mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
0f17e60101
svn-id: r32486
1357 lines
35 KiB
C++
1357 lines
35 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 SCUMM_H
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#define SCUMM_H
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#include "engines/engine.h"
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#include "common/endian.h"
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#include "common/file.h"
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#include "common/keyboard.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "graphics/surface.h"
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#include "scumm/gfx.h"
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#include "scumm/detection.h"
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#include "scumm/script.h"
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#include "sound/mididrv.h"
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namespace GUI {
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class Dialog;
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}
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using GUI::Dialog;
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namespace Common {
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class SeekableReadStream;
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class OutSaveFile;
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}
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namespace Scumm {
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class Actor;
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class BaseCostumeLoader;
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class BaseCostumeRenderer;
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class BaseScummFile;
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class CharsetRenderer;
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class IMuse;
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class IMuseDigital;
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class MusicEngine;
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class ScummEngine;
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class ScummDebugger;
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class Serializer;
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class Sound;
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struct Box;
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struct BoxCoords;
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struct FindObjectInRoom;
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// Use g_scumm from error() ONLY
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extern ScummEngine *g_scumm;
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/* System Wide Constants */
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enum {
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NUM_SENTENCE = 6,
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NUM_SHADOW_PALETTE = 8
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};
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/**
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* SCUMM feature flags define for every game which specific set of engine
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* features are used by that game.
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* Note that some of them could be replaced by checks for the SCUMM version.
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*/
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enum GameFeatures {
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/** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */
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GF_NEW_COSTUMES = 1 << 2,
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/** Games using XOR encrypted data files. */
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GF_USE_KEY = 1 << 4,
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/** Small header games (ScummEngine_v4 and subclasses). */
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GF_SMALL_HEADER = 1 << 5,
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/** Old bundle games (ScummEngine_v3old and subclasses). */
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GF_OLD_BUNDLE = 1 << 6,
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/** EGA games. */
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GF_16COLOR = 1 << 7,
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/** VGA versions of V3 games. Equivalent to (version == 3 && not GF_16COLOR) */
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GF_OLD256 = 1 << 8,
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/** Games which have Audio CD tracks. */
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GF_AUDIOTRACKS = 1 << 9,
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/**
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* Games using only very few local variables in scripts.
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* Apparently that is only the case for 256 color version of Indy3.
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*/
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GF_FEW_LOCALS = 1 << 11,
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/** HE games for which localized versions exist */
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GF_HE_LOCALIZED = 1 << 13,
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/**
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* HE Games with more global scripts and different sprite handling
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* i.e. read it as HE version 9.85. Used for HE98 only.
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*/
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GF_HE_985 = 1 << 14,
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/** HE games with 16 bit color */
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GF_16BIT_COLOR = 1 << 15,
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/** HE games which use sprites for subtitles */
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GF_HE_NOSUBTITLES = 1 << 16,
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/** A demo, not a full blown game. */
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GF_DEMO = 1 << 17
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};
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/* SCUMM Debug Channels */
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void CDECL debugC(int level, const char *s, ...);
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enum {
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DEBUG_GENERAL = 1 << 0, // General debug
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DEBUG_SCRIPTS = 1 << 2, // Track script execution (start/stop/pause)
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DEBUG_OPCODES = 1 << 3, // Track opcode invocations
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DEBUG_VARS = 1 << 4, // Track variable changes
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DEBUG_RESOURCE = 1 << 5, // Track resource loading / allocation
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DEBUG_IMUSE = 1 << 6, // Track iMUSE events
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DEBUG_SOUND = 1 << 7, // General Sound Debug
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DEBUG_ACTORS = 1 << 8, // General Actor Debug
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DEBUG_INSANE = 1 << 9, // Track INSANE
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DEBUG_SMUSH = 1 << 10 // Track SMUSH
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};
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/**
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* Internal header for any memory block allocated by the resource manager.
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*
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* @todo Hide MemBlkHeader; no code outside the resource manager should
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* have to use it, ever. Currently script code needs it to detect whether
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* some scripts have moved (in fetchScriptByte()).
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*/
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struct MemBlkHeader {
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uint32 size;
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};
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struct VerbSlot;
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struct ObjectData;
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enum {
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/**
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* Lighting flag that indicates whether the normal palette, or the 'dark'
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* palette shall be used to draw actors.
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* Apparantly only used in very old games (so far only NESCostumeRenderer
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* checks it).
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*/
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LIGHTMODE_actor_use_base_palette = 1 << 0,
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/**
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* Lighting flag that indicates whether the room is currently lit. Normally
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* always on. Used for rooms in which the light can be switched "off".
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*/
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LIGHTMODE_room_lights_on = 1 << 1,
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/**
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* Lighting flag that indicates whether a flashlight like device is active.
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* Used in Loom (flashlight follows the actor) and Indy 3 (flashlight
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* follows the mouse). Only has any effect if the room lights are off.
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*/
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LIGHTMODE_flashlight_on = 1 << 2,
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/**
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* Lighting flag that indicates whether actors are to be drawn with their
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* own custom palette, or using a fixed 'dark' palette. This is the
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* modern successor of LIGHTMODE_actor_use_base_palette.
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* Note: It is tempting to 'merge' these two flags, but since flags can
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* check their values, this is probably not a good idea.
