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c64c7eb4d4
console. Some things are likely to have broken. For instance, I believe the old console was could be visible during gameplay, while ScummVM's is modal. So any place where we output something to the console during gameplay should probably be removed. Some things I've stubbed out. Basically any code that registers a variable. Most of the debugging commands are untested. Syntax may have changed because of different command-line parsing. (I never actually used the old console, so I don't know for sure. :-) Actually, I'm not that interested in reproducing the old console commands faithfully. What we should do now is to make the immediately useful console stuff work. Anything that remains unimplemented should probably be removed. svn-id: r15976
246 lines
5.3 KiB
C++
246 lines
5.3 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Actor management module header file
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#ifndef SAGA_ACTOR_H__
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#define SAGA_ACTOR_H__
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#include "saga/yslib.h"
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#include "saga/sprite.h"
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namespace Saga {
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#define ACTOR_BASE_SPEED 0.25
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#define ACTOR_BASE_ZMOD 0.5
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#define ACTOR_DEFAULT_ORIENT 2
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#define ACTOR_ORIENTMAX 7
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#define ACTOR_ACTIONTIME 80
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#define ACTOR_DIALOGUE_LETTERTIME 50
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#define ACTOR_DIALOGUE_HEIGHT 100
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#define ACTOR_LMULT 4
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enum ACTOR_INTENTS {
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INTENT_NONE = 0,
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INTENT_PATH = 1,
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INTENT_SPEAK = 2
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};
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enum ACTOR_WALKFLAGS {
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WALK_NONE = 0x00,
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WALK_NOREORIENT = 0x01
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};
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enum ACTOR_ORIENTATIONS {
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ORIENT_N = 0,
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ORIENT_NE = 1,
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ORIENT_E = 2,
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ORIENT_SE = 3,
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ORIENT_S = 4,
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ORIENT_SW = 5,
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ORIENT_W = 6,
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ORIENT_NW = 7
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};
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enum ACTOR_ACTIONS {
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ACTION_IDLE = 0,
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ACTION_WALK = 1,
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ACTION_SPEAK = 2,
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ACTION_COUNT
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};
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enum ACTOR_ACTIONFLAGS {
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ACTION_NONE = 0x00,
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ACTION_LOOP = 0x01
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};
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struct ACTORACTIONITEM {
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int frame_index;
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int frame_count;
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};
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struct ACTORACTION {
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ACTORACTIONITEM dir[4];
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};
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struct WALKINTENT {
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int wi_active;
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uint16 wi_flags;
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int wi_init;
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int time;
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float slope;
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int x_dir;
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Point org;
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Point cur;
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Point dst_pt;
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YS_DL_LIST *nodelist;
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int sem_held;
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SEMAPHORE *sem;
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WALKINTENT() { memset(this, 0, sizeof(*this)); }
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};
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struct WALKNODE {
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int calc_flag;
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Point node_pt;
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};
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struct SPEAKINTENT {
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int si_init;
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uint16 si_flags;
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int si_last_action;
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YS_DL_LIST *si_diaglist; /* Actor dialogue list */
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};
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struct ACTORINTENT {
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int a_itype;
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uint16 a_iflags;
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int a_idone;
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void *a_data;
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ACTORINTENT() { memset(this, 0, sizeof(*this)); }
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};
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struct ACTOR {
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int id; // Actor id
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int name_i; // Actor's index in actor name string list
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uint16 flags;
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Point a_pt; // Actor's logical coordinates
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Point s_pt; // Actor's screen coordinates
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int sl_rn; // Actor's sprite list res #
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int si_rn; // Actor's sprite index res #
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SPRITELIST *sl_p; // Actor's sprite list data
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int idle_time;
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int orient;
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int speaking;
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int a_dcolor; // Actor dialogue color
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// The actor intent list describes what the actor intends to do;
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// multiple intents can be queued. The actor must complete an
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// intent before moving on to the next; thus actor movements, esp
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// as described from scripts, can be serialized
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YS_DL_LIST *a_intentlist;
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// WALKPATH path;
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int def_action;
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uint16 def_action_flags;
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int action;
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uint16 action_flags;
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int action_frame;
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int action_time;
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ACTORACTION *act_tbl; // Action lookup table
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int action_ct; // Number of actions in the action LUT
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YS_DL_NODE *node; // Actor's node in the actor list
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ACTOR() { memset(this, 0, sizeof(*this)); }
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};
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struct ACTORDIALOGUE {
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int d_playing;
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const char *d_string;
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uint16 d_voice_rn;
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long d_time;
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int d_sem_held;
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SEMAPHORE *d_sem;
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ACTORDIALOGUE() { memset(this, 0, sizeof(*this)); }
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};
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struct ACTIONTIMES {
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int action;
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int time;
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};
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class Actor {
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public:
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Actor(SagaEngine *vm);
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~Actor();
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void CF_actor_add(int argc, const char **argv);
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void CF_actor_del(int argc, const char **argv);
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void CF_actor_move(int argc, const char **argv);
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void CF_actor_moverel(int argc, const char **argv);
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void CF_actor_seto(int argc, const char **argv);
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void CF_actor_setact(int argc, const char **argv);
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int direct(int msec);
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int create(int actor_id, int x, int y);
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int actorExists(uint16 actor_id);
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int drawList();
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int AtoS(Point *logical, const Point *actor);
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int StoA(Point *actor, const Point screen);
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int move(int index, const Point *move_pt);
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int moveRelative(int index, const Point *move_pt);
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int walkTo(int index, const Point *walk_pt, uint16 flags, SEMAPHORE *sem);
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int getActorIndex(uint16 actor_id);
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int speak(int index, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem);
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int skipDialogue();
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int getSpeechTime(const char *d_string, uint16 d_voice_rn);
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int setOrientation(int index, int orient);
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int setAction(int index, int action_n, uint16 action_flags);
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int setDefaultAction(int index, int action_n, uint16 action_flags);
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int addActor(ACTOR * actor);
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int deleteActor(int index);
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ACTOR *lookupActor(int index);
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private:
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int handleWalkIntent(ACTOR *actor, WALKINTENT *a_walk_int, int *complete_p, int msec);
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int handleSpeakIntent(ACTOR *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec);
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int setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem);
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int loadActorSpriteIndex(ACTOR *actor, int si_rn, int *last_frame_p);
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SagaEngine *_vm;
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bool _initialized;
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RSCFILE_CONTEXT *_actorContext;
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uint16 _count;
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int *_aliasTbl;
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YS_DL_NODE **_tbl;
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YS_DL_LIST *_list;
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};
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} // End of namespace Saga
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#endif
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