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NANCY: Document engine data structs
Added comments describing the structs inside enginedata.h
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@ -33,6 +33,7 @@ struct EngineData {
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virtual ~EngineData() {}
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virtual ~EngineData() {}
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};
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};
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// Boot summary. Contains data for the UI, game clock, starting a new game.
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struct BSUM : public EngineData {
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struct BSUM : public EngineData {
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BSUM(Common::SeekableReadStream *chunkStream);
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BSUM(Common::SeekableReadStream *chunkStream);
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@ -69,6 +70,7 @@ struct BSUM : public EngineData {
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uint16 fastMovementTimeDelta;
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uint16 fastMovementTimeDelta;
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};
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};
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// Contains rects defining the in-game viewport
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struct VIEW : public EngineData {
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struct VIEW : public EngineData {
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VIEW(Common::SeekableReadStream *chunkStream);
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VIEW(Common::SeekableReadStream *chunkStream);
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@ -76,12 +78,17 @@ struct VIEW : public EngineData {
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Common::Rect bounds;
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Common::Rect bounds;
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};
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};
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// Contains a list of .cal filenames, which are to be loaded at startup.
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// .cal files themselves are just collections of image files used in dialogue.
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// First introduced in nancy2.
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struct PCAL : public EngineData {
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struct PCAL : public EngineData {
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PCAL(Common::SeekableReadStream *chunkStream);
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PCAL(Common::SeekableReadStream *chunkStream);
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Common::Array<Common::String> calNames;
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Common::Array<Common::String> calNames;
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};
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};
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// Contains definitions for all in-game items, as well as data for the
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// inventory box at the bottom right of the game screen.
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struct INV : public EngineData {
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struct INV : public EngineData {
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struct ItemDescription {
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struct ItemDescription {
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Common::String name;
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Common::String name;
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@ -117,6 +124,7 @@ struct INV : public EngineData {
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Common::Array<ItemDescription> itemDescriptions;
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Common::Array<ItemDescription> itemDescriptions;
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};
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};
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// Contains data about the textbox at the bottom left of the game screen
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struct TBOX : public EngineData {
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struct TBOX : public EngineData {
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TBOX(Common::SeekableReadStream *chunkStream);
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TBOX(Common::SeekableReadStream *chunkStream);
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@ -138,6 +146,7 @@ struct TBOX : public EngineData {
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uint16 highlightConversationFontID;
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uint16 highlightConversationFontID;
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};
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};
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// Contains data about the map state. Only used in TVD and nancy1
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struct MAP : public EngineData {
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struct MAP : public EngineData {
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struct Location {
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struct Location {
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Common::String description;
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Common::String description;
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@ -171,6 +180,7 @@ struct MAP : public EngineData {
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Common::Point cursorPosition;
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Common::Point cursorPosition;
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};
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};
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// Contains data for the help screen.
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struct HELP : public EngineData {
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struct HELP : public EngineData {
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HELP(Common::SeekableReadStream *chunkStream);
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HELP(Common::SeekableReadStream *chunkStream);
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@ -180,6 +190,7 @@ struct HELP : public EngineData {
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Common::Rect buttonHoverSrc;
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Common::Rect buttonHoverSrc;
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};
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};
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// Contains data for the credits screen.
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struct CRED : public EngineData {
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struct CRED : public EngineData {
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CRED(Common::SeekableReadStream *chunkStream);
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CRED(Common::SeekableReadStream *chunkStream);
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@ -191,6 +202,7 @@ struct CRED : public EngineData {
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SoundDescription sound;
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SoundDescription sound;
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};
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};
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// Contains data for the main menu.
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struct MENU : public EngineData {
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struct MENU : public EngineData {
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MENU(Common::SeekableReadStream *chunkStream);
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MENU(Common::SeekableReadStream *chunkStream);
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@ -201,6 +213,7 @@ struct MENU : public EngineData {
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Common::Array<Common::Rect> _buttonDisabledSrcs;
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Common::Array<Common::Rect> _buttonDisabledSrcs;
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};
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};
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// Contains data for the Setup screen (a.k.a settings menu)
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struct SET : public EngineData {
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struct SET : public EngineData {
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SET(Common::SeekableReadStream *chunkStream);
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SET(Common::SeekableReadStream *chunkStream);
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@ -219,6 +232,7 @@ struct SET : public EngineData {
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Common::Array<SoundDescription> _sounds;
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Common::Array<SoundDescription> _sounds;
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};
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};
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// Contains data for the Save/Load screen
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struct LOAD : public EngineData {
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struct LOAD : public EngineData {
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LOAD(Common::SeekableReadStream *chunkStream);
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LOAD(Common::SeekableReadStream *chunkStream);
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@ -258,6 +272,8 @@ struct LOAD : public EngineData {
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// Common::Rect _gameSavedBounds
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// Common::Rect _gameSavedBounds
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};
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};
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// Contains data for the prompt that appears when exiting the game
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// without saving first. Introduced in nancy3.
