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TSAGE: R2R - move Scene1337 to its own source file to reduce the size of ringworld2_scenes1
This commit is contained in:
parent
7f7e144dd2
commit
126417ae99
@ -41,6 +41,7 @@ MODULE_OBJS := \
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ringworld2/ringworld2_scenes1.o \
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ringworld2/ringworld2_scenes2.o \
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ringworld2/ringworld2_scenes3.o \
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ringworld2/ringworld2_outpost.o \
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ringworld2/ringworld2_speakers.o \
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saveload.o \
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scenes.o \
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@ -32,6 +32,7 @@
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#include "tsage/ringworld2/ringworld2_scenes1.h"
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#include "tsage/ringworld2/ringworld2_scenes2.h"
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#include "tsage/ringworld2/ringworld2_scenes3.h"
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#include "tsage/ringworld2/ringworld2_outpost.h"
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namespace TsAGE {
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4702
engines/tsage/ringworld2/ringworld2_outpost.cpp
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4702
engines/tsage/ringworld2/ringworld2_outpost.cpp
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File diff suppressed because it is too large
Load Diff
262
engines/tsage/ringworld2/ringworld2_outpost.h
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262
engines/tsage/ringworld2/ringworld2_outpost.h
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@ -0,0 +1,262 @@
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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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*
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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, 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 TSAGE_RINGWORLD2_OUTPOST_H
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#define TSAGE_RINGWORLD2_OUTPOST_H
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#include "common/scummsys.h"
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#include "tsage/converse.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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#include "tsage/ringworld2/ringworld2_logic.h"
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#include "tsage/ringworld2/ringworld2_speakers.h"
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namespace TsAGE {
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namespace Ringworld2 {
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using namespace TsAGE;
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class Scene1337 : public SceneExt {
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class OptionsDialog: public GfxDialog {
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private:
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GfxButton _autoplay;
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GfxButton _restartGame;
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GfxButton _quitGame;
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GfxButton _continueGame;
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OptionsDialog();
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virtual ~OptionsDialog() {}
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virtual GfxButton *execute(GfxButton *defaultButton);
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public:
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static void show();
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};
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class Card: public SceneHotspot {
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public:
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SceneObject _card;
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int _cardId;
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Common::Point _stationPos;
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Card();
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void synchronize(Serializer &s);
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bool isIn(Common::Point pt);
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};
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class GameBoardSide: public SceneHotspot {
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public:
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Card _handCard[4];
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Card _outpostStation[8];
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Card _delayCard;
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Card _emptyStationPos;
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Common::Point _card1Pos;
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Common::Point _card2Pos;
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Common::Point _card3Pos;
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Common::Point _card4Pos;
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int _frameNum;
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GameBoardSide();
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void synchronize(Serializer &s);
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};
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class Action1337: public Action {
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public:
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void waitFrames(int32 frameCount);
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};
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class Action1: public Action1337 {
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public:
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void signal();
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};
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class Action2: public Action1337 {
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public:
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void signal();
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};
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class Action3: public Action1337 {
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public:
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void signal();
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};
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class Action4: public Action1337 {
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public:
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void signal();
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};
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class Action5: public Action1337 {
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public:
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void signal();
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};
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class Action6: public Action1337 {
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public:
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void signal();
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};
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class Action7: public Action1337 {
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public:
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void signal();
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};
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class Action8: public Action1337 {
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public:
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void signal();
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};
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class Action9: public Action1337 {
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public:
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void signal();
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};
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class Action10: public Action1337 {
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public:
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void signal();
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};
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class Action11: public Action1337 {
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public:
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void signal();
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};
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class Action12: public Action1337 {
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public:
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void signal();
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};
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class Action13: public Action1337 {
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public:
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void signal();
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};
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public:
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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Action4 _action4;
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Action5 _action5;
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Action6 _action6;
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Action7 _action7;
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Action8 _action8;
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Action9 _action9;
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Action10 _action10;
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Action11 _action11;
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Action12 _action12;
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Action13 _action13;
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typedef void (Scene1337::*FunctionPtrType)();
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FunctionPtrType _delayedFunction;
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bool _autoplay;
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bool _shuffleEndedFl;
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bool _showPlayerTurn;
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bool _displayHelpFl;
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bool _instructionsDisplayedFl;
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// Discarded cards are put in the available cards pile, with an higher index so there no conflict
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int _currentDiscardIndex;
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int _availableCardsPile[100];
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int _cardsAvailableNumb;