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*/
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LIGHTMODE_actor_use_colors = 1 << 3
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//
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};
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enum {
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MBS_LEFT_CLICK = 0x8000,
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MBS_RIGHT_CLICK = 0x4000,
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MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK),
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MBS_MAX_KEY = 0x0200
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};
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enum ScummGameId {
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GID_CMI,
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GID_DIG,
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GID_FT,
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GID_INDY3,
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GID_INDY4,
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GID_LOOM,
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GID_MANIAC,
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GID_MONKEY_EGA,
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GID_MONKEY_VGA,
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GID_MONKEY,
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GID_MONKEY2,
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GID_PASS,
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GID_SAMNMAX,
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GID_TENTACLE,
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GID_ZAK,
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GID_HEGAME, // Generic name for all HE games with default behaviour
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GID_PUTTDEMO,
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GID_FBEAR,
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GID_FUNPACK,
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GID_FREDDI3,
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GID_PUTTRACE,
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GID_FUNSHOP, // Used for all three funshops
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GID_FOOTBALL,
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GID_SOCCER,
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GID_HECUP // CUP demos
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};
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struct SentenceTab {
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byte verb;
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byte preposition;
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uint16 objectA;
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uint16 objectB;
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uint8 freezeCount;
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};
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struct StringSlot {
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int16 xpos;
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int16 ypos;
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int16 right;
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int16 height;
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byte color;
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byte charset;
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bool center;
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bool overhead;
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bool no_talk_anim;
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bool wrapping;
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};
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struct StringTab : StringSlot {
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// The 'default' values for this string slot. This is used so that the
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// string slot can temporarily be set to different values, and then be
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// easily reset to a previously set default.
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StringSlot _default;
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void saveDefault() {
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StringSlot &s = *this;
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_default = s;
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}
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void loadDefault() {
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StringSlot &s = *this;
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s = _default;
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}
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};
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enum WhereIsObject {
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WIO_NOT_FOUND = -1,
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WIO_INVENTORY = 0,
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WIO_ROOM = 1,
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WIO_GLOBAL = 2,
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WIO_LOCAL = 3,
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WIO_FLOBJECT = 4
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};
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struct AuxBlock {
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bool visible;
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Common::Rect r;
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void reset() {
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visible = false;
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r.left = r.top = 0;
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r.right = r.bottom = -1;
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}
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};
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struct AuxEntry {
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int actorNum;
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int subIndex;
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};
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// TODO: Rename InfoStuff to something more descriptive
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struct InfoStuff {
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uint32 date;
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uint16 time;
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uint32 playtime;
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};
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/**
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* A list of resource types.
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* WARNING: Do not change the order of these, as the savegame format relies
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* on it; any change made here will break savegame compatibility!
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*/
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enum ResTypes {
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rtFirst = 1,
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rtRoom = 1,
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rtScript = 2,
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rtCostume = 3,
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rtSound = 4,
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rtInventory = 5,
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rtCharset = 6,
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rtString = 7,
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rtVerb = 8,
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rtActorName = 9,
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rtBuffer = 10,
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rtScaleTable = 11,
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rtTemp = 12,
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rtFlObject = 13,
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rtMatrix = 14,
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rtBox = 15,
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rtObjectName = 16,
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rtRoomScripts = 17,
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rtRoomImage = 18,
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rtImage = 19,
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rtTalkie = 20,
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rtSpoolBuffer = 21,
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rtLast = 21,
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rtNumTypes = 22
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};
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enum {
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RES_INVALID_OFFSET = 0xFFFFFFFF
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};
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/**
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* The 'resource manager' class. Currently doesn't really deserve to be called
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* a 'class', at least until somebody gets around to OOfying this more.
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*/
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class ResourceManager {
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//friend class ScummDebugger;
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//friend class ScummEngine;
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protected:
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ScummEngine *_vm;
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public:
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byte mode[rtNumTypes];
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uint16 num[rtNumTypes];
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uint32 tags[rtNumTypes];
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const char *name[rtNumTypes];
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byte **address[rtNumTypes];
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protected:
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byte *flags[rtNumTypes];
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byte *status[rtNumTypes];
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public:
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byte *roomno[rtNumTypes];
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uint32 *roomoffs[rtNumTypes];
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uint32 *globsize[rtNumTypes];
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protected:
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uint32 _allocatedSize;
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uint32 _maxHeapThreshold, _minHeapThreshold;
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byte _expireCounter;
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public:
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ResourceManager(ScummEngine *vm);
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~ResourceManager();
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void setHeapThreshold(int min, int max);
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void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
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void freeResources();
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byte *createResource(int type, int index, uint32 size);
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void nukeResource(int type, int i);
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bool isResourceLoaded(int type, int index) const;
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void lock(int type, int i);
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void unlock(int type, int i);
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bool isLocked(int type, int i) const;
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void setModified(int type, int i);
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bool isModified(int type, int i) const;
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void increaseExpireCounter();
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void setResourceCounter(int type, int index, byte flag);
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void increaseResourceCounter();
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void resourceStats();
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//protected:
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bool validateResource(const char *str, int type, int index) const;
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protected:
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void expireResources(uint32 size);
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};
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/**
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* Base class for all SCUMM engines.
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*/
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class ScummEngine : public Engine {
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friend class ScummDebugger;
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friend class CharsetRenderer;
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friend class ResourceManager;
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public:
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/* Put often used variables at the top.
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* That results in a shorter form of the opcode
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* on some architectures. */
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IMuse *_imuse;
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IMuseDigital *_imuseDigital;
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MusicEngine *_musicEngine;
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Sound *_sound;
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VerbSlot *_verbs;
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ObjectData *_objs;
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ScummDebugger *_debugger;
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// Core variables
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GameSettings _game;
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uint8 _gameMD5[16];
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/** Random number generator */
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Common::RandomSource _rnd;
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/** Graphics manager */
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Gdi *_gdi;
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/** Central resource data. */
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ResourceManager *_res;
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protected:
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VirtualMachineState vm;
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bool _oldSoundsPaused;
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public:
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// Constructor / Destructor
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ScummEngine(OSystem *syst, const DetectorResult &dr);
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virtual ~ScummEngine();
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// Engine APIs
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virtual int init();
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virtual int go();
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virtual void errorString(const char *buf_input, char *buf_output);
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virtual GUI::Debugger *getDebugger();
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virtual void pauseEngineIntern(bool pause);
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protected:
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virtual void setupScumm();
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virtual void resetScumm();
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virtual void setupScummVars();
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virtual void resetScummVars();
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void setupCharsetRenderer();
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void setupCostumeRenderer();
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virtual void loadLanguageBundle() {}
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void loadCJKFont();
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void setupMusic(int midi);
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void updateSoundSettings();
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void setTalkspeed(int talkspeed);
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int getTalkspeed();
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// Scumm main loop & helper functions.
