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https://github.com/libretro/scummvm.git
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68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
/* 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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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
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*/
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#ifndef CGE2_MAIN_H
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#define CGE2_MAIN_H
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#include "cge2/events.h"
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namespace CGE2 {
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#define kLineMax 512
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#define kIntroExt ".I80"
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#define kTabName "CGE.TAB"
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#define kPocketFull 170
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#define kGameFrameDelay (750 / 50)
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#define kGameTickDelay (750 / 62)
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#define kMusicRef 122
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#define kPowerRef 123
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#define kDvolRef 124
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#define kMvolRef 125
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#define kRef 126
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#define kBusyRef 127
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#define kCapRef 128
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#define kVoxRef 129
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class System : public Sprite {
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public:
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int _funDel;
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int _blinkCounter;
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Sprite *_blinkSprite;
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System(CGE2Engine *vm);
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virtual void touch(uint16 mask, int x, int y, Common::KeyCode keyCode);
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void tick();
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private:
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CGE2Engine *_vm;
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};
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} // End of namespace CGE2
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#endif // CGE2_MAIN_H
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