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engines/cge2/vga13h.h
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306
engines/cge2/vga13h.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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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
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*/
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#ifndef CGE2_VGA13H_H
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#define CGE2_VGA13H_H
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#include "common/serializer.h"
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#include "common/events.h"
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#include "graphics/surface.h"
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#include "cge2/general.h"
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#include "cge2/bitmap.h"
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#include "cge2/snail.h"
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#include "cge2/spare.h"
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#include "cge2/cge2.h"
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namespace CGE2 {
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#define kFadeStep 2
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#define kVgaColDark 207
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#define kVgaColDarkGray 225 /*219*/
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#define kVgaColGray 231
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#define kVgaColLightGray 237
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#define kPixelTransp 0xFE
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#define kNoSeq (-1)
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#define kNoPtr ((uint8)-1)
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#define kSprExt ".SPR"
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#define kPalCount 256
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#define kPalSize (kPalCount * 3)
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class FXP {
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int32 v;
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public:
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FXP(void) : v(0) {}
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FXP (int i0, int f0 = 0) : v((i0 * 256) + ((i0 < 0) ? -f0 : f0)) {}
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FXP &operator=(const int &x) { v = x << 8; return *this; }
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FXP operator+(const FXP &x) const { FXP y; y.v = v + x.v; return y; }
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FXP operator-(const FXP &x) const { FXP y; y.v = v - x.v; return y; }
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FXP operator*(const FXP &x) const;
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FXP operator/(const FXP &x) const;
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friend int &operator+=(int &a, const FXP &b) { return a += b.trunc(); }
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friend int &operator-=(int &a, const FXP &b) { return a -= b.trunc(); }
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friend FXP &operator+=(FXP &a, const int &b) { a.v += b << 8; return a; }
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friend FXP &operator-=(FXP &a, const int &b) { a.v -= b << 8; return a; }
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friend bool operator==(const FXP &a, const FXP &b) { return a.v == b.v; }
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friend bool operator!=(const FXP &a, const FXP &b) { return a.v != b.v; }
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friend bool operator<(const FXP &a, const FXP &b) { return a.v < b.v; }
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friend bool operator>(const FXP &a, const FXP &b) { return a.v > b.v; }
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int trunc(void) const { return v >> 8; }
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int round(void) const { return (v + 0x80) >> 8; }
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bool empty() const { return v == 0; }
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void sync(Common::Serializer &s);
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};
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class V3D {
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public:
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FXP _x, _y, _z;
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V3D() { }
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V3D(FXP x, FXP y, FXP z = 0) : _x(x), _y(y), _z(z) { }
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V3D operator+(const V3D &p) const { return V3D(_x + p._x, _y + p._y, _z + p._z); }
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V3D operator-(const V3D &p) const { return V3D(_x - p._x, _y - p._y, _z - p._z); }
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V3D operator*(long n) const { return V3D(_x * n, _y * n, _z * n); }
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V3D operator/ (long n) const { return V3D(_x / n, _y / n, _z / n); }
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bool operator==(const V3D &p) const { return _x == p._x && _y == p._y && _z == p._z; }
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bool operator!=(const V3D &p) const { return _x != p._x || _y != p._y || _z != p._z; }
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V3D& operator+=(const V3D &x) { return *this = *this + x; }
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V3D& operator-=(const V3D &x) { return *this = *this - x; }
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void sync(Common::Serializer &s);
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};
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class V2D : public Common::Point {
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CGE2Engine *_vm;
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public:
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V2D &operator=(const V3D &p3) {
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FXP m = _vm->_eye->_z / (p3._z - _vm->_eye->_z);
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FXP posx = _vm->_eye->_x + (_vm->_eye->_x - p3._x) * m;
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x = posx.round();
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FXP posy = _vm->_eye->_y + (_vm->_eye->_y - p3._y) * m;
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y = posy.round();
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return *this;
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}
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V2D(CGE2Engine *vm) : _vm(vm) { }
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V2D(CGE2Engine *vm, const V3D &p3) : _vm(vm) { *this = p3; }
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V2D(CGE2Engine *vm, int posx, int posy) : _vm(vm), Common::Point(posx, posy) { }
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bool operator<(const V2D &p) const { return (x < p.x) && (y < p.y); }
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bool operator<=(const V2D &p) const { return (x <= p.x) && (y <= p.y); }
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bool operator>(const V2D &p) const { return (x > p.x) && (y > p.y); }
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bool operator>=(const V2D &p) const { return (x >= p.x) && (y >= p.y); }
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V2D operator+(const V2D &p) const { return V2D(_vm, x + p.x, y + p.y); }
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V2D operator-(const V2D &p) const { return V2D(_vm, x - p.x, y - p.y); }
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bool operator==(const V3D &p) const { V3D tmp(x, y); return tmp._x == p._x && tmp._y == p._y && tmp._z == p._z; }
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bool operator!=(const V3D &p) const { V3D tmp(x, y); return tmp._x != p._x || tmp._y != p._y || tmp._z == p._z; }
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bool operator==(const V2D &p) const { return x == p.x && y == p.y; }
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uint16 area() { return x * y; }
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bool limited(const V2D &p) {
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return ((x < p.x) && (y < p.y));
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}
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V2D scale (int z) {
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FXP m = _vm->_eye->_z / (_vm->_eye->_z - z);
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FXP posx = m * x;
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FXP posy = m * y;
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return V2D(_vm, posx.trunc(), posy.trunc());
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}
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};
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struct Seq {
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uint8 _now;
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uint8 _next;
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int8 _dx;
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int8 _dy;
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int8 _dz;
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int _dly;
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};
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class SprExt {
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public:
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V2D _p0;
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V2D _p1;
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BitmapPtr _b0;
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BitmapPtr _b1;
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BitmapPtr _shpList;
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int _location;
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Seq *_seq;
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char *_name;
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CommandHandler::Command *_actions[kActions];
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SprExt(CGE2Engine *vm);
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};
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class Sprite {
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protected:
