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engines/mutationofjb/mutationofjb.h
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91
engines/mutationofjb/mutationofjb.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 MUTATIONOFJB_MUTATIONOFJB_H
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#define MUTATIONOFJB_MUTATIONOFJB_H
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#include "engines/engine.h"
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#include "mutationofjb/script.h"
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struct ADGameDescription;
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namespace Common {
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struct Event;
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class Serializer;
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}
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namespace Graphics {
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class Screen;
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}
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namespace MutationOfJB {
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class Console;
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class Game;
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class GuiScreen;
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struct SaveHeader {
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bool sync(Common::Serializer &sz);
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Common::String _description;
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};
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class MutationOfJBEngine : public Engine {
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public:
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enum CursorState {
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CURSOR_OFF,
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CURSOR_IDLE,
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CURSOR_ACTIVE
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};
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MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~MutationOfJBEngine() override;
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Common::Error run() override;
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Graphics::Screen *getScreen() const;
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Game &getGame();
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void setCursorState(CursorState cursorState);
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error loadGameState(int slot) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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const ADGameDescription *getGameDescription() const;
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private:
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bool loadGameData(bool partB);
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void setupCursor();
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void updateCursorPalette();
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const ADGameDescription *_gameDesc;
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Graphics::Screen *_screen;
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Game *_game;
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uint8 _mapObjectId;
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CursorState _cursorState;
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GuiScreen *_currentScreen;
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};
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}
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#endif
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