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virtual void scummLoop(int delta);
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virtual void scummLoop_updateScummVars();
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virtual void scummLoop_handleSaveLoad();
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virtual void scummLoop_handleDrawing();
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virtual void scummLoop_handleActors() = 0;
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virtual void scummLoop_handleEffects();
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virtual void scummLoop_handleSound();
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virtual void runBootscript();
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// Event handling
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public:
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void parseEvents(); // Used by IMuseDigital::startSound
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protected:
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void waitForTimer(int msec_delay);
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virtual void processInput();
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virtual void processKeyboard(Common::KeyState lastKeyHit);
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virtual void clearClickedStatus();
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// Cursor/palette
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void updateCursor();
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virtual void animateCursor() {}
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virtual void updatePalette();
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virtual void resetCursors() {}
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public:
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void pauseGame();
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void restart();
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void shutDown();
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/** We keep running until this is set to true. */
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bool _quit;
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protected:
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Dialog *_pauseDialog;
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Dialog *_versionDialog;
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Dialog *_mainMenuDialog;
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virtual int runDialog(Dialog &dialog);
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void confirmExitDialog();
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void confirmRestartDialog();
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void pauseDialog();
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void versionDialog();
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void mainMenuDialog();
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char displayMessage(const char *altButton, const char *message, ...);
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byte _fastMode;
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byte _numActors;
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Actor **_actors; // Has _numActors elements
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Actor **_sortedActors;
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byte *_arraySlot;
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uint16 *_inventory;
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uint16 *_newNames;
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public:
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// VAR is a wrapper around scummVar, which attempts to include additional
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// useful information should an illegal var access be detected.
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#define VAR(x) scummVar(x, #x, __FILE__, __LINE__)
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int32& scummVar(byte var, const char *varName, const char *file, int line)
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{
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if (var == 0xFF) {
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error("Illegal access to variable %s in file %s, line %d", varName, file, line);
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}
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return _scummVars[var];
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}
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int32 scummVar(byte var, const char *varName, const char *file, int line) const
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{
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if (var == 0xFF) {
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error("Illegal access to variable %s in file %s, line %d", varName, file, line);
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}
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return _scummVars[var];
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}
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protected:
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int16 _varwatch;
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int32 *_roomVars;
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int32 *_scummVars;
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byte *_bitVars;
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/* Global resource tables */
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int _numVariables, _numBitVariables, _numLocalObjects;
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int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
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int _numInventory;
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int _numNewNames, _numGlobalScripts;
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int _numRoomVariables;
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int _numPalettes, _numSprites, _numTalkies, _numUnk;
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int _HEHeapSize;
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public:
