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https://github.com/libretro/scummvm.git
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791 lines
19 KiB
C++
791 lines
19 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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*/
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#ifndef DRASCULA_H
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#define DRASCULA_H
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#include "common/scummsys.h"
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#include "common/archive.h"
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#include "common/endian.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/hash-str.h"
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#include "common/keyboard.h"
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#include "common/ptr.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/util.h"
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#include "engines/savestate.h"
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#include "audio/mixer.h"
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#include "engines/engine.h"
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/**
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* This is the namespace of the Drascula engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Drascula: The Vampire Strikes Back
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*/
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namespace Drascula {
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#define DRASCULA_DAT_VER 4
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#define DATAALIGNMENT 4
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enum DrasculaGameFeatures {
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GF_PACKED = (1 << 0)
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};
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enum Languages {
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kEnglish = 0,
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kSpanish = 1,
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kGerman = 2,
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kFrench = 3,
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kItalian = 4
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};
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enum Verbs {
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kVerbDefault = -1,
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kVerbNone = 0,
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kVerbLook = 1,
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kVerbPick = 2,
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kVerbOpen = 3,
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kVerbClose = 4,
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kVerbTalk = 5,
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kVerbMove = 6
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};
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// Items up to chapter 3
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enum InventoryItems {
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kItemMoney = 7,
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kItemLeaves = 8,
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kItemCross = 9,
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kItemSpike = 10,
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kItemEarplugs = 11,
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kItemBook = 12,
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kItemBubbleGum = 13,
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kItemSickle = 14,
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kItemTissues = 15,
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kItemCigarettes = 16,
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kItemCandle = 17,
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kItemTwoCoins = 18,
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kItemOneCoin = 19,
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kItemReefer = 20,
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kItemKey = 21,
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kItemHandbag = 22,
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kItemEarWithEarPlug = 23,
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kItemPhone = 28
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};
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// Items from chapter 4 onwards
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enum InventoryItems2 {
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kItemKey2 = 7,
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kItemCross2 = 9,
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kItemRope2 = 19,
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kItemReefer2 = 20,
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kItemOneCoin2 = 22,
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kItemPhone2 = 28
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};
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enum Colors {
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kColorBrown = 1,
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kColorDarkBlue = 2,
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kColorLightGreen = 3,
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kColorDarkGreen = 4,
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kColorYellow = 5,
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kColorOrange = 6,
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kColorRed = 7,
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kColorMaroon = 8,
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kColorPurple = 9,
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kColorWhite = 10,
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kColorPink = 11
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};
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enum SSNFrames {
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kFrameInit = 0,
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kFrameCmpRle = 1,
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kFrameCmpOff = 2,
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kFrameEndAnim = 3,
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kFrameSetPal = 4,
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kFrameMouseKey = 5, // unused
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kFrameEmptyFrame = 6
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};
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enum IgorTalkerTypes {
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kIgorDch = 0,
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kIgorFront = 1,
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kIgorDoor = 2,
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kIgorSeated = 3,
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kIgorWig = 4
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};
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enum VonBraunTalkerTypes {
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kVonBraunNormal = 0,
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kVonBraunDoor = 1
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};
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enum AnimFrameTypes {
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kFrameBlind = 0,
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kFrameSnore = 1,
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kFrameBat = 2,
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kFrameVonBraun = 3,
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kFramePianist = 4,
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kFrameDrunk = 5,
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kFrameCandles = 6,
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kFramePendulum = 7
