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JANITORIAL: Whitespace fixes
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@@ -34,19 +34,19 @@ namespace Ultima {
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namespace Shared {
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enum UltimaDebugChannels {
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kDebugPath = 1 << 0,
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kDebugGraphics = 1 << 1
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kDebugPath = 1 << 0,
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kDebugGraphics = 1 << 1
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};
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class UltimaEngine : public Engine, public EventsCallback {
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private:
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Common::RandomSource _randomSource;
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Common::RandomSource _randomSource;
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protected:
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const UltimaGameDescription *_gameDescription;
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Common::Archive *_dataArchive;
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Debugger *_debugger;
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protected:
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/**
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/**
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* Initializes needed data for the engine
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*/
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virtual bool initialize();
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@@ -56,61 +56,61 @@ protected:
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*/
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virtual void deinitialize() {}
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/**
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* Returns the data archive folder and version that's required
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*/
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virtual bool isDataRequired(Common::String &folder, int &majorVersion, int &minorVersion) {
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return false;
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}
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/**
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* Returns the data archive folder and version that's required
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*/
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virtual bool isDataRequired(Common::String &folder, int &majorVersion, int &minorVersion) {
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return false;
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}
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/**
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* Returns the Ultima meta engine
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*/
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UltimaMetaEngine *getMetaEngine() const;
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/**
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* Returns the Ultima meta engine
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*/
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UltimaMetaEngine *getMetaEngine() const;
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public:
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EventsManager *_events;
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public:
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UltimaEngine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc);
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~UltimaEngine();
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/**
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* Returns supported engine features
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*/
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virtual bool hasFeature(EngineFeature f) const;
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/**
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* Returns supported engine features
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*/
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virtual bool hasFeature(EngineFeature f) const;
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/**
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* Returns game features
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*/
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uint32 getFeatures() const;
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/**
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* Returns game features
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*/
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uint32 getFeatures() const;
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/**
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* Return the game's language
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*/
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Common::Language getLanguage() const;
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/**
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* Returns the game type being played
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*/
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/**
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* Returns the game type being played
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*/
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GameId getGameId() const;
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/**
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* Returns true if the game is running an enhanced version
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* as compared to the original game
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*/
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bool isEnhanced() const {
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/**
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* Returns true if the game is running an enhanced version
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* as compared to the original game
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*/
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bool isEnhanced() const {
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return getFeatures() & GF_VGA_ENHANCED;
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}
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}
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/**
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* Returns the filename for a savegame given it's slot
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*/
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Common::String getSaveFilename(int slotNumber) {
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return getMetaEngine()->getSavegameFile(slotNumber, _targetName.c_str());
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}
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/**
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* Returns the filename for a savegame given it's slot
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*/
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Common::String getSaveFilename(int slotNumber) {
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return getMetaEngine()->getSavegameFile(slotNumber, _targetName.c_str());
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}
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/**
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* Show a messae in a GUI dialog
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*/
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/**
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* Show a messae in a GUI dialog
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*/
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void GUIError(const Common::String &msg);
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/**
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@@ -125,12 +125,12 @@ public:
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return min + _randomSource.getRandomNumber(max - min);
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}
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/**
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* Get a reference to the data archive
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*/
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Common::Archive *getDataArchive() const {
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return _dataArchive;
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}
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/**
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* Get a reference to the data archive
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*/
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Common::Archive *getDataArchive() const {
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return _dataArchive;
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}
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/**
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* Checks if an auto save should be done, and if so, takes care of it
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@@ -144,66 +144,66 @@ public:
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return _debugger;
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}
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/**
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* Returns a file system node for the game directory
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*/
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Common::FSNode getGameDirectory() const;
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/**
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* Returns a file system node for the game directory
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*/
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Common::FSNode getGameDirectory() const;
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/**
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* Shows the ScummVM save dialog, allowing users to save their game
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*/
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virtual bool saveGame();
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/**
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* Shows the ScummVM save dialog, allowing users to save their game
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*/
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virtual bool saveGame();
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/**
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* Shows the ScummVM Restore dialog, allowing users to restore a game
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*/
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virtual bool loadGame();
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/**
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* Shows the ScummVM Restore dialog, allowing users to restore a game
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*/
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virtual bool loadGame();
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/**
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* Indicates whether a game state can be loaded.
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* @param isAutosave Flags whether it's an autosave check
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*/
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virtual bool canLoadGameStateCurrently(bool isAutosave) = 0;
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/**
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* Indicates whether a game state can be loaded.
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* @param isAutosave Flags whether it's an autosave check
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*/
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virtual bool canLoadGameStateCurrently(bool isAutosave) = 0;
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/**
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* Indicates whether a game state can be loaded.
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*/
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virtual bool canLoadGameStateCurrently() override {
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return canLoadGameStateCurrently(false);
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}
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/**
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* Indicates whether a game state can be loaded.
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*/
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virtual bool canLoadGameStateCurrently() override {
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return canLoadGameStateCurrently(false);
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}
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/**
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* Indicates whether a game state can be saved.
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* @param isAutosave Flags whether it's an autosave check
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*/
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virtual bool canSaveGameStateCurrently(bool isAutosave) = 0;
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/**
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* Indicates whether a game state can be saved.
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* @param isAutosave Flags whether it's an autosave check
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*/
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virtual bool canSaveGameStateCurrently(bool isAutosave) = 0;
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/**
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* Indicates whether a game state can be saved.
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*/
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virtual bool canSaveGameStateCurrently() override {
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return canSaveGameStateCurrently(false);
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}
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/**
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* Indicates whether a game state can be saved.
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*/
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virtual bool canSaveGameStateCurrently() override {
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return canSaveGameStateCurrently(false);
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}
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @param isAutosave If true, autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc) override {
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return saveGameState(slot, desc, false);
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}
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @param isAutosave If true, autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc) override {
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return saveGameState(slot, desc, false);
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}
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @param isAutosave If true, autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) = 0;
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @param isAutosave If true, autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) = 0;
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};
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extern UltimaEngine *g_ultima;
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