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int _currentPlayerNumb;
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int _actionPlayerIdx;
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int _actionVictimIdx;
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int _winnerId;
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int _instructionsWaitCount;
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int _cursorCurRes;
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int _cursorCurStrip;
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int _cursorCurFrame;
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ASound _aSound1;
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ASound _aSound2;
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GameBoardSide _gameBoardSide[4];
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SceneActor _helpIcon;
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SceneActor _stockPile;
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SceneItem _actionItem;
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SceneObject _currentPlayerArrow;
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Card *_actionCard1;
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Card *_actionCard2;
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Card *_actionCard3;
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Card _animatedCard;
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Card _shuffleAnimation;
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Card _discardedPlatformCard;
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Card _selectedCard;
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Card _discardPile;
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Card _stockCard;
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SceneObject _upperDisplayCard[8];
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SceneObject _lowerDisplayCard[8];
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Scene1337();
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virtual void synchronize(Serializer &s);
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void actionDisplay(int resNum, int lineNum, int x, int y, int keepOnScreen, int width, int textMode, int fontNum, int colFG, int colBGExt, int colFGExt);
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void setAnimationInfo(Card *card);
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void handleNextTurn();
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void handlePlayerTurn();
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bool isStationCard(int cardId);
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bool isStopConstructionCard(int cardId);
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int getStationId(int playerId, int handCardId);
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int findPlatformCardInHand(int playerId);
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int findMeteorCardInHand(int playerId);
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int findThieftCardInHand(int playerId);
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int isDelayCard(int cardId);
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int getStationCardId(int cardId);
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void handlePlayer01Discard(int playerId);
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void playThieftCard(int playerId, Card *card, int victimId);
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int getPreventionCardId(int cardId);
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bool isAttackPossible(int victimId, int cardId);
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int getPlayerWithOutpost(int playerId);
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bool checkAntiDelayCard(int delayCardId, int cardId);
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void playStationCard(Card *station, Card *platform);
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void playDelayCard(Card *card, Card *dest);
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void playPlatformCard(Card *card, Card *dest);
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void playAntiDelayCard(Card *card, Card *dest);
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Card *getStationCard(int arg1);
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void playCentralOutpostCard(Card *card, int playerId);
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int getRandomCardFromHand(int playerId);
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void discardCard(Card *card);
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void subC4CD2();
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void subC4CEC();
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void playInterceptorCard(Card *subObj1, Card *subObj2);
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void displayDialog(int dialogNumb);
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void subPostInit();
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void displayInstructions();
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void suggestInstructions();
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void shuffleCards();
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void dealCards();
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void showOptionsDialog();
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void handleClick(int arg1, Common::Point pt);
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void handlePlayer0();
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void handlePlayer1();
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void handlePlayer2();
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void handlePlayer3();
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void handleAutoplayPlayer2();
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void updateCursorId(int arg1, bool arg2);
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void setCursorData(int resNum, int rlbNum, int frameNum);
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void subD18F5();
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void subD1917();
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void subD1940(bool flag);
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void subD1975(int arg1, int arg2);
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void remove();
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virtual void process(Event &event);
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virtual void dispatch();
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};
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} // End of namespace Ringworld2
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} // End of namespace TsAGE
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#endif
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File diff suppressed because it is too large
Load Diff
@ -182,223 +182,6 @@ public:
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virtual void saveCharacter(int characterIndex);
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};
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class Scene1337 : public SceneExt {
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class OptionsDialog: public GfxDialog {
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private:
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GfxButton _autoplay;
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GfxButton _restartGame;
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GfxButton _quitGame;
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GfxButton _continueGame;
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OptionsDialog();
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virtual ~OptionsDialog() {}
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virtual GfxButton *execute(GfxButton *defaultButton);
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public:
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static void show();
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};
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class Card: public SceneHotspot {
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public:
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SceneObject _card;
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int _cardId;
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Common::Point _stationPos;
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Card();
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void synchronize(Serializer &s);
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bool isIn(Common::Point pt);
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};
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class GameBoardSide: public SceneHotspot {
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public:
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Card _handCard[4];
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Card _outpostStation[8];
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Card _delayCard;
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Card _emptyStationPos;
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Common::Point _card1Pos;
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Common::Point _card2Pos;
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Common::Point _card3Pos;
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Common::Point _card4Pos;
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int _frameNum;
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GameBoardSide();
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void synchronize(Serializer &s);
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};
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class Action1337: public Action {
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public:
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void waitFrames(int32 frameCount);
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};
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class Action1: public Action1337 {
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public:
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void signal();
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};
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class Action2: public Action1337 {
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public:
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void signal();
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};
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class Action3: public Action1337 {
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public:
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void signal();
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};
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class Action4: public Action1337 {
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public:
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void signal();
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};