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};
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enum DialogOptionStatus {
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kDialogOptionUnselected = 1,
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kDialogOptionSelected = 2,
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kDialogOptionClicked = 3
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};
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enum TalkSequenceCommands {
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kPause = 0,
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kSetFlag = 1,
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kClearFlag = 2,
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kPickObject = 3,
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kAddObject = 4,
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kBreakOut = 5,
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kConverse = 6,
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kPlaceVB = 7,
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kUpdateRoom = 8,
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kUpdateScreen = 9,
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kTrackProtagonist = 10,
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kPlaySound = 11,
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kFinishSound = 12,
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kTalkerGeneral = 13,
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kTalkerDrunk = 14,
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kTalkerPianist = 15,
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kTalkerBJ = 16,
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kTalkerVBNormal = 17,
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kTalkerVBDoor = 18,
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kTalkerIgorSeated = 19,
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kTalkerWerewolf = 20,
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kTalkerMus = 21,
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kTalkerDrascula = 22,
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kTalkerBartender0 = 23,
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kTalkerBartender1 = 24
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};
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enum CharacterDirections {
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kDirectionUp = 0,
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kDirectionDown = 1,
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kDirectionLeft = 2,
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kDirectionRight = 3
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};
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enum MouseCursors {
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kCursorCrosshair = 0,
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kCursorCurrentItem = 1
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};
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enum DoorActions {
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kCloseDoor = 0,
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kOpenDoor = 1
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};
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struct TalkSequenceCommand {
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int chapter;
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int sequence;
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int commandType;
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int action;
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};
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#define TEXTD_START 68
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struct DrasculaGameDescription;
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struct RoomTalkAction {
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int room;
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int chapter;
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int action;
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int objectID;
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int speechID;
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};
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struct RoomUpdate {
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int roomNum;
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int flag;
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int flagValue;
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int sourceX;
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int sourceY;
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int destX;
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int destY;
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int width;
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int height;
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int type; // 0 - background, 1 - rect
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};
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struct ItemLocation {
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int x;
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int y;
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};
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struct CharInfo {
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byte inChar;
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uint16 mappedChar;
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byte charType; // 0 - letters, 1 - signs, 2 - accented
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};
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class ArchiveMan : public Common::SearchSet {
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public:
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ArchiveMan();
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void enableFallback(bool val) { _fallBack = val; }
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void registerArchive(const Common::String &filename, int priority);
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Common::SeekableReadStream *open(const Common::String &filename);
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private:
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bool _fallBack;
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};
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class TextResourceParser {
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Common::DisposablePtr<Common::SeekableReadStream> _stream;
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int _maxLen;
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void getLine(char *buf);
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public:
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TextResourceParser(Common::SeekableReadStream *stream, DisposeAfterUse::Flag dispose);
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void parseInt(int &result);
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void parseString(char *result);
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};
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#define NUM_SAVES 10
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#define NUM_FLAGS 50
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#define DIF_MASK 55
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#define OBJWIDTH 40
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#define OBJHEIGHT 25
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#define DIF_MASK_HARE 72
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#define DIF_MASK_ABC 22
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#define CHAR_WIDTH 8
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#define CHAR_HEIGHT 6
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#define TALK_HEIGHT 25
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#define TALK_WIDTH 23
