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engines/m4/riddle/riddle.h
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engines/m4/riddle/riddle.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 M4_RIDDLE_RIDDLE_H
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#define M4_RIDDLE_RIDDLE_H
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#include "m4/m4.h"
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#include "m4/riddle/rooms/section2/section2.h"
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#include "m4/riddle/rooms/section3/section3.h"
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#include "m4/riddle/rooms/section4/section4.h"
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#include "m4/riddle/rooms/section5/section5.h"
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#include "m4/riddle/rooms/section6/section6.h"
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#include "m4/riddle/rooms/section7/section7.h"
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#include "m4/riddle/rooms/section8/section8.h"
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#include "m4/riddle/rooms/section9/section9.h"
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#include "m4/riddle/gui/gui_messages.h"
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namespace M4 {
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namespace Riddle {
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class RiddleEngine : public M4Engine {
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private:
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Rooms::Section1 _section1;
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Rooms::Section2 _section2;
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Rooms::Section3 _section3;
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Rooms::Section4 _section4;
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Rooms::Section5 _section5;
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Rooms::Section6 _section6;
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Rooms::Section7 _section7;
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Rooms::Section8 _section8;
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Rooms::Section9 _section9;
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int _ripAction = 0;
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int _savedFacing = 0;
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/**
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* Combines the items in the player _verb and _noun,
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* removing them from the player's inventory and replacing
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* them with the new combined item.
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* @param newItem New item to give to player
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*/
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void combineItems(const char *newItem);
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/**
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* Splits apart a combined item
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*/
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void splitItems(const char *item1, const char *item2);
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void showMessageLog(int trigger);
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void hide_message_log_dialog();
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void lookAtInventoryItem();
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bool canLoadGameStateCurrently(Common::U32String *msg) override;
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protected:
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/**
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* Creates the structure that holds all the global variables
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*/
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M4::Vars *createVars() override;
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/**
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* Sets up the debugging console
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*/
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void setupConsole() override;
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public:
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RiddleEngine(OSystem *syst, const M4GameDescription *gameDesc);
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~RiddleEngine() override {}
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void initializePath(const Common::FSNode &gamePath) override;
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/**
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* Show the engine information
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*/
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void showEngineInfo() override;
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void syncFlags(Common::Serializer &s) override;
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void showSaveScreen() override;
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void showLoadScreen(LoadDialogSource source) override;
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void global_daemon() override;
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void global_parser() override;
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};
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extern void sketchInJournal(const char *digiName);
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} // namespace Riddle
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} // namespace M4
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#endif
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