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int _numLocalScripts, _numImages, _numRooms, _numScripts, _numSounds; // Used by HE games
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int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette
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int _numCharsets; // FIXME - should be protected, used by CharsetRenderer
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|
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BaseCostumeLoader *_costumeLoader;
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BaseCostumeRenderer *_costumeRenderer;
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|
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int _NESCostumeSet;
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void NES_loadCostumeSet(int n);
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|
byte *_NEScostdesc, *_NEScostlens, *_NEScostoffs, *_NEScostdata;
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byte _NESPatTable[2][4096];
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byte _NESPalette[2][16];
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byte _NESBaseTiles;
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|
|
|
int _NESStartStrip;
|
|
|
|
protected:
|
|
int _curPalIndex;
|
|
|
|
public:
|
|
byte _currentRoom; // FIXME - should be protected but Actor::isInCurrentRoom uses it
|
|
int _roomResource; // FIXME - should be protected but Sound::pauseSounds uses it
|
|
bool _egoPositioned; // Used by Actor::putActor, hence public
|
|
|
|
FilenamePattern _filenamePattern;
|
|
|
|
Common::String generateFilename(const int room) const;
|
|
|
|
protected:
|
|
Common::KeyState _keyPressed;
|
|
bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)
|
|
|
|
Common::Point _mouse;
|
|
Common::Point _virtualMouse;
|
|
|
|
uint16 _mouseAndKeyboardStat;
|
|
byte _leftBtnPressed, _rightBtnPressed;
|
|
|
|
/** The bootparam, to be passed to the script 1, the bootscript. */
|
|
int _bootParam;
|
|
|
|
// Various options useful for debugging
|
|
bool _dumpScripts;
|
|
bool _hexdumpScripts;
|
|
bool _showStack;
|
|
uint16 _debugMode;
|
|
|
|
// Save/Load class - some of this may be GUI
|
|
byte _saveLoadFlag, _saveLoadSlot;
|
|
uint32 _lastSaveTime;
|
|
bool _saveTemporaryState;
|
|
char _saveLoadFileName[32];
|
|
char _saveLoadName[32];
|
|
|
|
bool saveState(int slot, bool compat);
|
|
bool loadState(int slot, bool compat);
|
|
virtual void saveOrLoad(Serializer *s);
|
|
void saveLoadResource(Serializer *ser, int type, int index); // "Obsolete"
|
|
void saveResource(Serializer *ser, int type, int index);
|
|
void loadResource(Serializer *ser, int type, int index);
|
|
void makeSavegameName(char *out, int slot, bool temporary);
|
|
|
|
int getKeyState(int key);
|
|
|
|
public:
|
|
bool getSavegameName(int slot, Common::String &desc);
|
|
void listSavegames(bool *marks, int num);
|
|
|
|
void requestSave(int slot, const char *name, bool temporary = false);
|
|
void requestLoad(int slot);
|
|
|
|
// thumbnail + info stuff
|
|
public:
|
|
Graphics::Surface *loadThumbnailFromSlot(int slot);
|
|
bool loadInfosFromSlot(int slot, InfoStuff *stuff);
|
|
|
|
protected:
|
|
Graphics::Surface *loadThumbnail(Common::SeekableReadStream *file);
|
|
bool loadInfos(Common::SeekableReadStream *file, InfoStuff *stuff);
|
|
void saveThumbnail(Common::OutSaveFile *file);
|
|
void saveInfos(Common::OutSaveFile* file);
|
|
|
|
int32 _engineStartTime;
|
|
int32 _pauseStartTime;
|
|
|
|
protected:
|
|
/* Script VM - should be in Script class */
|
|
uint32 _localScriptOffsets[1024];
|
|
const byte *_scriptPointer, *_scriptOrgPointer;
|
|
byte _opcode, _currentScript;
|
|
const byte * const *_lastCodePtr;
|
|
int _resultVarNumber, _scummStackPos;
|
|
int _vmStack[150];
|
|
|
|
virtual void setupOpcodes() = 0;
|
|
virtual void executeOpcode(byte i) = 0;
|
|
virtual const char *getOpcodeDesc(byte i) = 0;
|
|
|
|
void initializeLocals(int slot, int *vars);
|
|
int getScriptSlot();
|
|
|
|
void startScene(int room, Actor *a, int b);
|
|
void startManiac();
|
|
|
|
public:
|
|
void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);
|
|
void stopScript(int script);
|
|
void nukeArrays(byte scriptSlot);
|
|
|
|
protected:
|
|
void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0);
|
|
void runScriptNested(int script);
|
|
void executeScript();
|
|
void updateScriptPtr();
|
|
virtual void runInventoryScript(int i);
|
|
void inventoryScript();
|
|
void checkAndRunSentenceScript();
|
|
void runExitScript();
|
|
void runEntryScript();
|
|
void runAllScripts();
|
|
void freezeScripts(int scr);
|
|
void unfreezeScripts();
|
|
|
|
bool isScriptInUse(int script) const;
|
|
bool isRoomScriptRunning(int script) const;
|
|
bool isScriptRunning(int script) const;
|
|
|
|
void killAllScriptsExceptCurrent();
|
|
void killScriptsAndResources();
|
|
void decreaseScriptDelay(int amount);
|
|
|
|
void stopObjectCode();
|
|
void stopObjectScript(int script);
|
|
|
|
void getScriptBaseAddress();
|
|
void getScriptEntryPoint();
|
|
int getVerbEntrypoint(int obj, int entry);
|
|
|
|
byte fetchScriptByte();
|
|
virtual uint fetchScriptWord();
|
|
virtual int fetchScriptWordSigned();
|
|
uint fetchScriptDWord();
|
|
int fetchScriptDWordSigned();
|
|
void ignoreScriptWord() { fetchScriptWord(); }
|
|
void ignoreScriptByte() { fetchScriptByte(); }
|
|
virtual void getResultPos();
|
|
void setResult(int result);
|
|
void push(int a);
|
|
int pop();
|
|
virtual int readVar(uint var);
|
|
virtual void writeVar(uint var, int value);
|
|
|
|
void beginCutscene(int *args);
|
|
void endCutscene();
|
|
void abortCutscene();
|
|
void beginOverride();
|
|
void endOverride();
|
|
|
|
void copyScriptString(byte *dst);
|
|
int resStrLen(const byte *src) const;
|
|
void doSentence(int c, int b, int a);
|
|
|
|
/* Should be in Resource class */
|
|
BaseScummFile *_fileHandle;
|
|
uint32 _fileOffset;
|
|
public:
|
|
/** The name of the (macintosh/rescumm style) container file, if any. */
|
|
Common::String _containerFile;
|
|
|
|
bool openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile = false);
|
|
|
|
protected:
|
|
int _resourceHeaderSize;
|
|
byte _resourceMapper[128];
|
|
byte *_heV7DiskOffsets;
|
|
uint32 *_heV7RoomIntOffsets;
|
|
const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
|
|
uint32 _resourceLastSearchSize; // FIXME: need to put it to savefile?
