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engines/cine/cine.h
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292
engines/cine/cine.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 CINE_CINE_H
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#define CINE_CINE_H
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#include "common/scummsys.h"
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#include "common/file.h"
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#include "common/util.h"
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#include "common/str.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "common/random.h"
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#include "common/events.h"
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#include "common/text-to-speech.h"
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#include "engines/engine.h"
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#include "cine/texte.h"
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#include "cine/rel.h"
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#include "cine/script.h"
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#include "cine/part.h"
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#include "cine/prc.h"
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#include "cine/msg.h"
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#include "cine/bg.h"
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#include "cine/pal.h"
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#include "cine/gfx.h"
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#include "cine/anim.h"
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#include "cine/bg_list.h"
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#include "cine/various.h"
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#include "cine/console.h"
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#include "cine/sound.h"
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#include "cine/detection.h"
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//#define DUMP_SCRIPTS
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/**
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* This is the namespace of the Cine engine.
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*
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* Status of this engine:
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*
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* This enigne has 2 generations Cinematique evo.1 and Cinematique evo.2
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* first generation is fairly complete, and second one is under development
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*
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* Cinematique evo.1 status:
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* The engine supports Future Wars and is basically complete with support of
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* all known game variants. Based on Yaz0r's engine.
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*
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* Cinematique evo.2 status:
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* This generation supports Operation Stealth, originally developed by Yaz0r,
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* for a french variant of the game which was said to be completable.
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* Later the work was renewed as part of GSoC'08, by Kari Salminen, but it has not
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* yet been finished. The game is not completable.
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*
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*
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* Games using this engine:
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*
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* Cinematique evo.1
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* - Future Wars
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*
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* Cinematique evo.2
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* - Operation Stealth
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*
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*/
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namespace Cine {
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struct SeqListElement;
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struct VolumeResource {
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char name[10];
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uint32 pNamesList;
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int16 diskNum;
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int32 sizeOfNamesList;
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};
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typedef Common::HashMap<Common::String, Common::Array<VolumeResource> > StringToVolumeResourceArrayHashMap;
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enum CINEAction {
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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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kActionGameSpeedDefault,
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kActionGameSpeedSlower,
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kActionGameSpeedFaster,
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kActionExamine,
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kActionTake,
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kActionInventory,
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kActionUse,
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kActionActivate,
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kActionSpeak,
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kActionActionMenu,
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kActionSystemMenu,
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kActionCollisionPage,
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kActionMouseLeft,
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kActionMouseRight,
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kActionExitSonyScreen,
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kActionMenuOptionUp,
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kActionMenuOptionDown
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};
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enum TTSLanguage {
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kEnglish = 0,
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kFrench = 1,
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kGerman = 2,
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kSpanish = 3,
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kItalian = 4
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};
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class CineConsole;
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class CineEngine : public Engine {
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protected:
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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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void shutdown();
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bool initGame();
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public:
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CineEngine(OSystem *syst, const CINEGameDescription *gameDesc);
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~CineEngine() override;
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void syncSoundSettings() override;
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bool mayHave256Colors() const;
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int getGameType() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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bool loadSaveDirectory();
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void makeSystemMenu();
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int scummVMSaveLoadDialog(bool isSave);
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int modifyGameSpeed(int speedChange);
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void setDefaultGameSpeed();
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uint32 getTimerDelay() const;
