mirror of
https://github.com/libretro/scummvm.git
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a829244b8c
- Moved addItemToAnimList and deleteItemAnimEntry to KyraEngine_v2. svn-id: r31831
655 lines
17 KiB
C++
655 lines
17 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef KYRA_KYRA_V3_H
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#define KYRA_KYRA_V3_H
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#include "kyra/kyra_v2.h"
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#include "kyra/screen_mr.h"
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#include "kyra/script.h"
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#include "common/hashmap.h"
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#include "common/list.h"
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namespace Kyra {
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class SoundDigital;
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class Screen_MR;
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class MainMenu;
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class WSAMovieV2;
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class TextDisplayer_MR;
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class Debugger_v3;
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class GUI_v3;
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struct Button;
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class KyraEngine_MR : public KyraEngine_v2 {
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friend class Debugger_v3;
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friend class TextDisplayer_MR;
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friend class GUI_v3;
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public:
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KyraEngine_MR(OSystem *system, const GameFlags &flags);
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~KyraEngine_MR();
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Screen *screen() { return _screen; }
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Screen_v2 *screen_v2() const { return _screen; }
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SoundDigital *soundDigital() { return _soundDigital; }
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int language() const { return _lang; }
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int go();
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void playVQA(const char *name);
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protected:
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// KyraEngine_v2 API
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int getFirstSpecialSceneScript() const { return 9; }
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// --
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Screen_MR *_screen;
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SoundDigital *_soundDigital;
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int init();
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void preinit();
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void startup();
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void runStartupScript(int script, int unk1);
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void setupOpcodeTable();
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// run
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bool _showOutro;
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bool _runFlag;
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int _deathHandler;
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void runLoop();
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void handleInput(int x, int y);
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int inputSceneChange(int x, int y, int unk1, int unk2);
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void update();
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void updateWithText();
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void updateMouse();
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void delay(uint32 millis, bool update = false, bool isMainLoop = false);
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// - Input
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int checkInput(Button *buttonList, bool mainLoop = false);
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// sound specific
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private:
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void playMenuAudioFile();
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int _musicSoundChannel;
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int _fadeOutMusicChannel;
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const char *_menuAudioFile;
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static const char *_soundList[];
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static const int _soundListSize;
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void snd_playWanderScoreViaMap(int track, int force);
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void stopMusicTrack();
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int musicUpdate(int forceRestart);
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void fadeOutMusic(int ticks);
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void snd_playSoundEffect(int item, int volume);
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static const uint8 _sfxFileMap[];
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static const int _sfxFileMapSize;
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static const char *_sfxFileList[];
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static const int _sfxFileListSize;
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int _voiceSoundChannel;
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void playVoice(int high, int low);
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void snd_playVoiceFile(int file);
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bool snd_voiceIsPlaying();
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void snd_stopVoice();
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int _curStudioSFX;
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void playStudioSFX(const char *str);
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// gui
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GUI_v3 *_gui;
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Button *_mainButtonData;
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Button *_mainButtonList;
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bool _mainButtonListInitialized;
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void initMainButtonList(bool disable);
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bool _enableInventory;
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int buttonInventory(Button *button);
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int buttonMoodChange(Button *button);
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int buttonShowScore(Button *button);
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int buttonJesterStaff(Button *button);
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// -> main menu
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void initMainMenu();
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void uninitMainMenu();
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WSAMovieV2 *_menuAnim;
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// timer
