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engines/m4/wscript/ws_machine.h
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245
engines/m4/wscript/ws_machine.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_WSCRIPT_WS_MACHINE_H
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#define M4_WSCRIPT_WS_MACHINE_H
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#include "common/algorithm.h"
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#include "m4/m4_types.h"
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#include "m4/gui/gui.h"
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namespace M4 {
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#define DEAD_MACHINE_ID 0xdeaddead
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enum {
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NOSEPICK = 0,
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STARTWALK = 1,
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WALKSEQ = 2,
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ENDWALK = 3,
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DEMAND_FACING = 4,
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DEMAND_LOCATION = 5,
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TERMINATE = 6,
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PLAYER_HIDE = 7,
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PLAYER_UNHIDE = 8,
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TURN_TO_FACE = 9,
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ACTION_11 = 11,
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ACTION_12 = 12,
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ACTION_13 = 13,
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ACTION_14 = 14,
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ACTION_15 = 15,
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ACTION_17 = 17,
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ACTION_18 = 18,
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ACTION_19 = 19,
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ACTION_20 = 20,
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ACTION_21 = 21,
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ACTION_22 = 22,
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ACTION_23 = 23,
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ACTION_24 = 24,
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ACTION_25 = 25,
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ACTION_26 = 26,
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ACTION_27 = 27,
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ACTION_28 = 28,
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ACTION_29 = 29,
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ACTION_30 = 30,
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ACTION_31 = 31,
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ACTION_32 = 32,
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ACTION_33 = 33,
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ACTION_666 = 666,
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ACTION_900 = 900,
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ACTION_902 = 902
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};
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// A message request
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struct msgRequest {
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msgRequest *nextMsg = nullptr;
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uint32 msgHash = 0;
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frac16 msgValue = 0;
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int32 pcOffset = 0;
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int32 pcCount = 0;
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};
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struct machine;
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typedef void (*MessageCB)(frac16 myMessage, struct machine *sender);
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//timebase request structure.
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struct onTimeReq {
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onTimeReq *next = nullptr;
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int32 myTime = 0;
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struct machine *myXM = nullptr;
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int32 pcOffset = 0;
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int32 pcCount = 0;
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};
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// rails algorithm struct
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struct railNode {
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uint8 nodeID = 0;
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int32 x = 0, y = 0;
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railNode *shortPath = nullptr;
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int32 pathWeight = 0;
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};
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struct CCB {
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uint32 flags = 0;
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M4sprite *source = nullptr;
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M4Rect *currLocation = nullptr;
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M4Rect *newLocation = nullptr;
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M4Rect *maxArea = nullptr;
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int32 scaleX = 0;
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int32 scaleY = 0;
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int32 layer = 0;
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uint32 *streamSSHeader = nullptr;
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uint32 *streamSpriteSource = nullptr;
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void *myStream = nullptr;
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char *seriesName = nullptr;
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};
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#define JSR_STACK_MAX 8
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struct Anim8 {
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machine *myMachine = nullptr; // Pointer back to myMachine
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int32 eosReqOffset = 0; // The machine PC offset to be executed at the EOS
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int32 eosReqCount = 0;
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Anim8 *next = nullptr; // The linked list used for execution order
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Anim8 *prev = nullptr;
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int32 myLayer = 0;
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Anim8 *infront = nullptr; // The linked list used for layering
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Anim8 *behind = nullptr;
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Anim8 *myParent = nullptr; // The parent anim8
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int32 sequHash = 0; // The current sequence Hash = 0;
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MemHandle sequHandle = nullptr; // The sequence Handle
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int32 pcOffset = 0; // The offset into the sequence of the current PC
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CCB *myCCB = nullptr;
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int32 dataHash = 0; // The array of data
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MemHandle dataHandle = nullptr;
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int32 dataOffset = 0;
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int32 startTime = 0;
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int32 switchTime = 0;
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frac16 transTime = 0;
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int32 flags = 0;
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frac16 start_s = 0;