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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Common::String getSaveStateName(int slot) const override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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void sayText(const Common::String &text, Common::TextToSpeechManager::Action action);
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void stopTextToSpeech();
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#ifdef USE_TTS
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void mouseOverButton();
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#endif
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const CINEGameDescription *_gameDescription;
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Common::File _partFileHandle;
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Common::RandomSource _rnd;
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StringToVolumeResourceArrayHashMap _volumeEntriesMap;
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TextHandler _textHandler;
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bool _restartRequested;
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Common::String _previousSaid;
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TTSLanguage _ttsLanguage;
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bool _copyProtectionTextScreen;
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bool _copyProtectionColorScreen;
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bool _saveInputMenuOpen;
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private:
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void initialize();
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void showSplashScreen();
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void resetEngine();
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bool checkSaveHeaderData(const ChunkHeader& hdr);
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bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat, uint32 version);
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bool loadVersionedSaveFW(Common::SeekableReadStream &in);
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bool loadVersionedSaveOS(Common::SeekableReadStream &in);
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bool makeLoad(const Common::String &saveName);
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void writeSaveHeader(Common::OutSaveFile &out, uint32 headerId);
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void makeSaveFW(Common::OutSaveFile &out);
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void makeSaveOS(Common::OutSaveFile &out);
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void makeSave(const Common::String &saveFileName, uint32 playtime,
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Common::String desc, bool isAutosave);
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void mainLoop(int bootScriptIdx);
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void readVolCnf();
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Common::String getTargetSaveStateName(Common::String target, int slot) const;
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bool _preLoad;
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int _timerDelayMultiplier;
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public:
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// TODO: These are pseudo-global vars
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// They better belong to appropriate classes
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Common::Array<AnimData> _animDataTable;
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Common::List<BGIncrust> _bgIncrustList;
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Common::StringArray _messageTable;
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Common::Array<ObjectStruct> _objectTable;
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Common::List<overlay> _overlayList;
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Common::Array<PalEntry> _palArray;
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Common::Array<PartBuffer> _partBuffer;
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ScriptList _globalScripts;
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ScriptList _objectScripts;
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RawObjectScriptArray _relTable; ///< Object script bytecode table
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/**
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* Global variables.
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* 255 of these are saved, but there's one more that's used for bypassing the copy protection.
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* In CineEngine::mainLoop(int bootScriptIdx) there's this code: globalVars[VAR_BYPASS_PROTECTION] = 0;
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* And as VAR_BYPASS_PROTECTION is 255 that's why we're allocating one more than we otherwise would.
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*/
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ScriptVars _globalVars;
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RawScriptArray _scriptTable; ///< Table of script bytecode
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FWScriptInfo *_scriptInfo;
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Common::Array<int16> _zoneData;
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Common::Array<uint16> _zoneQuery; ///< Only exists in Operation Stealth
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Common::List<SeqListElement> _seqList;
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Common::String _commandBuffer;
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Common::Array<Common::KeyState> _keyInputList;
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Common::Array<Common::CustomEventType> _actionList;
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};
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extern CineEngine *g_cine;
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extern Sound *g_sound;
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#define BOOT_PRC_NAME "AUTO00.PRC"
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#define BOOT_SCRIPT_INDEX 1
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#define COPY_PROT_FAIL_PRC_NAME "L201.ANI"
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enum {
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// Both FW and OS
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VAR_MOUSE_X_POS = 249,
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VAR_MOUSE_Y_POS = 250,
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// FW only
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VAR_MOUSE_X_MODE = 253,
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VAR_MOUSE_Y_MODE = 251,
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// OS only
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VAR_MOUSE_X_POS_2ND = 251, // Many times used in conjunction with VAR_MOUSE_X_POS
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VAR_MOUSE_Y_POS_2ND = 252, // Many times used in conjunction with VAR_MOUSE_Y_POS
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VAR_BYPASS_PROTECTION = 255,
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VAR_LOW_MEMORY = 0
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};
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enum {
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MOUSE_CURSOR_NORMAL = 0,
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MOUSE_CURSOR_DISK,
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MOUSE_CURSOR_CROSS
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};
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enum {
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kCineDebugScript = 1,
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kCineDebugPart,
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kCineDebugSound,
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kCineDebugCollision,
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};
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enum {
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kCmpEQ = (1 << 0),
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kCmpGT = (1 << 1),
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kCmpLT = (1 << 2)
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};
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} // End of namespace Cine
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#endif
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