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GRIM: Clean up unneeded includes and fix some trailing whitespace
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commit
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@ -27,6 +27,7 @@
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#include "graphics/colormasks.h"
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#include "graphics/pixelbuffer.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/bitmap.h"
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@ -25,12 +25,18 @@
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#include "graphics/pixelformat.h"
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#include "common/endian.h"
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#include "engines/grim/pool.h"
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namespace Graphics {
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class PixelBuffer;
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}
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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/**
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@ -23,7 +23,7 @@
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#ifndef GRIM_COLOR_H
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#define GRIM_COLOR_H
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#include "engines/grim/pool.h"
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#include "common/endian.h"
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namespace Grim {
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@ -20,6 +20,8 @@
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*
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*/
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#include "common/stream.h"
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#include "engines/grim/colormap.h"
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#include "engines/grim/resource.h"
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@ -23,6 +23,8 @@
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#ifndef GRIM_COLORMAP_H
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#define GRIM_COLORMAP_H
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#include "common/str.h"
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#include "engines/grim/object.h"
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namespace Common {
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@ -29,6 +29,7 @@
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#include "engines/grim/grim.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/model.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/emi/modelemi.h"
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#include "engines/grim/costume/chore.h"
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#include "engines/grim/costume/head.h"
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@ -23,7 +23,7 @@
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#ifndef GRIM_COSTUME_H
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#define GRIM_COSTUME_H
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#include "common/memstream.h"
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#include "common/str.h"
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#include "math/matrix4.h"
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@ -21,8 +21,10 @@
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*/
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#include "engines/grim/costume.h"
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#include "engines/grim/textsplit.h"
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#include "engines/grim/costume/chore.h"
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#include "engines/grim/costume/component.h"
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#include "engines/grim/costume/keyframe_component.h"
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namespace Grim {
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@ -23,7 +23,6 @@
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#ifndef GRIM_CHORE_H
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#define GRIM_CHORE_H
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#include "engines/grim/textsplit.h"
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#include "engines/grim/animation.h"
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#include "engines/grim/pool.h"
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@ -33,6 +32,7 @@ namespace Grim {
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class Costume;
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class Animation;
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class Component;
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class TextSplitter;
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struct TrackKey {
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int time, value;
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@ -22,6 +22,7 @@
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#include "engines/grim/model.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/savegame.h"
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#include "engines/grim/costume/head.h"
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namespace Grim {
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@ -101,7 +102,7 @@ void Head::lookAt(bool entering, const Math::Vector3d &point, float rate, const
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else
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lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, worldUp);
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// The above specifies the world space orientation of this bone, but we need to output
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// the orientation in parent space (as yaw/pitch/roll).
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// the orientation in parent space (as yaw/pitch/roll).
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// Get the coordinate frame in which we need to produce the character head yaw/pitch/roll values.
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Math::Matrix4 parentWorldTM = _joint3Node->_parent->_matrix;
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@ -109,8 +110,8 @@ void Head::lookAt(bool entering, const Math::Vector3d &point, float rate, const
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// While we could compute the desired lookat direction directly in the above coordinate frame,
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// it is preferrable to compute the lookat direction with respect to the head orientation in
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// the keyframe animation. This is because the LUA scripts specify the maximum head yaw, pitch and
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// roll values with respect to those keyframe animations. If the lookat was simply computed
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// directly in the space of the parent, we couldn't apply the head maxYaw/Pitch/Roll constraints
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// roll values with respect to those keyframe animations. If the lookat was simply computed
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// directly in the space of the parent, we couldn't apply the head maxYaw/Pitch/Roll constraints
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// properly. So, compute the coordinate frame of this bone in the keyframe animation.
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Math::Matrix4 animFrame;
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animFrame.buildFromPitchYawRoll(_joint3Node->_pitch, _joint3Node->_yaw, _joint3Node->_roll);
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@ -129,7 +130,7 @@ void Head::lookAt(bool entering, const Math::Vector3d &point, float rate, const
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// Constrain the maximum head movement, as desired by the game LUA scripts.
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y.clampDegrees(_maxYaw);
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pt.clampDegrees(_maxPitch);
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// NOTE: By default, the _head.maxRoll for Manny's head is constrained to 165 degrees, which
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// NOTE: By default, the _head.maxRoll for Manny's head is constrained to 165 degrees, which
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// comes in from the orignal Lua data scripts. (also, maxYaw == 80, maxPitch == 28).
