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engines/queen/graphics.h
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283
engines/queen/graphics.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 QUEEN_GRAPHICS_H
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#define QUEEN_GRAPHICS_H
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#include "common/util.h"
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#include "queen/structs.h"
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namespace Queen {
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struct BobSlot {
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bool active;
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//! current position
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int16 x, y;
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//! bounding box
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Box box;
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bool xflip;
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//! shrinking percentage
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uint16 scale;
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//! associated BobFrame
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uint16 frameNum;
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//! 'direction' for the next frame (-1, 1)
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int frameDir;
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//! animation stuff
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bool animating;
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struct {
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int16 speed, speedBak;
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//! string based animation
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struct {
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const AnimFrame *buffer;
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const AnimFrame *curPos;
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} string;
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//! normal moving animation
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struct {
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bool rebound;
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uint16 firstFrame, lastFrame;
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} normal;
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} anim;
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bool moving;
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//! moving speed
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int16 speed;
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//! move along x axis instead of y
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bool xmajor;
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//! moving direction
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int8 xdir, ydir;
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//! destination point
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int16 endx, endy;
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uint16 dx, dy;
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uint16 total;
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void curPos(int16 xx, int16 yy);
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void move(int16 dstx, int16 dsty, int16 spd);
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void moveOneStep();
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void animOneStep();
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void animString(const AnimFrame *animBuf);
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void animNormal(uint16 firstFrame, uint16 lastFrame, uint16 speed, bool rebound, bool xflip);
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void scaleWalkSpeed(uint16 ms);
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void clear();
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void clear(const Box *defaultBox);
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};
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class QueenEngine;
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class Graphics {
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public:
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Graphics(QueenEngine *vm);
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~Graphics();
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//! unpacks control frames (ie. arrows)
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void unpackControlBank();
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//! setup dialog arrows
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void setupArrows();
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//! setup mouse cursor
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void setupMouseCursor();
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//! draw a bob
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void drawBob(const BobSlot *bs, const BobFrame *bf, const Box *box, int16 x, int16 y);
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//! draw an inventory item
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void drawInventoryItem(uint32 frameNum, uint16 x, uint16 y);
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//! draw a bob directly on the backdrop bitmap
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void pasteBob(uint16 objNum, uint16 image);
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//! resize a bobframe
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void shrinkFrame(const BobFrame *bf, uint16 percentage);
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//! animate/move bobs and sort them
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void sortBobs();
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//! draw all the sorted bobs
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void drawBobs();
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//! clear all setup bobs
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void clearBobs();
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//! stop all animating/movings bobs
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void stopBobs();
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//! returns a reference to the specified bob
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BobSlot *bob(int index);
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void clearBob(int index) { bob(index)->clear(&_defaultBox); }
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//! display a text 'near' the specified bob
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void setBobText(const BobSlot *bob, const char *text, int textX, int textY, int color, int flags);
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//! handles parallax scrolling for the specified room
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void handleParallax(uint16 roomNum);
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void setupNewRoom(const char *room, uint16 roomNum, int16 *furniture, uint16 furnitureCount);
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void setBobCutawayAnim(uint16 bobNum, bool xflip, const AnimFrame *af, uint8 frameCount);
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void fillAnimBuffer(const char *anim, AnimFrame *af);
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uint16 countAnimFrames(const char *anim);
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void setupObjectAnim(const GraphicData *gd, uint16 firstImage, uint16 bobNum, bool visible);
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uint16 setupPersonAnim(const ActorData *ad, const char *anim, uint16 curImage);
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void resetPersonAnim(uint16 bobNum);
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void erasePersonAnim(uint16 bobNum);
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void eraseAllAnims();
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uint16 refreshObject(uint16 obj);
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void setupRoomFurniture(int16 *furniture, uint16 furnitureCount);
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void setupRoomObjects();
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uint16 setupPerson(uint16 noun, uint16 curImage);
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uint16 allocPerson(uint16 noun, uint16 curImage);
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uint16 personFrames(uint16 bobNum) const { return _personFrames[bobNum]; }
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void clearPersonFrames() { memset(_personFrames, 0, sizeof(_personFrames)); }
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uint16 numFrames() const { return _numFrames; }
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uint16 numStaticFurniture() const { return _numFurnitureStatic; }
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uint16 numAnimatedFurniture() const { return _numFurnitureAnimated; }
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uint16 numFurnitureFrames() const { return _numFurnitureStatic + _numFurnitureAnimatedLen; }
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void putCameraOnBob(int bobNum) { _cameraBob = bobNum; }
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void update(uint16 room);
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enum {
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ARROW_BOB_UP = 62,
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ARROW_BOB_DOWN = 63,
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MAX_BOBS_NUMBER = 64,
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MAX_STRING_LENGTH = 255,
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MAX_STRING_SIZE = (MAX_STRING_LENGTH + 1),
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BOB_SHRINK_BUF_SIZE = 60000
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};
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private:
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BobSlot _bobs[MAX_BOBS_NUMBER];
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//! bobs to display
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BobSlot *_sortedBobs[MAX_BOBS_NUMBER];
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//! number of bobs to display
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uint16 _sortedBobsCount;
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//! used to scale a BobFrame
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BobFrame _shrinkBuffer;
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//! in-game objects/persons animations
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AnimFrame _newAnim[17][30];
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//! cutaway objects/persons animations
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AnimFrame _cutAnim[21][30];
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uint16 _personFrames[4];
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//! number of animated furniture in current room
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uint16 _numFurnitureAnimated;
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//! number of static furniture in current room
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uint16 _numFurnitureStatic;
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//! total number of frames for the animated furniture
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uint16 _numFurnitureAnimatedLen;
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//! current number of frames unpacked
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uint16 _numFrames;
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//! bob number followed by camera
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int _cameraBob;
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QueenEngine *_vm;
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const Box _defaultBox;
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const Box _gameScreenBox;
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const Box _fullScreenBox;
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};
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class BamScene {
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public:
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BamScene(QueenEngine *vm);
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void playSfx();
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void prepareAnimation();
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void updateCarAnimation();
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void updateFightAnimation();
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void saveState(byte *&ptr);
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void loadState(uint32 ver, byte *&ptr);
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enum {
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BOB_OBJ1 = 5,
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BOB_OBJ2 = 6,
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BOB_FX = 7
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};
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enum {
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F_STOP = 0,
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F_PLAY = 1,
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F_REQ_STOP = 2
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};
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uint16 _flag, _index;
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private:
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struct BamDataObj {
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int16 x, y;
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int16 frame;
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};
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struct BamDataBlock {
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BamDataObj obj1; // truck / Frank
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BamDataObj obj2; // Rico / robot
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BamDataObj fx;
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int16 sfx;
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};
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BobSlot *_obj1;
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BobSlot *_obj2;
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BobSlot *_objfx;
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bool _screenShaked;
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const BamDataBlock *_fightData;
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uint16 _lastSoundIndex;
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QueenEngine *_vm;
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static const BamDataBlock _carData[];
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static const BamDataBlock _fight1Data[];
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static const BamDataBlock _fight2Data[];
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static const BamDataBlock _fight3Data[];
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static const BamDataBlock _fight4Data[];
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};
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} // End of namespace Queen
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#endif
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