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#define STEP_X 8
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#define STEP_Y 3
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#define CHARACTER_HEIGHT 70
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#define CHARACTER_WIDTH 43
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#define FEET_HEIGHT 12
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#define CHAR_WIDTH_OPC 6
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#define CHAR_HEIGHT_OPC 5
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#define NO_DOOR 99
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#define COMPLETE_PAL 256
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#define HALF_PAL 128
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#define KEYBUFSIZE 16
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static const int interf_x[] = { 1, 65, 129, 193, 1, 65, 129 };
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static const int interf_y[] = { 51, 51, 51, 51, 83, 83, 83 };
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struct RoomHandlers;
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class Console;
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class DrasculaEngine : public Engine {
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protected:
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// Engine APIs
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virtual Common::Error run();
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public:
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DrasculaEngine(OSystem *syst, const DrasculaGameDescription *gameDesc);
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virtual ~DrasculaEngine();
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virtual bool hasFeature(EngineFeature f) const;
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Common::RandomSource *_rnd;
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const DrasculaGameDescription *_gameDescription;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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void updateEvents();
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void loadArchives();
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Audio::SoundHandle _soundHandle;
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void allocMemory();
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void freeMemory();
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void endChapter();
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void loadPic(int roomNum, byte *targetSurface, int colorCount = 1) {
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char rm[20];
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sprintf(rm, "%i.alg", roomNum);
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loadPic(rm, targetSurface, colorCount);
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}
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void loadPic(const char *NamePcc, byte *targetSurface, int colorCount = 1);
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typedef signed char DacPalette256[256][3];
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void setRGB(byte *pal, int plt);
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void assignPalette(DacPalette256 pal);
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void setDefaultPalette(DacPalette256 pal);
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void setPalette(byte *PalBuf);
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void copyBackground(int xorg, int yorg, int xdes, int ydes, int width,
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int height, byte *src, byte *dest);
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void copyBackground() {
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copyBackground(0, 0, 0, 0, 320, 200, bgSurface, screenSurface);
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}
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void copyRect(int xorg, int yorg, int xdes, int ydes, int width,
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int height, byte *src, byte *dest);
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void updateScreen() {
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updateScreen(0, 0, 0, 0, 320, 200, screenSurface);
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}
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void updateScreen(int xorg, int yorg, int xdes, int ydes, int width, int height, byte *buffer);
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int checkWrapX(int x) {
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if (x < 0) x += 320;
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if (x > 319) x -= 320;
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return x;
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}
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int checkWrapY(int y) {
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if (y < 0) y += 200;
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if (y > 199) y -= 200;
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return y;
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}
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DacPalette256 gamePalette;
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DacPalette256 defaultPalette;
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DacPalette256 brightPalette;
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DacPalette256 darkPalette;
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byte *crosshairCursor;
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byte *mouseCursor;
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// Graphics buffers/pointers
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byte *bgSurface;
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byte *backSurface;
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byte *cursorSurface;
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byte *drawSurface3;
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byte *drawSurface2;
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byte *tableSurface;
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byte *extraSurface; // not sure about this one, was "dir_hare_dch"
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byte *screenSurface;
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byte *frontSurface;
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byte cPal[768];
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ArchiveMan _archives;
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int actorFrames[8];
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int previousMusic, roomMusic;
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int roomNumber;
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char roomDisk[20];
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char currentData[20];
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int numRoomObjs;
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char menuBackground[20];
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char objName[30][20];
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char iconName[44][13];
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int objectNum[40], visible[40], isDoor[40];
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int roomObjX[40], roomObjY[40], trackObj[40];
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int inventoryObjects[43];
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char _targetSurface[40][20];
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int _destX[40], _destY[40], trackCharacter_alkeva[40], roomExits[40];
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int _objectX1[40], _objectY1[40], _objectX2[40], _objectY2[40];
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int takeObject, pickedObject;
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bool _subtitlesDisabled;