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void setupTimers();
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void setWalkspeed(uint8);
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void setCommandLineRestoreTimer(int secs);
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void timerRestoreCommandLine(int arg);
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void timerRunSceneScript7(int arg);
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void timerFleaDeath(int arg);
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uint32 _nextIdleAnim;
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void setNextIdleAnimTimer();
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// pathfinder
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bool lineIsPassable(int x, int y);
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private:
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// main menu
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static const char *_mainMenuStrings[];
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// animator
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uint8 *_gamePlayBuffer;
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void restorePage3();
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void clearAnimObjects();
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void animSetupPaletteEntry(AnimObj *anim);
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void drawAnimObjects();
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void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer);
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void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer);
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void refreshAnimObjects(int force);
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bool _loadingState;
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void updateCharacterAnim(int charId);
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void updateSceneAnim(int anim, int newFrame);
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void setupSceneAnimObject(int anim, uint16 flags, int x, int y, int x2, int y2, int w, int h, int unk10, int specialSize, int unk14, int shape, const char *filename);
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void removeSceneAnimObject(int anim, int refresh);
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int _charBackUpWidth2, _charBackUpHeight2;
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int _charBackUpWidth, _charBackUpHeight;
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void setCharacterAnimDim(int w, int h);
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void resetCharacterAnimDim();
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bool _nextIdleType;
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void showIdleAnim();
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// interface
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uint8 *_interface;
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uint8 *_interfaceCommandLine;
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void loadInterfaceShapes();
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void loadInterface();
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void showMessage(const char *string, uint8 c0, uint8 c1);
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void showMessageFromCCode(int string, uint8 c0, int);
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void updateItemCommand(int item, int str, uint8 c0);
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void updateCommandLine();
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void restoreCommandLine();
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void updateCLState();
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int _commandLineY;
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const char *_shownMessage;
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bool _restoreCommandLine;
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bool _inventoryState;
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int _inventoryScrollSpeed;
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void showInventory();
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void hideInventory();
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void drawMalcolmsMoodText();
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void drawMalcolmsMoodPointer(int frame, int page);
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void drawJestersStaff(int type, int page);
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void drawScore(int page, int x, int y);
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void drawScoreCounting(int oldScore, int newScore, int drawOld, const int x);
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int getScoreX(const char *str);
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static const uint8 _inventoryX[];
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static const uint8 _inventoryY[];
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void redrawInventory(int page);
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void clearInventorySlot(int slot, int page);
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void drawInventorySlot(int page, int item, int slot);
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WSAMovieV2 *_invWsa;
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int _invWsaFrame;
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// localization
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uint8 *_scoreFile;
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uint8 *_cCodeFile;
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uint8 *_scenesFile;
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uint8 *_itemFile;
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uint8 *_actorFile;
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uint32 _actorFileSize;
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uint8 *_sceneStrings;
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uint8 *getTableEntry(uint8 *buffer, int id);
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void getTableEntry(Common::SeekableReadStream *stream, int id, char *dst);
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// items
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int8 *_itemBuffer1;
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int8 *_itemBuffer2;
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uint16 _hiddenItems[100];
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static const uint8 _trashItemList[];
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void removeTrashItems();
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void initItems();
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int checkItemCollision(int x, int y);
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bool dropItem(int unk1, uint16 item, int x, int y, int unk2);
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bool processItemDrop(uint16 sceneId, uint16 item, int x, int y, int unk1, int unk2);
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void itemDropDown(int startX, int startY, int dstX, int dstY, int itemSlot, uint16 item, int remove);
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void exchangeMouseItem(int itemPos, int runScript);
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bool pickUpItem(int x, int y, int runScript);