|
|
|
|
virtual void allocateArrays();
|
|
void openRoom(int room);
|
|
void closeRoom();
|
|
void deleteRoomOffsets();
|
|
virtual void readRoomsOffsets();
|
|
void askForDisk(const char *filename, int disknum); // TODO: Use Common::String
|
|
bool openResourceFile(const Common::String &filename, byte encByte); // TODO: Use Common::String
|
|
|
|
void loadPtrToResource(int type, int i, const byte *ptr);
|
|
virtual void readResTypeList(int id);
|
|
// void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
|
|
// byte *createResource(int type, int index, uint32 size);
|
|
int loadResource(int type, int i);
|
|
// void nukeResource(int type, int i);
|
|
int getResourceSize(int type, int idx);
|
|
|
|
public:
|
|
byte *getResourceAddress(int type, int i);
|
|
virtual byte *getStringAddress(int i);
|
|
byte *getStringAddressVar(int i);
|
|
void ensureResourceLoaded(int type, int i);
|
|
int getResourceRoomNr(int type, int index);
|
|
|
|
protected:
|
|
int readSoundResource(int index);
|
|
int readSoundResourceSmallHeader(int index);
|
|
bool isResourceInUse(int type, int i) const;
|
|
|
|
virtual void setupRoomSubBlocks();
|
|
virtual void resetRoomSubBlocks();
|
|
|
|
virtual void clearRoomObjects();
|
|
virtual void resetRoomObjects();
|
|
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
|
|
|
|
virtual void readArrayFromIndexFile();
|
|
virtual void readMAXS(int blockSize) = 0;
|
|
virtual void readGlobalObjects();
|
|
virtual void readIndexFile();
|
|
virtual void readIndexBlock(uint32 block, uint32 itemsize);
|
|
virtual void loadCharset(int i);
|
|
void nukeCharset(int i);
|
|
|
|
int _lastLoadedRoom;
|
|
public:
|
|
const byte *findResourceData(uint32 tag, const byte *ptr);
|
|
const byte *findResource(uint32 tag, const byte *ptr);
|
|
int getResourceDataSize(const byte *ptr) const;
|
|
void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);
|
|
|
|
public:
|
|
/* Should be in Object class */
|
|
byte OF_OWNER_ROOM;
|
|
int getInventorySlot();
|
|
int findInventory(int owner, int index);
|
|
int getInventoryCount(int owner);
|
|
|
|
protected:
|
|
byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
|
|
int _numObjectsInRoom;
|
|
|
|
public:
|
|
uint32 *_classData;
|
|
|
|
protected:
|
|
void markObjectRectAsDirty(int obj);
|
|
virtual void loadFlObject(uint object, uint room);
|
|
void nukeFlObjects(int min, int max);
|
|
int findFlObjectSlot();
|
|
int findLocalObjectSlot();
|
|
void addObjectToInventory(uint obj, uint room);
|
|
void updateObjectStates();
|
|
public:
|
|
bool getClass(int obj, int cls) const; // Used in actor.cpp, hence public
|
|
protected:
|
|
void putClass(int obj, int cls, bool set);
|
|
int getState(int obj);
|
|
void putState(int obj, int state);
|
|
void setObjectState(int obj, int state, int x, int y);
|
|
int getOwner(int obj) const;
|
|
void putOwner(int obj, int owner);
|
|
void setOwnerOf(int obj, int owner);
|
|
void clearOwnerOf(int obj);
|
|
int getObjectRoom(int obj) const;
|
|
int getObjX(int obj);
|
|
int getObjY(int obj);
|
|
void getObjectXYPos(int object, int &x, int &y) { int dir; getObjectXYPos(object, x, y, dir); }
|
|
void getObjectXYPos(int object, int &x, int &y, int &dir);
|
|
int getObjOldDir(int obj);
|
|
int getObjNewDir(int obj);
|
|
int getObjectIndex(int object) const;
|
|
int getObjectImageCount(int object);
|
|
int whereIsObject(int object) const;
|
|
int findObject(int x, int y);
|
|
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
|
|
public:
|
|
int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public
|
|
protected:
|
|
int getObjActToObjActDist(int a, int b); // Not sure how to handle
|
|
const byte *getObjOrActorName(int obj); // these three..
|
|
void setObjectName(int obj);
|
|
|
|
void addObjectToDrawQue(int object);
|
|
void removeObjectFromDrawQue(int object);
|
|
void clearDrawObjectQueue();
|
|
void processDrawQue();
|
|
|
|
virtual void clearDrawQueues();
|
|
|
|
uint32 getOBCDOffs(int object) const;
|
|
byte *getOBCDFromObject(int obj);
|
|
const byte *getOBIMFromObjectData(const ObjectData &od);
|
|
const byte *getObjectImage(const byte *ptr, int state);
|
|
virtual int getObjectIdFromOBIM(const byte *obim);
|
|
|
|
protected:
|
|
/* Should be in Verb class */
|
|
uint16 _verbMouseOver;
|
|
int _inventoryOffset;
|
|
int8 _userPut;
|
|
uint16 _userState;
|
|
|
|
virtual void handleMouseOver(bool updateInventory);
|
|
virtual void redrawVerbs();
|
|
virtual void checkExecVerbs();
|
|
|
|
void verbMouseOver(int verb);
|
|
int findVerbAtPos(int x, int y) const;
|
|
virtual void drawVerb(int verb, int mode);
|
|
virtual void runInputScript(int clickArea, int val, int mode);
|
|
void restoreVerbBG(int verb);
|
|
void drawVerbBitmap(int verb, int x, int y);
|
|
int getVerbSlot(int id, int mode) const;
|
|
void killVerb(int slot);
|
|
void setVerbObject(uint room, uint object, uint verb);
|
|
|
|
public:
|
|
bool isValidActor(int id) const;
|
|
|
|
/* Should be in Actor class */
|
|
Actor *derefActor(int id, const char *errmsg = 0) const;
|
|
Actor *derefActorSafe(int id, const char *errmsg) const;
|
|
|
|
protected:
|
|
void walkActors();
|
|
void playActorSounds();
|
|
void redrawAllActors();
|
|
void setActorRedrawFlags();
|
|
void putActors();
|
|
void showActors();
|
|
void resetV1ActorTalkColor();
|
|
void resetActorBgs();
|
|
virtual void processActors();
|
|
