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engines/illusions/illusions.h
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251
engines/illusions/illusions.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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* 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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* 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 ILLUSIONS_ILLUSIONS_H
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#define ILLUSIONS_ILLUSIONS_H
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#include "illusions/graphics.h"
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#include "audio/mixer.h"
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#include "audio/decoders/aiff.h"
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#include "common/array.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/memstream.h"
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#include "common/random.h"
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#include "common/str.h"
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#include "common/substream.h"
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#include "common/system.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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#include "illusions/detection.h"
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namespace Illusions {
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enum ILLUSIONSAction {
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kActionNone,
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kActionCursorUp,
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kActionCursorDown,
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kActionCursorLeft,
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kActionCursorRight,
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kActionInventory,
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kActionAbort,
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kActionSkip,
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kActionCheatMode
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};
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char *debugW2I(uint16 *wstr);
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void swapBytesInWideString(byte * wstr);
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#define ILLUSIONS_SAVEGAME_VERSION 0
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class ResourceSystem;
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class BaseResourceReader;
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struct SurfInfo;
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class ActorInstanceList;
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struct ActorType;
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class BackgroundInstanceList;
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class BackgroundResource;
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class Camera;
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class Control;
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class Controls;
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class Cursor;
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class Dictionary;
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struct Fader;
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class FramesList;
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class Input;
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class Screen;
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class ScreenText;
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class ScriptOpcodes;
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class ScriptResource;
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class ScriptStack;
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struct Sequence;
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class SoundMan;
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class SpecialCode;
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class TalkInstanceList;
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class ThreadList;
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class UpdateFunctions;
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class GameState;
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class ScreenPaletteBase;
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class IllusionsEngine : public Engine {
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public:
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IllusionsEngine(OSystem *syst, const IllusionsGameDescription *gd);
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~IllusionsEngine() override;
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const Common::String getTargetName() { return _targetName; }
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private:
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const IllusionsGameDescription *_gameDescription;
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Graphics::PixelFormat _pixelFormat;
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public:
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Common::RandomSource *_random;
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Dictionary *_dict;
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ResourceSystem *_resSys;
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BaseResourceReader *_resReader;
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UpdateFunctions *_updateFunctions;
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GameState *_gameState;
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void updateEvents();
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Screen *_screen;
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ScreenPaletteBase *_screenPalette;
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ScreenText *_screenText;
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Input *_input;
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ActorInstanceList *_actorInstances;
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BackgroundInstanceList *_backgroundInstances;
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Camera *_camera;
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Controls *_controls;
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TalkInstanceList *_talkItems;
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ScriptOpcodes *_scriptOpcodes;
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SpecialCode *_specialCode;
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ThreadList *_threads;
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SoundMan *_soundMan;
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uint32 _nextTempThreadId;
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bool _doScriptThreadInit;
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ScriptStack *_stack;
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ScriptResource *_scriptResource;
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bool _rerunThreads;
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Fader *_fader;
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int _pauseCtr;
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int _resGetCtr;
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uint32 _resGetTime;
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bool _unpauseControlActorFlag;
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uint32 _lastUpdateTime;
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int _resumeFromSavegameRequested;
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int _savegameSlotNum;
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Common::String _savegameDescription;
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uint32 _savegameSceneId;
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uint32 _savegameThreadId;
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uint32 _fontId;
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int _field8;
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uint32 _fieldA;
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uint32 _subtitleDuration;
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WidthHeight _defaultTextDimensions;
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Common::Point _defaultTextPosition;
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int16 _menuChoiceOfs;
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int getGameId() const;
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Common::Language getGameLanguage() const;
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void runUpdateFunctions();
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int updateActors(uint flags);
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int updateSequences(uint flags);
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int updateGraphics(uint flags);
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int updateSoundMan(uint flags);
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int updateSprites(uint flags);
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uint32 getElapsedUpdateTime();
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Common::Point *getObjectActorPositionPtr(uint32 objectId);
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int getRandom(int max);
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int convertPanXCoord(int16 x);
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bool calcPointDirection(Common::Point &srcPt, Common::Point &dstPt, uint &facing);
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bool isSoundActive();
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virtual void updateFader() {};
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virtual void clearFader() {};
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virtual void pauseFader() {};
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virtual void unpauseFader() {};
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virtual bool isVideoPlaying() { return false; }
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void setCurrFontId(uint32 fontId);
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bool checkActiveTalkThreads();
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void setTextDuration(int kind, uint32 duration);
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uint32 clipTextDuration(uint32 duration);
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void getDefaultTextDimensions(WidthHeight &dimensions);
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void setDefaultTextDimensions(WidthHeight &dimensions);
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void getDefaultTextPosition(Common::Point &position);
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void setDefaultTextPosition(Common::Point &position);
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uint16 getSubtitleDuration();
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void setSubtitleDuration(uint16 duration);
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FramesList *findActorSequenceFrames(Sequence *sequence);
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virtual void setDefaultTextCoords() = 0;
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virtual void loadSpecialCode(uint32 resId) = 0;
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virtual void unloadSpecialCode(uint32 resId) = 0;
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virtual void notifyThreadId(uint32 &threadId) = 0;
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virtual bool testMainActorFastWalk(Control *control) = 0;
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virtual bool testMainActorCollision(Control *control) = 0;
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virtual Control *getObjectControl(uint32 objectId) = 0;
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virtual Common::Point getNamedPointPosition(uint32 namedPointId) = 0;
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virtual uint32 getPriorityFromBase(int16 priority) = 0;
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virtual uint32 getPrevScene() = 0;
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virtual uint32 getCurrentScene() = 0;
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virtual bool isCursorObject(uint32 actorTypeId, uint32 objectId) = 0;
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virtual void setCursorControlRoutine(Control *control) = 0;
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virtual void placeCursorControl(Control *control, uint32 sequenceId) = 0;
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virtual void setCursorControl(Control *control) = 0;
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virtual void showCursor() = 0;
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virtual void hideCursor() = 0;
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virtual void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) = 0;
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virtual uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
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uint32 value8, uint32 valueC, uint32 value10) = 0;
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// Savegame API
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enum kReadSaveHeaderError {
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kRSHENoError = 0,
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kRSHEInvalidType = 1,
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kRSHEInvalidVersion = 2,
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kRSHEIoError = 3
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};
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struct SaveHeader {
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Common::String description;
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uint32 version;
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byte gameID;
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uint32 flags;
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uint32 saveDate;
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uint32 saveTime;
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uint32 playTime;
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Graphics::Surface *thumbnail;
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};
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bool _isSaveAllowed;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override { return _isSaveAllowed; }
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override { return _isSaveAllowed; }
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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::Error removeGameState(int slot);
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bool savegame(const char *filename, const char *description);
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bool loadgame(const char *filename);
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bool existsSavegame(int num);
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static Common::String getSavegameFilename(const Common::String &target, int num);
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static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true);
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_ILLUSIONS_H
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