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engines/tinsel/tinsel.h
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263
engines/tinsel/tinsel.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 TINSEL_TINSEL_H
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#define TINSEL_TINSEL_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/events.h"
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#include "common/keyboard.h"
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#include "common/random.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "tinsel/debugger.h"
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#include "tinsel/graphics.h"
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#include "tinsel/sound.h"
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#include "tinsel/dw.h"
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#include "tinsel/detection.h"
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/**
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* This is the namespace of the Tinsel engine.
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*
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* Status of this engine: Complete
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*
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* Games using this engine:
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* - Discworld
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* - Discworld 2: Missing Presumed ...!?
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* - Discworld Noir
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*/
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namespace Tinsel {
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class BMVPlayer;
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class Config;
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class MidiDriver;
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class MidiMusicPlayer;
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class PCMMusicPlayer;
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class Music;
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class SoundManager;
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class Background;
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class Font;
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class Cursor;
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class Actor;
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class Handle;
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class Scroll;
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class Dialogs;
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class Notebook;
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class SystemReel;
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class Spriter;
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typedef Common::List<Common::Rect> RectList;
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enum TINSELAction {
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kActionNone,
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kActionWalkTo,
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kActionAction,
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kActionLook,
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kActionEscape,
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kActionOptionsDialog,
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kActionInventory,
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kActionNotebook,
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kActionSave,
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kActionLoad,
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kActionQuit,
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kActionPageUp,
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kActionPageDown,
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kActionHome,
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kActionEnd,
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kActionMoveUp,
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kActionMoveDown,
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kActionMoveLeft,
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kActionMoveRight
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};
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enum {
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kTinselDebugAnimations = 1,
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kTinselDebugActions,
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kTinselDebugSound,
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kTinselDebugMusic,
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};
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// Just for development
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#define NOIR_SKIP_INTRO 0
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#define DEBUG_BASIC 1
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#define DEBUG_INTERMEDIATE 2
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#define DEBUG_DETAILED 3
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enum TinselKeyDirection {
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MSK_LEFT = 1, MSK_RIGHT = 2, MSK_UP = 4, MSK_DOWN = 8,
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MSK_DIRECTION = MSK_LEFT | MSK_RIGHT | MSK_UP | MSK_DOWN
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};
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typedef bool (*KEYFPTR)(const Common::KeyState &, const Common::CustomEventType &);
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#define SCREEN_WIDTH (_vm->screen().w) // PC screen dimensions
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#define SCREEN_HEIGHT (_vm->screen().h)
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#define SCRN_CENTER_X ((SCREEN_WIDTH - 1) / 2) // screen center x
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#define SCRN_CENTER_Y ((SCREEN_HEIGHT - 1) / 2) // screen center y
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#define UNUSED_LINES 48
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#define EXTRA_UNUSED_LINES 3
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//#define SCREEN_BOX_HEIGHT1 (SCREEN_HEIGHT - UNUSED_LINES)
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//#define SCREEN_BOX_HEIGHT2 (SCREEN_BOX_HEIGHT1 - EXTRA_UNUSED_LINES)
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#define SCREEN_BOX_HEIGHT1 SCREEN_HEIGHT
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#define SCREEN_BOX_HEIGHT2 SCREEN_HEIGHT
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#define GAME_FRAME_DELAY (1000 / ONE_SECOND)
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#define TinselVersion (_vm->getVersion())
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#define TinselV2Demo (TinselVersion == 2 && _vm->getIsADGFDemo())
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#define TinselV1PSX (TinselVersion == 1 && _vm->getPlatform() == Common::kPlatformPSX)
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#define TinselV1Mac (TinselVersion == 1 && _vm->getPlatform() == Common::kPlatformMacintosh)
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#define TinselV1Saturn (TinselVersion == 1 && _vm->getPlatform() == Common::kPlatformSaturn)
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#define READ_16(v) (TinselV1Mac || TinselV1Saturn ? READ_BE_UINT16(v) : READ_LE_UINT16(v))
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#define READ_32(v) (TinselV1Mac || TinselV1Saturn ? READ_BE_UINT32(v) : READ_LE_UINT32(v))
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#define WRITE_32(p, v) (TinselV1Mac || TinselV1Saturn ? WRITE_BE_UINT32(p, v) : WRITE_LE_UINT32(p, v))
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#define FROM_16(v) (TinselV1Mac || TinselV1Saturn ? FROM_BE_16(v) : FROM_LE_16(v))
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#define FROM_32(v) (TinselV1Mac || TinselV1Saturn ? FROM_BE_32(v) : FROM_LE_32(v))
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#define TO_32(v) (TinselV1Mac || TinselV1Saturn ? TO_BE_32(v) : TO_LE_32(v))