void processUpperActors();
|
|
virtual int getActorFromPos(int x, int y);
|
|
|
|
public:
|
|
/* Actor talking stuff */
|
|
byte _actorToPrintStrFor, _V1TalkingActor;
|
|
int _sentenceNum;
|
|
SentenceTab _sentence[NUM_SENTENCE];
|
|
StringTab _string[6];
|
|
byte _haveMsg;
|
|
int16 _talkDelay;
|
|
int _NES_lastTalkingActor;
|
|
int _NES_talkColor;
|
|
|
|
virtual void actorTalk(const byte *msg);
|
|
void stopTalk();
|
|
int getTalkingActor(); // Wrapper around VAR_TALK_ACTOR for V1 Maniac
|
|
void setTalkingActor(int variable);
|
|
|
|
// Generic costume code
|
|
bool isCostumeInUse(int i) const;
|
|
|
|
Common::Rect _actorClipOverride;
|
|
|
|
protected:
|
|
/* Should be in Graphics class? */
|
|
uint16 _screenB, _screenH;
|
|
public:
|
|
int _roomHeight, _roomWidth;
|
|
int _screenHeight, _screenWidth;
|
|
VirtScreen _virtscr[4]; // Virtual screen areas
|
|
CameraData camera; // 'Camera' - viewport
|
|
|
|
int _screenStartStrip, _screenEndStrip;
|
|
int _screenTop;
|
|
|
|
Common::RenderMode _renderMode;
|
|
|
|
protected:
|
|
ColorCycle _colorCycle[16]; // Palette cycles
|
|
uint8 _colorUsedByCycle[256];
|
|
|
|
uint32 _ENCD_offs, _EXCD_offs;
|
|
uint32 _CLUT_offs, _EPAL_offs;
|
|
uint32 _IM00_offs, _PALS_offs;
|
|
|
|
//ender: fullscreen
|
|
bool _fullRedraw, _bgNeedsRedraw;
|
|
bool _screenEffectFlag, _completeScreenRedraw;
|
|
bool _disableFadeInEffect;
|
|
|
|
struct {
|
|
int hotspotX, hotspotY, width, height;
|
|
byte animate, animateIndex;
|
|
int8 state;
|
|
} _cursor;
|
|
byte _grabbedCursor[8192];
|
|
byte _currentCursor;
|
|
|
|
byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
|
|
bool _doEffect;
|
|
|
|
public:
|
|
bool isLightOn() const;
|
|
|
|
byte _currentLights;
|
|
int getCurrentLights() const;
|
|
|
|
protected:
|
|
void initScreens(int b, int h);
|
|
void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable);
|
|
void initBGBuffers(int height);
|
|
void initCycl(const byte *ptr); // Color cycle
|
|
|
|
void decodeNESBaseTiles();
|
|
|
|
void drawObject(int obj, int arg);
|
|
void drawRoomObjects(int arg);
|
|
void drawRoomObject(int i, int arg);
|
|
void drawBox(int x, int y, int x2, int y2, int color);
|
|
|
|
void moveScreen(int dx, int dy, int height);
|
|
|
|
void restoreBackground(Common::Rect rect, byte backcolor = 0);
|
|
void redrawBGStrip(int start, int num);
|
|
virtual void redrawBGAreas();
|
|
|
|
void cameraMoved();
|
|
void setCameraAtEx(int at);
|
|
virtual void setCameraAt(int pos_x, int pos_y);
|
|
virtual void setCameraFollows(Actor *a, bool setCamera = false);
|
|
virtual void moveCamera();
|
|
virtual void panCameraTo(int x, int y);
|
|
void clampCameraPos(Common::Point *pt);
|
|
void actorFollowCamera(int act);
|
|
|
|
const byte *getPalettePtr(int palindex, int room);
|
|
|
|
void setC64Palette();
|
|
void setNESPalette();
|
|
void setAmigaPalette();
|
|
void setHercPalette();
|
|
void setCGAPalette();
|
|
void setEGAPalette();
|
|
void setV1Palette();
|
|
|
|
void resetPalette();
|
|
|
|
void setCurrentPalette(int pal);
|
|
void setRoomPalette(int pal, int room);
|
|
virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1);
|
|
virtual void setPalColor(int index, int r, int g, int b);
|
|
void setDirtyColors(int min, int max);
|
|
const byte *findPalInPals(const byte *pal, int index);
|
|
void swapPalColors(int a, int b);
|
|
virtual void copyPalColor(int dst, int src);
|
|
void cyclePalette();
|
|
void stopCycle(int i);
|
|
virtual void palManipulateInit(int resID, int start, int end, int time);
|
|
void palManipulate();
|
|
public:
|
|
int remapPaletteColor(int r, int g, int b, int threshold); // Used by Actor::remapActorPalette
|
|
protected:
|
|
void moveMemInPalRes(int start, int end, byte direction);
|
|
void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
|
|
void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
|
|
virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
|
|
|
|
void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch);
|
|
|
|
public:
|
|
void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
|
|
void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) {
|
|
markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
|
|
}
|
|
protected:
|
|
// Screen rendering
|
|
byte *_compositeBuf;
|
|
byte *_herculesBuf;
|
|
byte *_fmtownsBuf;
|
|
virtual void drawDirtyScreenParts();
|
|
void updateDirtyScreen(VirtScreenNumber slot);
|
|
void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b);
|
|
void ditherCGA(byte *dst, int dstPitch, int x, int y, int width, int height) const;
|
|
|
|
public:
|
|
VirtScreen *findVirtScreen(int y);
|
|
byte *getMaskBuffer(int x, int y, int z);
|
|
|
|
protected:
|
|
void fadeIn(int effect);
|
|
void fadeOut(int effect);
|
|
void setScrollBuffer();
|
|
|
|
void unkScreenEffect6();
|
|
void transitionEffect(int a);
|
|
void dissolveEffect(int width, int height);
|
|
void scrollEffect(int dir);
|
|
|
|
protected:
|
|
bool _shakeEnabled;
|
|
uint _shakeFrame;
|
|
void setShake(int mode);
|
|
|
|
int _drawObjectQueNr;
|
|
byte _drawObjectQue[200];
|
|
|
|
/* For each of the 410 screen strips, gfxUsageBits contains a
|
|
* bitmask. The lower 80 bits each correspond to one actor and
|
|
* signify if any part of that actor is currently contained in
|
|
* that strip.
|
|
*
|
|
* If the leftmost bit is set, the strip (background) is dirty
|
|
* needs to be redrawn.