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bool isDropable(int x, int y);
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static const uint8 _itemMagicTable[];
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bool itemListMagic(int handItem, int itemSlot);
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bool itemInventoryMagic(int handItem, int invSlot);
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static const uint8 _itemStringMap[];
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static const uint _itemStringMapSize;
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static const uint8 _itemStringPickUp[];
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static const uint8 _itemStringDrop[];
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static const uint8 _itemStringInv[];
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int getItemCommandStringPickUp(uint16 item);
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int getItemCommandStringDrop(uint16 item);
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int getItemCommandStringInv(uint16 item);
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// -> hand item
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void setItemMouseCursor();
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void setMouseCursor(uint16 item);
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// shapes
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int getItemShape(int item) const { return 248+item; }
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void initMouseShapes();
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void loadCharacterShapes(int newShapes);
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void updateMalcolmShapes();
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int _malcolmShapeXOffset, _malcolmShapeYOffset;
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struct ShapeDesc {
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uint8 width, height;
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int8 xOffset, yOffset;
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};
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static const ShapeDesc _shapeDescs[];
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static const int _shapeDescsSize;
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// scene animation
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uint8 *_sceneShapes[20];
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void freeSceneShapes();
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// voice
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int _currentTalkFile;
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void openTalkFile(int file);
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// scene
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bool _noScriptEnter;
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void enterNewScene(uint16 scene, int facing, int unk1, int unk2, int unk3);
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void enterNewSceneUnk1(int facing, int unk1, int unk2);
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void enterNewSceneUnk2(int unk1);
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int _enterNewSceneLock;
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void unloadScene();
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void loadScenePal();
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void loadSceneMsc();
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void initSceneScript(int unk1);
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void initSceneAnims(int unk1);
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void initSceneScreen(int unk1);
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int runSceneScript1(int x, int y);
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int runSceneScript2();
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bool _noStartupChat;
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void runSceneScript4(int unk1);
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void runSceneScript8();
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int _sceneMinX, _sceneMaxX;
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int _maskPageMinY, _maskPageMaxY;
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int trySceneChange(int *moveTable, int unk1, int unk2);
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int checkSceneChange();
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int8 _sceneDatPalette[45];
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int8 _sceneDatLayerTable[15];
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struct SceneShapeDesc {
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// the original saves those variables, we don't, since
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// they are just needed on scene load
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/*int x, y;
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int w, h;*/
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int drawX, drawY;
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};
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SceneShapeDesc _sceneShapeDescs[20];
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int getDrawLayer(int x, int y);
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int getScale(int x, int y);
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int _scaleTable[15];
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// character
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int getCharacterWalkspeed() const;
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void updateCharAnimFrame(int character, int *table);
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int8 _characterAnimTable[2];
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static const uint8 _characterFrameTable[];
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void updateCharPal(int unk1);
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int _lastCharPalLayer;
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bool _charPalUpdate;
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bool checkCharCollision(int x, int y);
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int _malcolmsMood;
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void makeCharFacingMouse();
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int findFreeInventorySlot();
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// talk object
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struct TalkObject {
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char filename[13];
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int8 sceneAnim;
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int8 sceneScript;
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int16 x, y;
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uint8 color;
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uint8 sceneId;
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};
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TalkObject *_talkObjectList;
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bool talkObjectsInCurScene();
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// chat
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int _vocHigh;
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const char *_chatText;
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int _chatObject;