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SprExt *_ext;
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CGE2Engine *_vm;
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public:
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int _ref;
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signed char _scene;
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struct Flags {
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bool _hide; // general visibility switch
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bool _drag; // sprite is moveable
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bool _hold; // sprite is held with mouse
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bool _trim; // Trim flag
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bool _slav; // slave object
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bool _kill; // dispose memory after remove
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bool _xlat; // 2nd way display: xlat table
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bool _port; // portable
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bool _kept; // kept in pocket
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bool _frnt; // stay in front of sprite
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bool _east; // talk to east (in opposite to west)
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bool _near; // Near action lock
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bool _shad; // shadow
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bool _back; // 'send to background' request
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bool _zmov; // sprite needs Z-update in queue
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bool _tran; // transparent (untouchable)
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} _flags;
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V2D _pos2D;
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V3D _pos3D;
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V2D _siz;
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uint16 _time;
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struct { byte _ptr, _cnt; } _actionCtrl[kActions];
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int _seqPtr;
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int _seqCnt;
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int _shpCnt;
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char _file[kMaxFile];
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// Following trailer is not saved with the game:
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Sprite *_prev;
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Sprite *_next;
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static byte _constY;
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static byte _follow;
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static Seq _stdSeq8[];
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bool works(Sprite *spr);
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bool seqTest(int n);
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inline bool active() {
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return _ext != nullptr;
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}
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Sprite(CGE2Engine *vm);
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Sprite(CGE2Engine *vm, BitmapPtr shp, int cnt);
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virtual ~Sprite();
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BitmapPtr getShp();
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void setShapeList(BitmapPtr shp, int cnt);
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void moveShapesHi();
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void moveShapesLo();
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int labVal(Action snq, int lab);
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virtual Sprite *expand();
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virtual Sprite *contract();
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void backShow();
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void setName(char *newName);
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inline char *name() {
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return (_ext) ? _ext->_name : nullptr;
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}
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void gotoxyz(int x, int y, int z = 0);
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void gotoxyz();
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void gotoxyz(V2D pos);
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void gotoxyz_(V2D pos);
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void gotoxyz(V3D pos);
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void center();
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void show(uint16 pg);
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void hide(uint16 pg);
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void show();
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void hide();
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BitmapPtr ghost();
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void step(int nr = -1);
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Seq *setSeq(Seq *seq);
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CommandHandler::Command *snList(Action type);
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virtual void touch(uint16 mask, V2D pos);
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virtual void tick();
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virtual void setScene(int c);
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void clrHide() { if (_ext) _ext->_b0 = nullptr; }
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void sync(Common::Serializer &s);
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static void (*notify) ();
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};
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class Queue {
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Sprite *_head;
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Sprite *_tail;
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public:
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Queue(bool show);
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void append(Sprite *spr);
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void insert(Sprite *spr, Sprite *nxt);
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void insert(Sprite *spr);
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Sprite *remove(Sprite *spr);
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Sprite *first() {
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return _head;
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}
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Sprite *last() {
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return _tail;
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}
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Sprite *locate(int ref);
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bool locate(Sprite *spr);
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void clear() { _head = _tail = nullptr; }
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};
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class Vga {
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CGE2Engine *_vm;
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bool _setPal;
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Dac *_oldColors;
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Dac *_newColors;
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const char *_msg;
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const char *_name;
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void updateColors();
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void setColors();
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void waitVR();
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uint8 closest(Dac *pal, const uint8 colR, const uint8 colG, const uint8 colB);
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public:
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uint32 _frmCnt;
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Queue *_showQ;
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bool _mono;
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Graphics::Surface *_page[4];
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Dac *_sysPal;
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struct { uint8 _org, _len, _cnt, _dly; } _rot;
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Vga(CGE2Engine *vm);
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~Vga();
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uint8 *glass(Dac *pal, const uint8 colR, const uint8 colG, const uint8 colB);
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void getColors(Dac *tab);
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void setColors(Dac *tab, int lum);
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void clear(uint8 color);
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void copyPage(uint16 d, uint16 s);
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void sunrise(Dac *tab);
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void sunset();
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void show();
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void update();
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void rotate();
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uint8 closest(Dac *pal, Dac x);
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void palToDac(const byte *palData, Dac *tab);
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void dacToPal(const Dac *tab, byte *palData);
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};
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class Speaker: public Sprite {
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CGE2Engine *_vm;
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public:
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Speaker(CGE2Engine *vm);
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};
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} // End of namespace CGE2
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#endif // CGE2_VGA13H_H
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