2014-07-30 01:02:28 +00:00
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ACCESS_ACCESS_H
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#define ACCESS_ACCESS_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/random.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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2014-08-06 00:59:44 +00:00
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#include "access/data.h"
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2014-07-30 01:02:28 +00:00
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#include "access/debugger.h"
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2014-07-30 02:49:45 +00:00
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#include "access/events.h"
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2014-08-02 19:14:42 +00:00
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#include "access/files.h"
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2014-08-06 02:17:30 +00:00
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#include "access/player.h"
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#include "access/room.h"
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2014-08-02 14:07:54 +00:00
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#include "access/screen.h"
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2014-08-06 03:23:49 +00:00
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#include "access/scripts.h"
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2014-08-02 19:14:42 +00:00
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#include "access/sound.h"
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2014-07-30 01:02:28 +00:00
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/**
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* This is the namespace of the Access engine.
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*
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* Status of this engine: In Development
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*
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* Games using this engine:
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* - Amazon: Guardians of Eden
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*/
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namespace Access {
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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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2014-08-02 19:14:42 +00:00
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enum {
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GType_Amazon = 1,
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GType_MeanStreets = 2
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};
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2014-07-30 01:02:28 +00:00
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enum AccessDebugChannels {
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kDebugPath = 1 << 0,
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kDebugScripts = 1 << 1,
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kDebugGraphics = 1 << 2
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};
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struct AccessGameDescription;
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class AccessEngine : public Engine {
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private:
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/**
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* Handles basic initialisation
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*/
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void initialize();
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2014-08-01 20:20:24 +00:00
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2014-08-02 01:32:05 +00:00
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/**
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* Set VGA mode
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*/
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void setVGA();
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void dummyLoop();
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2014-08-07 02:43:40 +00:00
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void doEstablish(int v);
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protected:
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const AccessGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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2014-08-06 00:59:44 +00:00
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/**
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* Main handler for showing game rooms
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*/
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void doRoom();
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2014-07-30 01:02:28 +00:00
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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protected:
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/**
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* Play the game
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*/
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virtual void playGame() = 0;
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public:
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Debugger *_debugger;
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EventsManager *_events;
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FileManager *_files;
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Player *_player;
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Room *_room;
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Screen *_screen;
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Scripts *_scripts;
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SoundManager *_sound;
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2014-08-04 13:21:39 +00:00
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byte *_destIn;
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ASurface _buffer1;
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ASurface _buffer2;
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byte *_objectsTable[100];
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int _establishTable[100];
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bool _establishFlag;
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int _establishMode;
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int _establishGroup;
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2014-08-06 02:17:30 +00:00
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int _numAnimTimers;
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Common::Array<TimerEntry> _timers;
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Common::Array<Common::Rect> _newRect;
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Common::Array<Common::Rect> _oldRect;
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Common::Array<ExtraCell> _extraCells;
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int _pCount;
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int _selectCommand;
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bool _normalMouse;
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int _mouseMode;
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int _numImages;
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int _nextImage;
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2014-08-04 13:21:39 +00:00
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2014-08-05 02:38:50 +00:00
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int _currentManOld;
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2014-08-06 12:28:20 +00:00
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byte *_man;
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byte *_man1;
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byte *_inactive;
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byte *_manPal1;
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byte *_music;
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byte *_anim;
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byte *_title;
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int _converseMode;
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int _startInvItem;
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int _startAboutItem;
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int _startTravelItem;
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int _startInvBox;
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int _startAboutBox;
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int _startTravelBox;
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bool _currentCharFlag;
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bool _boxSelect;
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int _charFlag;
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int _scale;
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int _scaleH1, _scaleH2;
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int _scaleN1;
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int _scaleT1;
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int _scaleMaxY;
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int _scaleI;
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int _playFieldHeight;
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2014-08-05 02:38:50 +00:00
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2014-08-06 00:04:41 +00:00
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// Fields that are included in savegames
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int _conversation;
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int _currentMan;
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uint32 _newTime;
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uint32 _newDate;
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int _intTim[3];
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int _timer[3];
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bool _timerFlag;
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byte _flags[99];
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byte _useItem[23];
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int _guardLoc;
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int _guardFind;
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int _helpLevel;
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int _jasMayaFlag;
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int _moreHelp;
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int _startup;
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bool _flashbackFlag;
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int _manScaleOff;
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bool _riverFlag;
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bool _antOutFlag;
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int _badEnd;
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bool _noHints;
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bool _antFlag;
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bool _allenFlag;
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bool _noSound;
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int inv[85];
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byte _help1[366];
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byte _help2[366];
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byte _help3[366];
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int _travel;
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int _ask;
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int _rScrollRow;
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int _rScrollCol;
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int _rSrcollX;
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int _rScrollY;
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int _rOldRectCount;
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int _rNewRectCount;
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int _rKeyFlag;
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int _mapOffset;
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int _screenVirtX;
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2014-07-30 01:02:28 +00:00
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public:
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AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
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virtual ~AccessEngine();
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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uint16 getVersion() const;
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uint32 getGameID() const;
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uint32 getGameFeatures() const;
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int getRandomNumber(int maxNumber);
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2014-08-06 12:28:20 +00:00
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void freeAnimationData();
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2014-08-08 00:31:42 +00:00
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void loadCells(Common::Array<RoomInfo::CellIdent> &cells);
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2014-08-07 02:43:40 +00:00
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2014-08-06 12:28:20 +00:00
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/**
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* Clear the cell table
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*/
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void clearCellTable();
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/**
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* Free the cell data
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*/
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void freeCells();
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/**
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* Free the inactive data
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*/
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void freeInactiveData();
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/**
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* Free animation data
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*/
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void freeManData();
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2014-08-07 02:43:40 +00:00
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void establish(int v);
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void establishCenter(int v);
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void loadPlayField(int fileNum, int subfile);
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2014-07-30 01:02:28 +00:00
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};
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} // End of namespace Access
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#endif /* ACCESS_ACCESS_H */
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