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engines/neverhood/scene.h
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241
engines/neverhood/scene.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 NEVERHOOD_SCENE_H
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#define NEVERHOOD_SCENE_H
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#include "common/array.h"
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#include "neverhood/neverhood.h"
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#include "neverhood/background.h"
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#include "neverhood/entity.h"
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#include "neverhood/graphics.h"
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#include "neverhood/klaymen.h"
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#include "neverhood/module.h"
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#include "neverhood/palette.h"
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#include "neverhood/sprite.h"
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#include "neverhood/staticdata.h"
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namespace Neverhood {
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class Console;
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class SmackerPlayer;
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class Scene : public Entity {
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public:
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Scene(NeverhoodEngine *vm, Module *parentModule);
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~Scene() override;
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void draw() override;
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void addEntity(Entity *entity);
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bool removeEntity(Entity *entity);
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void addSurface(const Common::SharedPtr<BaseSurface> &surface);
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bool removeSurface(const Common::SharedPtr<BaseSurface> &surface);
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void printSurfaces(Console *con);
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Sprite *addSprite(Sprite *sprite);
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void removeSprite(Sprite *sprite);
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void setSurfacePriority(const Common::SharedPtr<BaseSurface> &surface, int priority);
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void setSpriteSurfacePriority(Sprite *sprite, int priority);
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void deleteSprite(Sprite **sprite);
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Background *addBackground(Background *background);
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void setBackground(uint32 fileHash);
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void changeBackground(uint32 fileHash);
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void setBackgroundY(int16 y) { _background->getSurface()->getDrawRect().y = y; }
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int16 getBackgroundY() { return _background->getSurface()->getDrawRect().y; }
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void setPalette(uint32 fileHash = 0);
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void setHitRects(uint32 id);
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Sprite *insertStaticSprite(uint32 fileHash, int surfacePriority);
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void insertScreenMouse(uint32 fileHash, const NRect *mouseRect = NULL);
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void insertPuzzleMouse(uint32 fileHash, int16 x1, int16 x2);
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void insertNavigationMouse(uint32 fileHash, int type);
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void showMouse(bool visible);
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void changeMouseCursor(uint32 fileHash);
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SmackerPlayer *addSmackerPlayer(SmackerPlayer *smackerPlayer);
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void update();
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void leaveScene(uint32 result);
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HitRect *findHitRectAtPos(int16 x, int16 y);
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void addCollisionSprite(Sprite *sprite);
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void removeCollisionSprite(Sprite *sprite);
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void checkCollision(Sprite *sprite, uint16 flags, int messageNum, uint32 messageParam);
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// Some crazy templated functions to make the logic code smaller/simpler (imo!)
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// insertKlaymen
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template<class T>
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void insertKlaymen() {
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_klaymen = (T*)addSprite(new T(_vm, this));
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}
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template<class T, class Arg1>
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void insertKlaymen(Arg1 arg1) {
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_klaymen = (T*)addSprite(new T(_vm, this, arg1));
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}
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template<class T, class Arg1, class Arg2>
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void insertKlaymen(Arg1 arg1, Arg2 arg2) {
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_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2));
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}
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template<class T, class Arg1, class Arg2, class Arg3>
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void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
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_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
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void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
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_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
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void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
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_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
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void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
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_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5, arg6));
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}
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// insertSprite
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template<class T>
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T* insertSprite() {
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return (T*)addSprite(new T(_vm));
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}
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template<class T, class Arg1>
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T* insertSprite(Arg1 arg1) {
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return (T*)addSprite(new T(_vm, arg1));
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}
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template<class T, class Arg1, class Arg2>
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T* insertSprite(Arg1 arg1, Arg2 arg2) {
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return (T*)addSprite(new T(_vm, arg1, arg2));
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}
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template<class T, class Arg1, class Arg2, class Arg3>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5));
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
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T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
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return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6));
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}
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// createSprite
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template<class T>
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T* createSprite() {
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return new T(_vm);
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}
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template<class T, class Arg1>
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T* createSprite(Arg1 arg1) {
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return new T(_vm, arg1);
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}
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template<class T, class Arg1, class Arg2>
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T* createSprite(Arg1 arg1, Arg2 arg2) {
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return new T(_vm, arg1, arg2);
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}
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template<class T, class Arg1, class Arg2, class Arg3>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
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return new T(_vm, arg1, arg2, arg3);
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
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return new T(_vm, arg1, arg2, arg3, arg4);
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
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return new T(_vm, arg1, arg2, arg3, arg4, arg5);
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}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
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T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
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return new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6);
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}
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uint32 getBackgroundFileHash() const { return _backgroundFileHash; }
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uint32 getCursorFileHash() const { return _cursorFileHash; }
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protected:
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Module *_parentModule;
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Common::Array<Entity*> _entities;
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Common::Array<Common::SharedPtr<BaseSurface>> _surfaces;
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Klaymen *_klaymen;
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Background *_background;
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Palette *_palette;
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SmackerPlayer *_smackerPlayer;
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MessageList *_messageList;
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MessageList *_messageList2;
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int _messageListStatus;
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uint _messageListCount;
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uint _messageListIndex;
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bool _doConvertMessages;
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bool _canAcceptInput;
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bool _isKlaymenBusy;
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bool _isMessageListBusy;
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Mouse *_mouseCursor;
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NPoint _mouseClickPos;
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bool _mouseClicked;
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bool _mouseCursorWasVisible;
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int _rectType;
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RectList *_rectList;
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DataResource _dataResource;
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HitRectList _hitRectList;
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HitRectList *_hitRects;
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Common::Array<Sprite*> _collisionSprites;
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// Used for debugging
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uint32 _backgroundFileHash, _cursorFileHash; // for StaticScene and all Scene* classes
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int _messageValue;
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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bool queryPositionSprite(int16 mouseX, int16 mouseY);
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bool queryPositionRectList(int16 mouseX, int16 mouseY);
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void setMessageList(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false);
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void setMessageList(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false);
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bool setMessageList2(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false);
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bool setMessageList2(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false);
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bool isMessageList2(uint32 id);
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void processMessageList();
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void setRectList(uint32 id);
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void setRectList(RectList *rectList);
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void clearRectList();
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void loadHitRectList();
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void cancelMessageList();
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void loadDataResource(uint32 fileHash);
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uint16 convertMessageNum(uint32 messageNum);
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void setHitRects(HitRectList *hitRects);
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void clearHitRects();
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void clearCollisionSprites();
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void insertMouse(Mouse *mouseCursor);
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};
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class StaticScene : public Scene {
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public:
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StaticScene(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 cursorFileHash);
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protected:
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uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender);
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_SCENE_H */
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