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uint32 _chatEndTime;
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int _chatVocHigh, _chatVocLow;
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EMCData _chatScriptData;
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EMCState _chatScriptState;
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int chatGetType(const char *text);
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int chatCalcDuration(const char *text);
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void objectChat(const char *text, int object, int vocHigh, int vocLow);
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void objectChatInit(const char *text, int object, int vocHigh, int vocLow);
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void objectChatPrintText(const char *text, int object);
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void objectChatProcess(const char *script);
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void objectChatWaitToFinish();
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void badConscienceChat(const char *str, int vocHigh, int vocLow);
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void badConscienceChatWaitToFinish();
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void goodConscienceChat(const char *str, int vocHigh, int vocLow);
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void goodConscienceChatWaitToFinish();
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void malcolmSceneStartupChat();
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byte _newSceneDlgState[40];
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int8 _conversationState[30][30];
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bool _chatAltFlag;
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void setDlgIndex(uint16 index);
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void updateDlgIndex();
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Common::SeekableReadStream *_cnvFile;
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Common::SeekableReadStream *_dlgBuffer;
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int _curDlgChapter, _curDlgIndex, _curDlgLang;
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void updateDlgBuffer();
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void loadDlgHeader(int &vocHighBase, int &vocHighIndex, int &index1, int &index2);
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static const uint8 _vocHighTable[];
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bool _isStartupDialog;
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void processDialog(int vocHighIndex, int vocHighBase, int funcNum);
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EMCData _dialogScriptData;
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EMCState _dialogScriptState;
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int _dialogSceneAnim;
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int _dialogSceneScript;
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int _dialogScriptFuncStart, _dialogScriptFuncProc, _dialogScriptFuncEnd;
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void dialogStartScript(int object, int funcNum);
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void dialogEndScript(int object);
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void npcChatSequence(const char *str, int object, int vocHigh, int vocLow);
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Common::Array<const Opcode *> _opcodesDialog;
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int o3d_updateAnim(EMCState *script);
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int o3d_delay(EMCState *script);
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void malcolmRandomChat();
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void runDialog(int dlgIndex, int funcNum);
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// conscience
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bool _badConscienceShown;
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int _badConscienceAnim;
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bool _badConsciencePosition;
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static const uint8 _badConscienceFrameTable[];
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void showBadConscience();
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void hideBadConscience();
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bool _goodConscienceShown;
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int _goodConscienceAnim;
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bool _goodConsciencePosition;
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static const uint8 _goodConscienceFrameTable[];
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void showGoodConscience();
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void hideGoodConscience();
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// special script code
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bool _temporaryScriptExecBit;
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bool _useFrameTable;
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Common::Array<const Opcode *> _opcodesTemporary;
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int o3t_defineNewShapes(EMCState *script);
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int o3t_setCurrentFrame(EMCState *script);
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int o3t_setNewShapeFlag(EMCState *script);
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EMCData _temporaryScriptData;
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EMCState _temporaryScriptState;
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void runTemporaryScript(const char *filename, int allowSkip, int resetChar, int newShapes, int shapeUnload);
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// special shape code
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char _newShapeFilename[13];
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int _newShapeLastEntry;
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int _newShapeWidth, _newShapeHeight;
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int _newShapeXAdd, _newShapeYAdd;
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int _newShapeAnimFrame;
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int _newShapeDelay;
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int _newShapeFlag;
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uint8 *_newShapeFiledata;
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int _newShapeCount;
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int initNewShapes(uint8 *filedata);
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void processNewShapes(int allowSkip, int resetChar);
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void resetNewShapes(int count, uint8 *filedata);
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// unk
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uint8 *_costPalBuffer;
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uint8 *_screenBuffer;
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uint8 *_paletteOverlay;
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bool _useActorBuffer;
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int _currentChapter;
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void changeChapter(int newChapter, int sceneId, int malcolmShapes, int facing);
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static const uint8 _chapterLowestScene[];
