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engines/saga2/tromode.cpp
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264
engines/saga2/tromode.cpp
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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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* aint32 with this program; if not, write to the Free Software
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "common/config-manager.h"
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#include "saga2/saga2.h"
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#include "saga2/annoy.h"
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#include "saga2/detection.h"
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#include "saga2/fta.h"
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#include "saga2/player.h"
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#include "saga2/display.h"
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#include "saga2/panel.h"
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#include "saga2/vpal.h"
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namespace Saga2 {
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#define VIDEO_EXTENSION ".SMK"
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#define INTRO_VID1 "TRIMARK" VIDEO_EXTENSION
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#define INTRO_VID2 "INTRO" VIDEO_EXTENSION
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#define INTRO_VID_DINO "TESTVID" VIDEO_EXTENSION
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#define WIN_VID_1 "END_1" VIDEO_EXTENSION
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#define WIN_VID_2 "END_2" VIDEO_EXTENSION
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#define WIN_VID_3 "END_3A" VIDEO_EXTENSION
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#define WIN_VID_4 "END_3B" VIDEO_EXTENSION
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#define LOSE_VID "END_4" VIDEO_EXTENSION
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#define ERASE_BETWEEN true
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#define VIDEO_X 0
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#define VIDEO_Y 0
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extern bool allPlayerActorsDead;
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int16 OptionsDialog(bool disableSaveResume = false);
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void SystemEventLoop();
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void freeAllTileBanks();
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void resetInputDevices();
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void cursorFullHide(bool onOff);
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static void doIntro();
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static void doWintro(int16 whichOne);
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static void doLostro();
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static void waitForVideo();
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void waitForInput();
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static void TroModeSetup();
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static void TroModeCleanup();
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static bool abortFlag = false;
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//DO_OUTRO_IN_CLEANUP
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static int whichOutro = -1;
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// ------------------------------------------------------------------------
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// Play intro video
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void setIntroMode() {
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blackOut();
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if (!abortFlag) {
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TroModeSetup();
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doIntro();
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TroModeCleanup();
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}
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showLoadMessage();
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resetInputDevices();
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}
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// ------------------------------------------------------------------------
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// Play outro video
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void setOutroMode() {
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}
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// ------------------------------------------------------------------------
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// Winning videos
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extern GameWorld *currentWorld; // pointer to the current world
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void setWintroMode(int16 whichOne) {
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whichOutro = whichOne;
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allPlayerActorsDead = true;
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}
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// ------------------------------------------------------------------------
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// Losing video
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void fadeDown();
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void fadeUp();
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void dumpGBASE(char *msg);
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void setLostroMode() {
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abortFlag = false;
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allPlayerActorsDead = false;
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if (GameMode::_newmodeFlag)
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GameMode::update();
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if (!abortFlag) {
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freeAllTileBanks();
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TroModeSetup();
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if (whichOutro >= 0)
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doWintro(whichOutro);
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else
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doLostro();
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whichOutro = -1;
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TroModeCleanup();
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}
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OptionsDialog(true);
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reDrawScreen();
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}
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/* ===================================================================== *
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Entry & termination
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* ===================================================================== */
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void TroModeExternEvent() {
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abortFlag = true;
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}
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// ------------------------------------------------------------------------
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// Entry code
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static void TroModeSetup() {
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suspendAudio();
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g_vm->_pointer->hide();
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g_vm->_pal->quickSavePalette();
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blackOut();
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displayDisable(kDisPlayingVideo);
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pushVidState();
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resetInputDevices();
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abortFlag = false;
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}
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// ------------------------------------------------------------------------
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// Exit
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static void TroModeCleanup() {
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g_vm->endVideo();
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popVidState();
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displayEnable(kDisPlayingVideo);
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blackOut();
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g_vm->_pal->quickRestorePalette();
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resumeAudio();
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g_vm->_pointer->show();
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// g_vm->_pointer->manditoryShow(); // hide mouse pointer
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resetInputDevices();
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}
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/* ===================================================================== *
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Wait for Event type routines
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* ===================================================================== */
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// ------------------------------------------------------------------------
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// Wait till a video completes
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static void waitForVideo() {
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while (g_vm->checkVideo()) {
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SystemEventLoop();
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if (abortFlag)
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return;
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g_system->delayMillis(10);
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}
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}
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// ------------------------------------------------------------------------
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// Wait till the user hits a key or clicks or screams or whatever
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void waitForInput() {
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abortFlag = false;
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while (!abortFlag) {
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SystemEventLoop();
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if (abortFlag)
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return;
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g_system->updateScreen();
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g_system->delayMillis(10);
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}
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}
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/* ===================================================================== *
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Video playback
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* ===================================================================== */
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static void playAVideo(const char *fileName, int x, int y) { //, int16 from, int16 to )
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g_vm->startVideo(fileName, x, y);
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if (!g_vm->checkVideo()) {
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g_vm->endVideo();
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abortFlag = true;
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return;
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}
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waitForVideo();
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}
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/* ===================================================================== *
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These are the actual video routines
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* ===================================================================== */
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// ------------------------------------------------------------------------
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// intro video(s)
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static void doIntro() {
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if (g_vm->getGameId() == GID_FTA2) {
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playAVideo(INTRO_VID1, 0, 0);
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abortFlag = false;
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playAVideo(INTRO_VID2, 0, 0);
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} else {
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playAVideo(INTRO_VID_DINO, 0, 0);
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}
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}
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// ------------------------------------------------------------------------
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// one of several endings
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static void doWintro(int16 whichOne) {
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switch (whichOne) {
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case 0:
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playAVideo(WIN_VID_1, 0, 0);
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return;
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case 1:
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playAVideo(WIN_VID_2, 0, 0);
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return;
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case 2:
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playAVideo(WIN_VID_3, 0, 0);
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return;
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case 3:
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playAVideo(WIN_VID_4, 0, 0);
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return;
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}
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}
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// ------------------------------------------------------------------------
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// lost
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static void doLostro() {
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playAVideo(LOSE_VID, 0, 0);
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}
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} // end of namespace Saga2
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