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struct SDLG : public EngineData {
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struct SDLG : public EngineData {
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SDLG(Common::SeekableReadStream *chunkStream);
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SDLG(Common::SeekableReadStream *chunkStream);
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@ -276,18 +292,22 @@ struct SDLG : public EngineData {
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Common::Rect _cancelDownSrc;
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Common::Rect _cancelDownSrc;
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};
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};
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// Contains data for the hint system. Only used in nancy1.
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struct HINT : public EngineData {
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struct HINT : public EngineData {
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HINT(Common::SeekableReadStream *chunkStream);
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HINT(Common::SeekableReadStream *chunkStream);
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Common::Array<uint16> numHints;
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Common::Array<uint16> numHints;
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};
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};
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// Contains data for the slider puzzle. First used in nancy1
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struct SPUZ : public EngineData {
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struct SPUZ : public EngineData {
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SPUZ(Common::SeekableReadStream *chunkStream);
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SPUZ(Common::SeekableReadStream *chunkStream);
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Common::Array<Common::Array<int16>> tileOrder;
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Common::Array<Common::Array<int16>> tileOrder;
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};
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};
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// Contains data for the clock UI that appears at the bottom left of the screen (top left in TVD)
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// Not used in nancy1 but still present in the data.
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struct CLOK : public EngineData {
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struct CLOK : public EngineData {
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CLOK(Common::SeekableReadStream *chunkStream);
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CLOK(Common::SeekableReadStream *chunkStream);
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@ -311,6 +331,8 @@ struct CLOK : public EngineData {
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Common::Array<Common::Rect> nancy5CountdownSrcs;
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Common::Array<Common::Rect> nancy5CountdownSrcs;
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};
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};
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// Contains data for special effects (fades between scenes/fades to black).
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// Introduced in nancy2.
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struct SPEC : public EngineData {
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struct SPEC : public EngineData {
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SPEC(Common::SeekableReadStream *chunkStream);
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SPEC(Common::SeekableReadStream *chunkStream);
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@ -319,6 +341,8 @@ struct SPEC : public EngineData {
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byte crossDissolveNumFrames;
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byte crossDissolveNumFrames;
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};
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};
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// Contains data for the raycast puzzle in nancy3. Specifically, this is the
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// data for the different "themes" that appear in the 3D space.
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struct RCLB : public EngineData {
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struct RCLB : public EngineData {
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struct Theme {
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struct Theme {
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Common::String themeName;
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Common::String themeName;
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@ -349,6 +373,8 @@ struct RCLB : public EngineData {
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Common::Array<Theme> themes;
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Common::Array<Theme> themes;
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};
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};
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// Contains data about the raycast puzzle in nancy3. Specifically, this is the
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// data for the debug map and the names of the textures to be used when rendering.
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struct RCPR : public EngineData {
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struct RCPR : public EngineData {
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RCPR(Common::SeekableReadStream *chunkStream);
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RCPR(Common::SeekableReadStream *chunkStream);
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@ -372,6 +398,7 @@ struct RCPR : public EngineData {
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Common::Array<Common::String> floorNames;
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Common::Array<Common::String> floorNames;
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};
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};
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// Contains the name and dimensions of an image.
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struct ImageChunk : public EngineData {
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struct ImageChunk : public EngineData {
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ImageChunk(Common::SeekableReadStream *chunkStream);
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ImageChunk(Common::SeekableReadStream *chunkStream);
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@ -380,6 +407,10 @@ struct ImageChunk : public EngineData {
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uint16 height;
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uint16 height;
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};
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};
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// Contains text data. Every string is tagged with a key via which
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// it can be accessed. Used to store dialogue and journal (autotext) strings.
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// NOT found inside BOOT; these are stored in their own cifs, the names of which
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// can be found inside BSUM. Introduced in nancy6.
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struct CVTX : public EngineData {
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struct CVTX : public EngineData {
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CVTX(Common::SeekableReadStream *chunkStream);
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CVTX(Common::SeekableReadStream *chunkStream);
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