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frac16 start_r = 0;
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frac16 start_x = 0;
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frac16 start_y = 0;
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int32 numLocalVars = 0;
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frac16 *myRegs = nullptr;
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bool active = false;
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int32 returnStackIndex = 0;
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uint32 returnHashes[JSR_STACK_MAX] = { 0 };
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int32 returnOffsets[JSR_STACK_MAX] = { 0 };
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Anim8() {
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Common::fill(returnHashes, returnHashes + JSR_STACK_MAX, 0);
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Common::fill(returnOffsets, returnOffsets + JSR_STACK_MAX, 0);
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}
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};
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struct machine {
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machine *next = nullptr;
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machine *prev = nullptr;
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uint32 myHash = 0;
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uint32 machID = 0;
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char *machName = nullptr;
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MemHandle machHandle = 0;
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int32 machInstrOffset = 0;
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int32 stateTableOffset = 0;
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int32 curState = 0;
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int32 numOfStates = 0;
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uint32 recurseLevel = 0;
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Anim8 *myAnim8 = nullptr;
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Anim8 *parentAnim8 = nullptr;
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int32 dataHash = 0;
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MemHandle dataHandle = 0;
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int32 dataOffset = 0;
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int32 targetCount = 0;
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struct machine *msgReplyXM = nullptr;
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MessageCB CintrMsg;
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msgRequest *myMsgs = nullptr;
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msgRequest *myPersistentMsgs = nullptr;
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msgRequest *usedPersistentMsgs = nullptr;
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railNode *walkPath = nullptr;
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};
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struct globalMsgReq {
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globalMsgReq *next = nullptr;
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ulong msgHash = 0;
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frac16 msgValue = 0;
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ulong machHash = 0;
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machine *sendM = nullptr;
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int32 msgCount = 0;
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};
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struct WSMachine_Globals {
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int32 _pauseTime = 0;
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int32 _oldTime = 0;
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bool _enginesPaused = false;
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int32 *_dataFormats = nullptr;
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uint32 _machineIDCount = 0;
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machine *_firstMachine = nullptr;
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machine *_nextXM = nullptr;
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globalMsgReq *_myGlobalMessages = nullptr;
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// Used for processing pCodes
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frac16 *_ws_globals = nullptr;
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void *_addrExists = nullptr;
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};
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bool ws_Initialize(frac16 *theGlobals);
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void ws_Shutdown();
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void pauseEngines();
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void unpauseEngines();
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void addPauseTime(int32 myTime);
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void cycleEngines(Buffer *cleanBackground, int16 *depth_table, Buffer *screenCodes,
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uint8 *myPalette, uint8 *ICT, bool updateVideo);
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void ws_RefreshWoodscriptBuffer(Buffer *cleanBackground, int16 *depth_table,
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Buffer *screenCodes, uint8 *myPalette, uint8 *ICT);
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void terminateMachine(machine *m);
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void terminateMachinesByHash(uint32 machHash);
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void terminateMachineAndNull(machine *&m);
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bool verifyMachineExists(machine *m);
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int32 ws_KillMachines();
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void ws_KillDeadMachines();
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void ws_StepWhile(machine *m, int32 pcOffset, int32 pcCount);
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void IntoTheState(machine *m);
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machine *TriggerMachineByHash(int32 myHash, Anim8 *parentAnim8, int32 dataHash, int32 dataRow, MessageCB CintrMsg, bool debug, const char *machName);
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machine *TriggerMachineByHash(int32 val1, int32 val2, int32 val3, int32 val4, int32 val5, int32 val6,
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int32 x, int32 y, int32 scale, int32 layer, bool flag,
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MessageCB intrMsg, const char *machName);
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machine *TriggerMachineByHash(MessageCB intrMsg, const char *machName);
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/**
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* This proc is what allows a machine to send a message to another machine(s)
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*/
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void sendWSMessage(uint32 msgHash, frac16 msgValue, machine *recvM,
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uint32 machHash, machine *sendM, int32 msgCount);
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void sendWSMessage(int32 val1, machine *recv, int32 series1, int32 val3, int32 val4,
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int32 trigger, int32 series2, int32 val6, int32 val7, int32 val8);
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#define kernel_spawn_machine(name,hash,callback) TriggerMachineByHash(hash, nullptr, -1, -1, callback, false, name)
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#define kernel_terminate_machine(m) terminateMachine(m)
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} // End of namespace M4
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#endif
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