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class Action5: public Action1337 {
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public:
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void signal();
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};
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class Action6: public Action1337 {
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public:
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void signal();
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};
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class Action7: public Action1337 {
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public:
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void signal();
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};
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class Action8: public Action1337 {
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public:
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void signal();
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};
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class Action9: public Action1337 {
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public:
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void signal();
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};
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class Action10: public Action1337 {
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public:
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void signal();
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};
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class Action11: public Action1337 {
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public:
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void signal();
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};
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class Action12: public Action1337 {
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public:
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void signal();
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};
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class Action13: public Action1337 {
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public:
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void signal();
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};
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public:
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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Action4 _action4;
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Action5 _action5;
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Action6 _action6;
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Action7 _action7;
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Action8 _action8;
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Action9 _action9;
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Action10 _action10;
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Action11 _action11;
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Action12 _action12;
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Action13 _action13;
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typedef void (Scene1337::*FunctionPtrType)();
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FunctionPtrType _delayedFunction;
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bool _autoplay;
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bool _shuffleEndedFl;
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bool _showPlayerTurn;
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bool _displayHelpFl;
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bool _instructionsDisplayedFl;
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// Discarded cards are put in the available cards pile, with an higher index so there no conflict
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int _currentDiscardIndex;
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int _availableCardsPile[100];
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int _cardsAvailableNumb;
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int _currentPlayerNumb;
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int _actionPlayerIdx;
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int _actionVictimIdx;
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int _winnerId;
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int _instructionsWaitCount;
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int _cursorCurRes;
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int _cursorCurStrip;
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int _cursorCurFrame;
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ASound _aSound1;
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ASound _aSound2;
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GameBoardSide _gameBoardSide[4];
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SceneActor _helpIcon;
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SceneActor _stockPile;
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SceneItem _actionItem;
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SceneObject _currentPlayerArrow;
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Card *_actionCard1;
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Card *_actionCard2;
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Card *_actionCard3;
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Card _animatedCard;
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Card _shuffleAnimation;
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Card _discardedPlatformCard;
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Card _selectedCard;
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Card _discardPile;
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Card _stockCard;
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SceneObject _upperDisplayCard[8];
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SceneObject _lowerDisplayCard[8];
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Scene1337();
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virtual void synchronize(Serializer &s);
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void actionDisplay(int resNum, int lineNum, int x, int y, int keepOnScreen, int width, int textMode, int fontNum, int colFG, int colBGExt, int colFGExt);
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void setAnimationInfo(Card *card);
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void handleNextTurn();
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void handlePlayerTurn();
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bool isStationCard(int cardId);
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bool isStopConstructionCard(int cardId);
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int getStationId(int playerId, int handCardId);
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int findPlatformCardInHand(int playerId);
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int findMeteorCardInHand(int playerId);
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int findThieftCardInHand(int playerId);
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int isDelayCard(int cardId);
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int getStationCardId(int cardId);
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void handlePlayer01Discard(int playerId);
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void playThieftCard(int playerId, Card *card, int victimId);
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int getPreventionCardId(int cardId);
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bool isAttackPossible(int victimId, int cardId);
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int getPlayerWithOutpost(int playerId);
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bool checkAntiDelayCard(int delayCardId, int cardId);
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void playStationCard(Card *station, Card *platform);
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void playDelayCard(Card *card, Card *dest);
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void playPlatformCard(Card *card, Card *dest);
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void playAntiDelayCard(Card *card, Card *dest);
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Card *getStationCard(int arg1);
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void playCentralOutpostCard(Card *card, int playerId);
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int getRandomCardFromHand(int playerId);
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void discardCard(Card *card);
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void subC4CD2();
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void subC4CEC();
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void playInterceptorCard(Card *subObj1, Card *subObj2);
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void displayDialog(int dialogNumb);
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void subPostInit();
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void displayInstructions();
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void suggestInstructions();
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void shuffleCards();
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void dealCards();
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void showOptionsDialog();
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void handleClick(int arg1, Common::Point pt);
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void handlePlayer0();
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void handlePlayer1();
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void handlePlayer2();
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void handlePlayer3();
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void handleAutoplayPlayer2();
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void updateCursorId(int arg1, bool arg2);
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void setCursorData(int resNum, int rlbNum, int frameNum);
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void subD18F5();
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void subD1917();
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void subD1940(bool flag);
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void subD1975(int arg1, int arg2);
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void remove();
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virtual void process(Event &event);
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virtual void dispatch();
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};
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class Scene1500 : public SceneExt {
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public:
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SceneActor _starship;
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