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bool _menuBar, _menuScreen, _hasName;
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char textName[20];
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int curExcuseLook;
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int curExcuseAction;
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int flags[NUM_FLAGS];
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int frame_y;
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int curX, curY, characterMoved, curDirection, trackProtagonist, num_frame;
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int hare_se_ve; // TODO: what is this for?
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int roomX, roomY, checkFlags;
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int doBreak;
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int stepX, stepY;
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int curHeight, curWidth, feetHeight;
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int talkHeight, talkWidth;
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int floorX1, floorY1, floorX2, floorY2;
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int lowerLimit, upperLimit;
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int trackFinal, walkToObject;
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int objExit;
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int timeDiff, startTime;
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int hasAnswer;
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int savedTime;
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int breakOut;
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int vonBraunX, trackVonBraun, vonBraunHasMoved;
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float newHeight, newWidth;
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int factor_red[202];
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int color_solo;
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int blinking;
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int igorX, igorY, trackIgor;
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int drasculaX, drasculaY, trackDrascula;
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int bjX, bjY, trackBJ;
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int framesWithoutAction;
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int term_int;
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int currentChapter;
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int loadedDifferentChapter;
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int _currentSaveSlot;
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int _color;
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int musicStopped;
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int mouseX;
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int mouseY;
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int leftMouseButton;
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int rightMouseButton;
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Common::KeyState _keyBuffer[KEYBUFSIZE];
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int _keyBufferHead;
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int _keyBufferTail;
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bool loadDrasculaDat();
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bool runCurrentChapter();
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void black();
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void pickObject(int);
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void walkUp();
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void walkDown();
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void moveVonBraun();
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void placeVonBraun(int pointX);
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void hipo_sin_nadie(int counter);
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void toggleDoor(int nflag, int doorNum, int action);
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void showMap();
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void enterRoom(int);
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void clearRoom();
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void gotoObject(int, int);
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void moveCursor();
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void checkObjects();
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void selectVerbFromBar();
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bool verify1();
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bool verify2();
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Common::KeyCode getScan();
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void addKeyToBuffer(Common::KeyState& key);
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void flushKeyBuffer();
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void selectVerb(int);
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void updateVolume(Audio::Mixer::SoundType soundType, int prevVolume);
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void volumeControls();
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bool saveLoadScreen();
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bool scummVMSaveLoadDialog(bool isSave);
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Common::String enterName(Common::String &selectedName);
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void loadSaveNames();
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void saveGame(int slot, Common::String &desc);
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bool loadGame(int slot);
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void checkForOldSaveGames();
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void convertSaveGame(int slot, Common::String &desc);
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void print_abc(const char *, int, int);
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void delay(int ms);
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bool confirmExit();
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void screenSaver();
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void chooseObject(int object);
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void addObject(int);
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int removeObject(int osj);
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void playFLI(const char *filefli, int vel);
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void fadeFromBlack(int fadeSpeed);
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void fadeToBlack(int fadeSpeed);
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signed char adjustToVGA(signed char value);
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void color_abc(int cl);
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bool textFitsCentered(char *text, int x);
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void centerText(const char *,int,int);
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void playSound(int soundNum);
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bool animate(const char *animation, int FPS);
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void pause(int);
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void placeIgor();
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void placeBJ();
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void placeDrascula();
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void talkInit(const char *filename);
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bool isTalkFinished();
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void talk_igor(int, int);
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void talk_drascula(int index, int talkerType = 0);
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void talk_solo(const char *, const char *);