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// The very small maxPitch angle, and a very large maxRoll angle causes problems when Manny
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// is trying to look straight up to an object, in which case the euler roll angles vary
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@ -173,9 +174,9 @@ void Head::lookAt(bool entering, const Math::Vector3d &point, float rate, const
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// What follows is a hack: Since translateObject(ModelNode *node, bool reset) in this file,
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// and GfxOpenGL/GfxTinyGL::drawHierachyNode concatenate transforms incorrectly, by summing up
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// euler angles, do a hack here where we do the proper transform here already, and *subtract off*
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// the YPR scalars from the animYPR scalars to cancel out the values that those pieces of code
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// the YPR scalars from the animYPR scalars to cancel out the values that those pieces of code
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// will later accumulate. After those pieces of code have been fixed, the following lines can
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// be deleted, and this function can simply output the contents of pt, y and r variables above.
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// be deleted, and this function can simply output the contents of pt, y and r variables above.
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lookAtTM = animFrame * lookAtTM;
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lookAtTM.getPitchYawRoll(&pt, &y, &r);
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@ -8,12 +8,12 @@
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library 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 GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; 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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@ -24,6 +24,7 @@
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#include "math/vector3d.h"
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#include "math/quat.h"
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#include "engines/grim/emi/animationemi.h"
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#include "common/textconsole.h"
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namespace Grim {
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@ -40,6 +40,7 @@
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#include "common/archive.h"
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#include "common/debug-channels.h"
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#include "common/file.h"
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#include "common/foreach.h"
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#include "common/fs.h"
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#include "common/config-manager.h"
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@ -21,6 +21,7 @@
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*/
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#include "common/endian.h"
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#include "common/stream.h"
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#include "engines/grim/resource.h"
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#include "engines/grim/colormap.h"
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@ -25,6 +25,10 @@
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#include "common/archive.h"
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namespace Common {
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class File;
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}
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namespace Grim {
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class Lab;
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@ -21,6 +21,7 @@
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*/
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#include "common/endian.h"
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#include "common/stream.h"
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#include "engines/grim/lipsync.h"
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#include "engines/grim/resource.h"
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@ -23,6 +23,8 @@
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#ifndef GRIM_LIPSYNC_H
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#define GRIM_LIPSYNC_H
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#include "common/str.h"
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#include "engines/grim/object.h"
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namespace Common {
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*/
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#include "common/endian.h"
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#include "common/foreach.h"
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#include "common/system.h"
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#include "common/events.h"
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@ -20,6 +20,8 @@
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*
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*/
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#include "common/foreach.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/lua_v1.h"
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#include "engines/grim/actor.h"
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@ -25,6 +25,8 @@
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#define FORBIDDEN_SYMBOL_EXCEPTION_stderr
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#define FORBIDDEN_SYMBOL_EXCEPTION_stdin
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#include "common/foreach.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/lua_v1.h"
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#include "engines/grim/localize.h"
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@ -23,14 +23,7 @@
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#ifndef GRIM_OBJECT_H
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#define GRIM_OBJECT_H
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#include "common/str.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "common/func.h"
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#include "common/list.h"
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#include "common/debug.h"
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#include "common/singleton.h"
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#include "common/textconsole.h"
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namespace Grim {
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#ifndef GRIM_OSTATE_H
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#define GRIM_OSTATE_H
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#include "common/endian.h"
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#include "engines/grim/pool.h"
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#include "engines/grim/bitmap.h"
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@ -4,12 +4,11 @@
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#include "common/hashmap.h"
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#include "common/list.h"
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#include "common/foreach.h"
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#include "engines/grim/savegame.h"
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namespace Grim {
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class SaveGame;
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template<class T> class Pool;
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class PoolObjectBase {
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@ -26,7 +26,6 @@
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#include "common/rect.h"
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#include "engines/grim/pool.h"
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#include "engines/grim/bitmap.h"
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#include "engines/grim/color.h"
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namespace Grim {
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@ -42,6 +42,8 @@
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#include "engines/grim/update/update.h"
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#include "common/algorithm.h"
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#include "common/zlib.h"
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#include "common/memstream.h"
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#include "common/file.h"
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#include "gui/message.h"
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namespace Grim {
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#define GRIM_RESOURCE_H
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#include "common/archive.h"
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#include "common/file.h"
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#include "common/array.h"
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#include "engines/grim/object.h"
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#include "engines/grim/lua/lua.h"
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namespace Grim {
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@ -26,6 +26,8 @@
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#include "engines/grim/pool.h"
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#include "engines/grim/color.h"
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#include "common/endian.h"
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namespace Grim {
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class SaveGame;
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