|
|
*
|
|
* The second leftmost bit is set by removeBlastObject() and
|
|
* restoreBackground(), but I'm not yet sure why.
|
|
*/
|
|
uint32 gfxUsageBits[410 * 3];
|
|
|
|
void upgradeGfxUsageBits();
|
|
void setGfxUsageBit(int strip, int bit);
|
|
void clearGfxUsageBit(int strip, int bit);
|
|
bool testGfxUsageBit(int strip, int bit);
|
|
bool testGfxAnyUsageBits(int strip);
|
|
bool testGfxOtherUsageBits(int strip, int bit);
|
|
|
|
public:
|
|
byte _roomPalette[256];
|
|
byte *_shadowPalette;
|
|
bool _skipDrawObject;
|
|
int _voiceMode;
|
|
|
|
// HE specific
|
|
byte _HEV7ActorPalette[256];
|
|
uint8 *_hePalettes;
|
|
|
|
protected:
|
|
int _shadowPaletteSize;
|
|
byte _currentPalette[3 * 256];
|
|
byte _darkenPalette[3 * 256];
|
|
|
|
int _palDirtyMin, _palDirtyMax;
|
|
|
|
byte _palManipStart, _palManipEnd;
|
|
uint16 _palManipCounter;
|
|
byte *_palManipPalette;
|
|
byte *_palManipIntermediatePal;
|
|
|
|
bool _haveActorSpeechMsg;
|
|
bool _useTalkAnims;
|
|
uint16 _defaultTalkDelay;
|
|
int _tempMusic;
|
|
int _saveSound;
|
|
bool _native_mt32;
|
|
bool _enable_gs;
|
|
MidiDriverFlags _musicType;
|
|
bool _copyProtection;
|
|
|
|
public:
|
|
uint16 _extraBoxFlags[65];
|
|
|
|
byte getNumBoxes();
|
|
byte *getBoxMatrixBaseAddr();
|
|
int getNextBox(byte from, byte to);
|
|
|
|
void setBoxFlags(int box, int val);
|
|
void setBoxScale(int box, int b);
|
|
|
|
bool checkXYInBoxBounds(int box, int x, int y);
|
|
|
|
BoxCoords getBoxCoordinates(int boxnum);
|
|
|
|
byte getMaskFromBox(int box);
|
|
Box *getBoxBaseAddr(int box);
|
|
byte getBoxFlags(int box);
|
|
int getBoxScale(int box);
|
|
|
|
int getScale(int box, int x, int y);
|
|
int getScaleFromSlot(int slot, int x, int y);
|
|
|
|
protected:
|
|
// Scaling slots/items
|
|
struct ScaleSlot {
|
|
int x1, y1, scale1;
|
|
int x2, y2, scale2;
|
|
};
|
|
ScaleSlot _scaleSlots[20];
|
|
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
|
|
void setBoxScaleSlot(int box, int slot);
|
|
void convertScaleTableToScaleSlot(int slot);
|
|
|
|
void createBoxMatrix();
|
|
bool areBoxesNeighbours(int i, int j);
|
|
|
|
/* String class */
|
|
public:
|
|
CharsetRenderer *_charset;
|
|
byte _charsetColorMap[16];
|
|
|
|
/**
|
|
* All text is normally rendered into this overlay surface. Then later
|
|
* drawStripToScreen() composits it over the game graphics.
|
|
*/
|
|
Graphics::Surface _textSurface;
|
|
int _textSurfaceMultiplier;
|
|
|
|
protected:
|
|
byte _charsetColor;
|
|
byte _charsetData[23][16];
|
|
|
|
int _charsetBufPos;
|
|
byte _charsetBuffer[512];
|
|
|
|
bool _keepText;
|
|
|
|
int _nextLeft, _nextTop;
|
|
|
|
void restoreCharsetBg();
|
|
void clearCharsetMask();
|
|
void clearTextSurface();
|
|
|
|
virtual void initCharset(int charset);
|
|
|
|
virtual void printString(int m, const byte *msg);
|
|
|
|
virtual bool handleNextCharsetCode(Actor *a, int *c);
|
|
virtual void CHARSET_1();
|
|
void drawString(int a, const byte *msg);
|
|
void debugMessage(const byte *msg);
|
|
void showMessageDialog(const byte *msg);
|
|
|
|
virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize);
|
|
int convertIntMessage(byte *dst, int dstSize, int var);
|
|
int convertVerbMessage(byte *dst, int dstSize, int var);
|
|
int convertNameMessage(byte *dst, int dstSize, int var);
|
|
int convertStringMessage(byte *dst, int dstSize, int var);
|
|
|
|
public:
|
|
Common::Language _language; // Accessed by a hack in NutRenderer::loadFont
|
|
|
|
// Used by class ScummDialog:
