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engines/glk/comprehend/comprehend.h
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235
engines/glk/comprehend/comprehend.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 GLK_COMPREHEND_COMPREHEND_H
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#define GLK_COMPREHEND_COMPREHEND_H
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#include "common/scummsys.h"
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#include "glk/comprehend/game.h"
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#include "glk/glk_api.h"
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#include "glk/window_graphics.h"
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#include "glk/window_text_buffer.h"
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#include "glk/window_text_grid.h"
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namespace Glk {
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namespace Comprehend {
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class DrawSurface;
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class Pics;
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#define EXTRA_STRING_TABLE(x) (0x8200 | (x))
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struct GameStrings {
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uint16 game_restart;
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};
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/**
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* Comprehend engine
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*/
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class Comprehend : public GlkAPI {
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private:
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int _saveSlot; ///< Save slot when loading savegame from launcher
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bool _graphicsEnabled;
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bool _disableSaves;
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public:
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GraphicsWindow *_topWindow;
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TextGridWindow *_roomDescWindow;
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TextBufferWindow *_bottomWindow;
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DrawSurface *_drawSurface;
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ComprehendGame *_game;
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Pics *_pics;
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uint _drawFlags;
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private:
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/**
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* Initialization code
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*/
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void initialize();
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/**
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* Deinitialization
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*/
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void deinitialize();
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/**
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* Create the debugger
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*/
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void createDebugger() override;
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/**
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* Creates the appropriate game class
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*/
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void createGame();
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protected:
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/**
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* Loads the configuration
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*/
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void createConfiguration() override;
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public:
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/**
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* Constructor
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*/
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Comprehend(OSystem *syst, const GlkGameDescription &gameDesc);
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~Comprehend() override;
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/**
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* Returns the running interpreter type
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*/
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InterpreterType getInterpreterType() const override {
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return INTERPRETER_SCOTT;
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}
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/**
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* Initialize the graphics
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*/
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void initGraphicsMode() override;
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/**
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* Execute the game
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*/
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void runGame() override;
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/**
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* Handles loading a savegame selected from the launcher
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*/
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bool loadLauncherSavegameIfNeeded();
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/**
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* Load a savegame from the passed Quetzal file chunk stream
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*/
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Common::Error readSaveData(Common::SeekableReadStream *rs) override;
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/**
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* Save the game. The passed write stream represents access to the UMem chunk
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* in the Quetzal save file that will be created
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*/
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Common::Error writeGameData(Common::WriteStream *ws) override;
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/**
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* Print string to the buffer window
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*/
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void print(const char *fmt, ...);
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/**
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* Print unicode-string to the buffer window
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*/
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template<class... TParam>
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void print(const Common::U32String &fmt, TParam... param);
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/**
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* Prints the room description in the room description window
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*/
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void printRoomDesc(const Common::String &desc);
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/**
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* Read an input line
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*/
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void readLine(char *buffer, size_t maxLen);
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/**
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* Read in a character
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*/
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int readChar();
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/**
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* Draw a picture
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*/
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void drawPicture(uint pictureNum);
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/**
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* Draw a location image
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*/
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void drawLocationPicture(int pictureNum, bool clearBg = true);
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/**
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* Draw an item image
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*/
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void drawItemPicture(int pictureNum);
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/**
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* Clear the picture area
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*/
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void clearScreen(bool isBright);
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/**
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* Toggles whether the picture window is visible
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*/
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bool toggleGraphics();
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/**
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* Ensures the picture window is visible
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*/
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void showGraphics();
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/**
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* Returns true if the graphics area is visible
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*/
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bool isGraphicsEnabled() const {
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return _graphicsEnabled;
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}
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ComprehendGame *getGame() const {
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return _game;
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}
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/**
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* Returns true if a savegame can be loaded
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*/
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
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return !_disableSaves && GlkAPI::canLoadGameStateCurrently();
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}
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/**
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* Returns true if the game can be saved
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*/
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override {
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return !_disableSaves && GlkAPI::canSaveGameStateCurrently();
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}
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/**
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* Set whether saving and loading is currently available
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*/
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void setDisableSaves(bool flag) {
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_disableSaves = flag;
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}
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/**
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* Returns true if an input line is currently active
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*/
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bool isInputLineActive() const;
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private:
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void print_u32_internal(const Common::U32String *fmt, ...);
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};
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template<class... TParam>
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void Comprehend::print(const Common::U32String &fmt, TParam... param) {
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print_u32_internal(&fmt, Common::forward<TParam>(param)...);
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}
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extern Comprehend *g_comprehend;
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} // End of namespace Comprehend
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} // End of namespace Glk
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#endif
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