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engines/ags/shared/ac/old_game_setup_struct.h
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engines/ags/shared/ac/old_game_setup_struct.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 AGS_SHARED_AC_OLD_GAME_SETUP_STRUCT_H
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#define AGS_SHARED_AC_OLD_GAME_SETUP_STRUCT_H
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#if defined (OBSOLETE)
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#include "ags/shared/ac/character_info.h" // OldCharacterInfo, CharacterInfo
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#include "ags/shared/ac/event_block.h" // EventBlock
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#include "ags/shared/ac/interface_element.h" // InterfaceElement
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#include "ags/shared/ac/inventory_item_info.h" // InventoryItemInfo
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#include "ags/shared/ac/mouse_cursor.h" // MouseCursor
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#include "ags/shared/ac/words_dictionary.h" // WordsDictionary
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#include "ags/shared/script/cc_script.h" // ccScript
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namespace AGS3 {
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struct OriGameSetupStruct {
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char gamename[30];
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int8 options[20];
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unsigned char paluses[256];
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RGB defpal[256];
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InterfaceElement iface[10];
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int numiface;
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int numviews;
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MouseCursor mcurs[10];
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char *globalscript;
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int numcharacters;
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OldCharacterInfo *chars;
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#if defined (OBSOLETE)
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EventBlock __charcond[50];
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EventBlock __invcond[100];
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#endif
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ccScript *compiled_script;
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int playercharacter;
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unsigned char __old_spriteflags[2100];
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int totalscore;
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short numinvitems;
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InventoryItemInfo invinfo[100];
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int numdialog, numdlgmessage;
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int numfonts;
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int color_depth; // in bytes per pixel (ie. 1 or 2)
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int target_win;
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int dialog_bullet; // 0 for none, otherwise slot num of bullet point
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short hotdot, hotdotouter; // inv cursor hotspot dot
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int uniqueid; // random key identifying the game
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int reserved[2];
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short numlang;
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char langcodes[MAXLANGUAGE][3];
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char *messages[MAXGLOBALMES];
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};
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struct OriGameSetupStruct2 : public OriGameSetupStruct {
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unsigned char fontflags[10];
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int8 fontoutline[10];
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int numgui;
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WordsDictionary *dict;
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int reserved2[8];
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};
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struct OldGameSetupStruct : public OriGameSetupStruct2 {
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unsigned char spriteflags[LEGACY_MAX_SPRITES_V25];
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};
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} // namespace AGS3
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#endif
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#endif
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