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// Global reference to the TinselEngine object
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extern TinselEngine *_vm;
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class TinselEngine : public Engine {
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int _gameId;
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Common::KeyState _keyPressed;
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Common::RandomSource _random;
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Graphics::Surface _screenSurface;
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Common::Point _mousePos;
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uint8 _dosPlayerDir;
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static const char *const _sampleIndices[][3];
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static const char *const _sampleFiles[][3];
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static const char *const _textFiles[][3];
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static const char *const _sceneFiles[];
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protected:
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// Engine APIs
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void initializePath(const Common::FSNode &gamePath) override;
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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Common::Error loadGameState(int slot) override;
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#if 0
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false);
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#endif
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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#if 0
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bool canSaveGameStateCurrently();
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#endif
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public:
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TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc);
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~TinselEngine() override;
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int getGameId() {
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return _gameId;
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}
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const TinselGameDescription *_gameDescription;
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uint32 getGameID() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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uint16 getVersion() const;
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Common::Platform getPlatform() const;
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bool getIsADGFDemo() const;
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bool isV1CD() const;
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const char *getSampleIndex(LANGUAGE lang);
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const char *getSampleFile(LANGUAGE lang);
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const char *getTextFile(LANGUAGE lang);
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// Noir
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const char *getSceneFile(LANGUAGE lang);
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MidiDriver *_driver;
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SoundManager *_sound;
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MidiMusicPlayer *_midiMusic;
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PCMMusicPlayer *_pcmMusic;
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Music *_music;
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BMVPlayer *_bmv;
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Background* _bg;
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Font *_font;
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Cursor *_cursor;
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Actor *_actor;
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Handle *_handle;
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Config *_config;
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Scroll *_scroll;
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Dialogs *_dialogs;
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Notebook *_notebook = nullptr;
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SystemReel *_systemReel = nullptr;
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Spriter *_spriter = nullptr;
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KEYFPTR _keyHandler;
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/** Stack of pending mouse button events. */
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Common::List<Common::EventType> _mouseButtons;
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/** Stack of pending keypresses. */
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Common::List<Common::Event> _keypresses;
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/** List of all clip rectangles. */
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RectList _clipRects;
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private:
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void NextGameCycle();
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void CreateConstProcesses();
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void RestartGame();
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void RestartDrivers();
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void ChopDrivers();
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void ProcessKeyEvent(const Common::Event &event);
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bool pollEvent();
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public:
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const Common::String getTargetName() const { return _targetName; }
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Common::String getSavegameFilename(int16 saveNum) const;
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Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
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Graphics::Surface &screen() { return _screenSurface; }
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Common::Point getMousePosition() const { return _mousePos; }
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void setMousePosition(Common::Point pt) {
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// Clip mouse position to be within the screen coordinates
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pt.x = CLIP<int16>(pt.x, 0, SCREEN_WIDTH - 1);
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pt.y = CLIP<int16>(pt.y, 0, SCREEN_HEIGHT - 1);
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int yOffset = (TinselVersion >= 2) ? (g_system->getHeight() - _screenSurface.h) / 2 : 0;
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g_system->warpMouse(pt.x, pt.y + yOffset);
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_mousePos = pt;
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}
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void divertKeyInput(KEYFPTR fptr) { _keyHandler = fptr; }
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int getRandomNumber(int maxNumber) { return _random.getRandomNumber(maxNumber); }
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uint8 getKeyDirection() const { return _dosPlayerDir; }
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};
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// Externally available methods
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void CuttingScene(bool bCutting);
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void CDChangeForRestore(int cdNumber);
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void CdHasChanged();
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} // End of namespace Tinsel
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#endif /* TINSEL_TINSEL_H */
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