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void talk_bartender(int, int talkerType = 0);
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void talk_pen(const char *, const char *, int);
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void talk_bj_bed(int);
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void talk_htel(int);
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void talk_bj(int);
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void talk_trunk(int);
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void talk(int);
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void talk(const char *, const char *);
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void talk_sync(const char *, const char *, const char *);
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void talk_drunk(int);
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void talk_pianist(int);
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void talk_werewolf(int);
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void talk_mus(int);
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void talk_drascula_big(int);
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void talk_vonBraun(int, int);
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void talk_blind(int);
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void talk_hacker(int);
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void talk_generic(const char* said, const char* filename, int* faces, int faceCount, int* coords, byte* surface);
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void hiccup(int);
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void finishSound();
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void stopSound();
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void playMusic(int p);
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void stopMusic();
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void updateMusic();
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int musicStatus();
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void updateRoom();
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void updateDoor(int);
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void setPaletteBase(int darkness);
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void updateVisible();
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void startWalking();
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void updateRefresh();
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void updateRefresh_pre();
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void moveCharacters();
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void showMenu();
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void clearMenu();
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void removeObject();
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bool exitRoom(int);
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bool pickupObject();
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bool checkAction(int);
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|
void setCursor(int cursor);
|
|
void showCursor();
|
|
void hideCursor();
|
|
bool isCursorVisible();
|
|
bool soundIsActive();
|
|
void waitFrameSSN();
|
|
void mixVideo(byte *OldScreen, byte *NewScreen, uint16 oldPitch);
|
|
void decodeRLE(byte *BufferRLE, byte *MiVideoRLE, uint16 pitch = 320);
|
|
void decodeOffset(byte *BufferOFF, byte *MiVideoOFF, int length);
|
|
int playFrameSSN(Common::SeekableReadStream *stream);
|
|
|
|
int FrameSSN;
|
|
int globalSpeed;
|
|
uint32 LastFrame;
|
|
|
|
int flag_tv;
|
|
|
|
void showFrame(Common::SeekableReadStream *stream, bool firstFrame = false);
|
|
int getTime();
|
|
void reduce_hare_chico(int, int, int, int, int, int, int, byte *, byte *);
|
|
void quadrant_1();
|
|
void quadrant_2();
|
|
void quadrant_3();
|
|
void quadrant_4();
|
|
void increaseFrameNum();
|
|
int whichObject();
|
|
bool checkMenuFlags();
|
|
void setupRoomsTable();
|
|
void freeRoomsTable();
|
|
bool roomParse(int, int);
|
|
void cleanupString(char *string);
|
|
void playTalkSequence(int sequence);
|
|
void doTalkSequenceCommand(TalkSequenceCommand cmd);
|
|
void converse(int);
|
|
int print_abc_opc(const char *, int, int);
|
|
void response(int);
|
|
void activatePendulum();
|
|
|
|
void MusicFadeout();
|
|
void playFile(const char *fname);
|
|
|
|
void grr();
|
|
void updateAnim(int y, int destX, int destY, int width, int height, int count, byte* src, int delayVal = 3, bool copyRectangle = false);
|
|
|
|
bool room(int rN, int fl);
|
|
bool room_0(int);
|
|
bool room_1(int);
|
|
bool room_2(int);
|
|
bool room_3(int);
|
|
bool room_4(int);
|
|
bool room_5(int);
|
|
bool room_6(int);
|
|
bool room_7(int);
|
|
bool room_8(int);
|
|
bool room_9(int);
|
|
bool room_12(int);
|
|
bool room_13(int);
|
|
bool room_14(int);
|
|
bool room_15(int);
|
|
bool room_16(int);
|
|
bool room_17(int);
|
|
bool room_18(int);
|
|
bool room_21(int);
|
|
bool room_22(int);
|
|
bool room_23(int);
|
|
bool room_24(int);
|
|
bool room_26(int);
|
|
bool room_27(int);
|
|
bool room_29(int);
|
|
bool room_30(int);
|
|
bool room_31(int);
|
|
bool room_34(int);
|
|
bool room_35(int);
|
|
bool room_49(int);
|
|
bool room_53(int);
|
|
bool room_54(int);
|
|
bool room_55(int);
|
|
bool room_56(int);
|
|
bool room_58(int);
|
|
bool room_59(int);
|
|
bool room_60(int);
|
|
bool room_62(int);
|
|
bool room_102(int);
|
|
|
|
void asco();
|
|
|
|
void animation_1_1(); // Game introduction
|
|
void animation_2_1(); // John falls in love with BJ, who is then abducted by Drascula
|
|
void animation_3_1(); // John talks with the bartender to book a room
|
|
void animation_4_1(); // John talks with the pianist
|
|
//
|
|
void animation_2_2(); // John enters the chapel via the window
|
|
void animation_4_2(); // John talks with the blind man (closeup)
|
|
void animation_5_2(); // John breaks the chapel window with the pike
|
|
void animation_6_2(); // The blind man (closeup) thanks John for giving him money and hands him the sickle
|
|
void animation_7_2(); // John uses the sickle
|
|
void animation_11_2(); // The drunk man says "they're all dead, thanks *hic*"
|
|
void animation_12_2(); // Conversation screen - John talks to the pianist after BJ is abducted by Drascula
|
|
void animation_13_2(); // ???
|
|
void animation_14_2(); // The glass box falls from the ceiling
|
|
void animation_16_2(); // The drunk tells us about Von Braun
|
|
void animation_20_2(); // Von Braun tells John that he needs to have special skills to fight vampires
|
|
void animation_23_2(); // Von Braun tests John's reactions to scratching noises
|
|
void animation_24_2(); // Conversation screen - John talks with Von Braun
|
|
void animation_25_2(); // The glass box is lifted back to the ceiling
|
|
void animation_26_2(); // John gives the book to the pianist and gets his earplugs in return
|
|
void animation_27_2(); // Von Braun admits that John is ready to fight vampires and gives him his money back
|
|
void animation_29_2(); // Von Braun tells John what ingredients he needs for the brew
|
|
void animation_31_2(); // Von Braun obtains the items needed for the brew from John and creates it
|
|
void animation_34_2(); // John kicks an object
|
|
void animation_35_2(); // John jumps into the well
|
|
void animation_36_2(); // John asks the bartender about the pianist
|
|
//
|
|
void animation_2_3(); // John uses the cross with the Frankenstein-zombie ("yoda") and destroys him
|
|
void animation_6_3(); // Frankenstein is blocking John's path
|
|
//
|
|
void animation_castle(); // Chapter 4 start - Drascula's castle exterior, lightning strikes
|
|
void animation_1_4(); // Conversation screen - John talks with Igor
|
|
void animation_5_4(); // John enters Igor's room dressed as Drascula
|
|
void animation_6_4(); // Igor says that he's going for supper
|
|
void animation_7_4(); // John removes Drascula's disguise
|
|
void animation_8_4(); // Secret passage behind bookcase is revealed
|
|
//
|
|
void animation_1_5(); // John finds BJ
|
|
void animation_5_5(); // ???
