGame() override;
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/**
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* Synchronize savegame data
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*/
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void synchronize(Common::Serializer &s) override;
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public:
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InactivePlayer _inactive;
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bool _charSegSwitch;
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byte _help1[366];
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byte _help2[366];
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byte _help3[366];
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byte *_helpTbl[3];
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// Fields that are mapped to flags
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int &_guardLocation;
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int &_guardFind;
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int &_helpLevel;
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int &_jasMayaFlag;
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int &_moreHelp;
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int &_flashbackFlag;
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int &_riverFlag;
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int &_aniOutFlag;
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int &_badEnd;
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int &_noHints;
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int &_aniFlag;
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int &_allenFlag;
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int &_noSound;
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// Saved fields
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int _chapter;
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int _rawInactiveX;
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int _rawInactiveY;
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int _inactiveYOff;
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// Other game specific fields
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Ant *_ant;
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Cast *_cast;
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Guard *_guard;
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Jungle *_jungle;
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Opening *_opening;
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Plane *_plane;
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River *_river;
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int _hintLevel;
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int _updateChapter;
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int _oldTitleChapter;
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int _iqValue;
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public:
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AmazonEngine(OSystem *syst, const AccessGameDescription *gameDesc);
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~AmazonEngine() override;
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void dead(int deathId) override;
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/**
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* Free the inactive player data
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*/
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void freeInactivePlayer();
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void drawHelp(const Common::String &str);
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void establish(int esatabIndex, int sub) override;
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void tileScreen();
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void updateSummary(int chap);
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void establishCenter(int screenId, int esatabIndex);
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/**
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* Show the start of a chapter
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*/
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void startChapter(int chapter);
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};
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} // End of namespace Amazon
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} // End of namespace Access
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#endif /* ACCESS_ACCESS_H */
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