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void loadCostPal();
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void loadShadowShape();
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void loadExtrasShapes();
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uint8 *_gfxBackUpRect;
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void backUpGfxRect32x32(int x, int y);
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void restoreGfxRect32x32(int x, int y);
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char *_stringBuffer;
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int _score;
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int _scoreMax;
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static const int8 _scoreTable[];
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static const int _scoreTableSize;
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int8 _scoreFlagTable[26];
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bool updateScore(int scoreId, int strId);
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void scoreIncrease(int count, const char *str);
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void eelScript();
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// save/load
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void saveGame(const char *fileName, const char *saveName);
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void loadGame(const char *fileName);
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// opcodes
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int o3_getMalcolmShapes(EMCState *script);
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int o3_setCharacterPos(EMCState *script);
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int o3_defineObject(EMCState *script);
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int o3_refreshCharacter(EMCState *script);
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int o3_getMalcolmsMood(EMCState *script);
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int o3_getCharacterFrameFromFacing(EMCState *script);
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int o3_setCharacterFacingOverwrite(EMCState *script);
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int o3_setCharacterFacing(EMCState *script);
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int o3_showSceneFileMessage(EMCState *script);
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int o3_setCharacterAnimFrameFromFacing(EMCState *script);
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int o3_showBadConscience(EMCState *script);
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int o3_hideBadConscience(EMCState *script);
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int o3_setInventorySlot(EMCState *script);
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int o3_getInventorySlot(EMCState *script);
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int o3_addItemToInventory(EMCState *script);
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int o3_addItemToCurScene(EMCState *script);
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int o3_objectChat(EMCState *script);
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|
int o3_checkForItem(EMCState *script);
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|
int o3_resetInventory(EMCState *script);
|
|
int o3_defineItem(EMCState *script);
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int o3_removeInventoryItemInstances(EMCState *script);
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int o3_countInventoryItemInstances(EMCState *script);
|
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int o3_npcChatSequence(EMCState *script);
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int o3_badConscienceChat(EMCState *script);
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|
int o3_wipeDownMouseItem(EMCState *script);
|
|
int o3_setMalcolmsMood(EMCState *script);
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|
int o3_delay(EMCState *script);
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|
int o3_updateScore(EMCState *script);
|
|
int o3_makeSecondChanceSave(EMCState *script);
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|
int o3_setSceneFilename(EMCState *script);
|
|
int o3_removeItemsFromScene(EMCState *script);
|
|
int o3_disguiseMalcolm(EMCState *script);
|
|
int o3_drawSceneShape(EMCState *script);
|
|
int o3_drawSceneShapeOnPage(EMCState *script);
|
|
int o3_checkInRect(EMCState *script);
|
|
int o3_updateConversations(EMCState *script);
|
|
int o3_setSceneDim(EMCState *script);
|
|
int o3_update(EMCState *script);
|
|
int o3_setSceneAnimPosAndFrame(EMCState *script);
|
|
int o3_removeItemInstances(EMCState *script);
|
|
int o3_disableInventory(EMCState *script);
|
|
int o3_enableInventory(EMCState *script);
|
|
int o3_enterNewScene(EMCState *script);
|
|
int o3_switchScene(EMCState *script);
|
|
int o3_getShapeFlag1(EMCState *script);
|
|
int o3_setMalcolmPos(EMCState *script);
|
|
int o3_stopMusic(EMCState *script);
|
|
int o3_playWanderScoreViaMap(EMCState *script);
|
|
int o3_playSoundEffect(EMCState *script);
|
|
int o3_getScore(EMCState *script);
|
|
int o3_blockOutRegion(EMCState *script);
|
|
int o3_showSceneStringsMessage(EMCState *script);
|
|
int o3_getRand(EMCState *script);
|
|
int o3_setDeathHandler(EMCState *script);
|
|
int o3_showGoodConscience(EMCState *script);
|
|
int o3_goodConscienceChat(EMCState *script);
|
|
int o3_hideGoodConscience(EMCState *script);
|
|
int o3_waitForConfirmationClick(EMCState *script);
|
|
int o3_defineRoomEntrance(EMCState *script);
|
|
int o3_runTemporaryScript(EMCState *script);
|
|
int o3_setSpecialSceneScriptRunTime(EMCState *script);
|
|
int o3_defineSceneAnim(EMCState *script);
|
|
int o3_updateSceneAnim(EMCState *script);
|
|
int o3_runActorScript(EMCState *script);
|
|
int o3_runDialog(EMCState *script);
|
|
int o3_malcolmRandomChat(EMCState *script);
|
|
int o3_setDlgIndex(EMCState *script);
|
|
int o3_getDlgIndex(EMCState *script);
|
|
int o3_defineScene(EMCState *script);
|
|
int o3_setConversationState(EMCState *script);
|
|
int o3_getConversationState(EMCState *script);
|
|
int o3_changeChapter(EMCState *script);
|
|
int o3_countItemInstances(EMCState *script);
|
|
int o3_dialogStartScript(EMCState *script);
|
|
int o3_dialogEndScript(EMCState *script);
|
|
int o3_setSpecialSceneScriptState(EMCState *script);
|
|
int o3_clearSpecialSceneScriptState(EMCState *script);
|
|
int o3_querySpecialSceneScriptState(EMCState *script);
|
|
int o3_setHiddenItemsEntry(EMCState *script);
|
|
int o3_getHiddenItemsEntry(EMCState *script);
|
|
int o3_customChat(EMCState *script);
|
|
int o3_customChatFinish(EMCState *script);
|
|
int o3_setupSceneAnimObject(EMCState *script);
|
|
int o3_removeSceneAnimObject(EMCState *script);
|
|
int o3_disableTimer(EMCState *script);
|
|
int o3_enableTimer(EMCState *script);
|
|
int o3_setTimerCountdown(EMCState *script);
|
|
int o3_setVocHigh(EMCState *script);
|
|
int o3_getVocHigh(EMCState *script);
|
|
int o3_dummy(EMCState *script);
|
|
|
|
// misc
|
|
TextDisplayer_MR *_text;
|
|
Debugger_v3 *_debugger;
|
|
bool _wsaPlayingVQA;
|
|
|
|
// resource specific
|
|
private:
|
|
static const char *_languageExtension[];
|
|
static const int _languageExtensionSize;
|
|
|
|
char *appendLanguage(char *buf, int lang, int bufSize);
|
|
|
|
int loadLanguageFile(const char *file, uint8 *&buffer);
|
|
};
|
|
|
|
} // end of namespace Kyra
|
|
|
|
#endif
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