|
|
void animation_12_5(); // Frankenstein comes to life
|
|
void animation_12_5_frankenstein();
|
|
void animation_14_5(); // John finds out that an object is empty
|
|
//
|
|
void animation_1_6(); // ???
|
|
void animation_5_6(); // John is tied to the table. Drascula and Igor lower the pendulum
|
|
void animation_6_6(); // John uses the pendulum to break free
|
|
void animation_9_6(); // Game ending - John uses the cross on Drascula and reads BJ's letter
|
|
void animation_19_6(); // Someone pops up from behind a door when trying to open it
|
|
|
|
void update_1_pre();
|
|
void update_2();
|
|
void update_3();
|
|
void update_4();
|
|
void update_6_pre();
|
|
void update_9_pre();
|
|
void update_14_pre();
|
|
void update_13();
|
|
void update_16_pre();
|
|
void update_18_pre();
|
|
void update_23_pre();
|
|
void update_26_pre();
|
|
void update_26();
|
|
void update_35_pre();
|
|
void update_58();
|
|
void update_58_pre();
|
|
void update_59_pre();
|
|
void update_60_pre();
|
|
void update_60();
|
|
void update_62();
|
|
void update_62_pre();
|
|
void update_102();
|
|
|
|
private:
|
|
int _lang;
|
|
|
|
Console *_console;
|
|
|
|
CharInfo *_charMap;
|
|
int _charMapSize;
|
|
|
|
int _itemLocationsSize;
|
|
int _polXSize;
|
|
int _verbBarXSize;
|
|
int _x1dMenuSize;
|
|
int _frameXSize;
|
|
int _candleXSize;
|
|
int _pianistXSize;
|
|
int _drunkXSize;
|
|
int _roomPreUpdatesSize;
|
|
int _roomUpdatesSize;
|
|
int _roomActionsSize;
|
|
int _talkSequencesSize;
|
|
int _numLangs;
|
|
|
|
char **_text;
|
|
char **_textd;
|
|
char **_textb;
|
|
char **_textbj;
|
|
char **_texte;
|
|
char **_texti;
|
|
char **_textl;
|
|
char **_textp;
|
|
char **_textt;
|
|
char **_textvb;
|
|
char **_textsys;
|
|
char **_texthis;
|
|
char **_textverbs;
|
|
char **_textmisc;
|
|
char **_textd1;
|
|
ItemLocation *_itemLocations;
|
|
int *_polX, *_polY;
|
|
int *_verbBarX;
|
|
int *_x1d_menu, *_y1d_menu;
|
|
int *_frameX;
|
|
int *_candleX, *_candleY;
|
|
int *_pianistX, *_drunkX;
|
|
RoomUpdate *_roomPreUpdates, *_roomUpdates;
|
|
RoomTalkAction *_roomActions;
|
|
TalkSequenceCommand *_talkSequences;
|
|
Common::String _saveNames[10];
|
|
|
|
char **loadTexts(Common::File &in);
|
|
void freeTexts(char **ptr);
|
|
|
|
protected:
|
|
RoomHandlers *_roomHandlers;
|
|
};
|
|
|
|
|
|
} // End of namespace Drascula
|
|
|
|
#endif /* DRASCULA_H */
|