|
|
virtual void translateText(const byte *text, byte *trans_buff);
|
|
|
|
// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
|
|
bool _useCJKMode;
|
|
int _2byteHeight;
|
|
int _2byteWidth;
|
|
byte _newLineCharacter;
|
|
byte *get2byteCharPtr(int idx);
|
|
|
|
protected:
|
|
byte *_2byteFontPtr;
|
|
|
|
public:
|
|
|
|
/* Scumm Vars */
|
|
byte VAR_KEYPRESS;
|
|
byte VAR_SYNC;
|
|
byte VAR_EGO;
|
|
byte VAR_CAMERA_POS_X;
|
|
byte VAR_HAVE_MSG;
|
|
byte VAR_ROOM;
|
|
byte VAR_OVERRIDE;
|
|
byte VAR_MACHINE_SPEED;
|
|
byte VAR_ME;
|
|
byte VAR_NUM_ACTOR;
|
|
byte VAR_CURRENT_LIGHTS;
|
|
byte VAR_CURRENTDRIVE;
|
|
byte VAR_CURRENTDISK;
|
|
byte VAR_TMR_1;
|
|
byte VAR_TMR_2;
|
|
byte VAR_TMR_3;
|
|
byte VAR_MUSIC_TIMER;
|
|
byte VAR_ACTOR_RANGE_MIN;
|
|
byte VAR_ACTOR_RANGE_MAX;
|
|
byte VAR_CAMERA_MIN_X;
|
|
byte VAR_CAMERA_MAX_X;
|
|
byte VAR_TIMER_NEXT;
|
|
byte VAR_VIRT_MOUSE_X;
|
|
byte VAR_VIRT_MOUSE_Y;
|
|
byte VAR_ROOM_RESOURCE;
|
|
byte VAR_LAST_SOUND;
|
|
byte VAR_CUTSCENEEXIT_KEY;
|
|
byte VAR_OPTIONS_KEY;
|
|
byte VAR_TALK_ACTOR;
|
|
byte VAR_CAMERA_FAST_X;
|
|
byte VAR_SCROLL_SCRIPT;
|
|
byte VAR_ENTRY_SCRIPT;
|
|
byte VAR_ENTRY_SCRIPT2;
|
|
byte VAR_EXIT_SCRIPT;
|
|
byte VAR_EXIT_SCRIPT2;
|
|
byte VAR_VERB_SCRIPT;
|
|
byte VAR_SENTENCE_SCRIPT;
|
|
byte VAR_INVENTORY_SCRIPT;
|
|
byte VAR_CUTSCENE_START_SCRIPT;
|
|
byte VAR_CUTSCENE_END_SCRIPT;
|
|
byte VAR_CHARINC;
|
|
byte VAR_WALKTO_OBJ;
|
|
byte VAR_DEBUGMODE;
|
|
byte VAR_HEAPSPACE;
|
|
byte VAR_RESTART_KEY;
|
|
byte VAR_PAUSE_KEY;
|
|
byte VAR_MOUSE_X;
|
|
byte VAR_MOUSE_Y;
|
|
byte VAR_TIMER;
|
|
byte VAR_TIMER_TOTAL;
|
|
byte VAR_SOUNDCARD;
|
|
byte VAR_VIDEOMODE;
|
|
byte VAR_MAINMENU_KEY;
|
|
byte VAR_FIXEDDISK;
|
|
byte VAR_CURSORSTATE;
|
|
byte VAR_USERPUT;
|
|
byte VAR_SOUNDRESULT;
|
|
byte VAR_TALKSTOP_KEY;
|
|
byte VAR_FADE_DELAY;
|
|
byte VAR_NOSUBTITLES;
|
|
|
|
// V5+
|
|
byte VAR_SOUNDPARAM;
|
|
byte VAR_SOUNDPARAM2;
|
|
byte VAR_SOUNDPARAM3;
|
|
byte VAR_INPUTMODE;
|
|
byte VAR_MEMORY_PERFORMANCE;
|
|
byte VAR_VIDEO_PERFORMANCE;
|
|
byte VAR_ROOM_FLAG;
|
|
byte VAR_GAME_LOADED;
|
|
byte VAR_NEW_ROOM;
|
|
|
|
// V4/V5
|
|
byte VAR_V5_TALK_STRING_Y;
|
|
|
|
// V6+
|
|
byte VAR_ROOM_WIDTH;
|
|
byte VAR_ROOM_HEIGHT;
|
|
byte VAR_SUBTITLES;
|
|
byte VAR_V6_EMSSPACE;
|
|
|
|
// V7/V8 specific variables
|
|
byte VAR_CAMERA_POS_Y;
|
|
byte VAR_CAMERA_MIN_Y;
|
|
byte VAR_CAMERA_MAX_Y;
|
|
byte VAR_CAMERA_THRESHOLD_X;
|
|
byte VAR_CAMERA_THRESHOLD_Y;
|
|
byte VAR_CAMERA_SPEED_X;
|
|
byte VAR_CAMERA_SPEED_Y;
|
|
byte VAR_CAMERA_ACCEL_X;
|
|
byte VAR_CAMERA_ACCEL_Y;
|
|
byte VAR_CAMERA_DEST_X;
|
|
byte VAR_CAMERA_DEST_Y;
|
|
byte VAR_CAMERA_FOLLOWED_ACTOR;
|
|
|
|
// V7/V8 specific variables
|
|
byte VAR_VERSION_KEY;
|
|
byte VAR_DEFAULT_TALK_DELAY;
|
|
byte VAR_CUSTOMSCALETABLE;
|
|
byte VAR_BLAST_ABOVE_TEXT;
|
|
byte VAR_VOICE_MODE;
|
|
byte VAR_MUSIC_BUNDLE_LOADED;
|
|
byte VAR_VOICE_BUNDLE_LOADED;
|
|
|
|
byte VAR_LEFTBTN_DOWN; // V7/V8
|
|
byte VAR_RIGHTBTN_DOWN; // V7/V8
|
|
byte VAR_LEFTBTN_HOLD; // V6/V72HE/V7/V8
|
|
byte VAR_RIGHTBTN_HOLD; // V6/V72HE/V7/V8
|
|
byte VAR_SAVELOAD_SCRIPT; // V6/V7 (not HE)
|
|
byte VAR_SAVELOAD_SCRIPT2; // V6/V7 (not HE)
|
|
|
|
// V6/V7 specific variables (FT & Sam & Max specific)
|
|
byte VAR_CHARSET_MASK;
|
|
|
|
// V6 specific variables
|
|
byte VAR_V6_SOUNDMODE;
|
|
|
|
// V1/V2 specific variables
|
|
byte VAR_CHARCOUNT;
|
|
byte VAR_VERB_ALLOWED;
|
|
byte VAR_ACTIVE_VERB;
|
|
byte VAR_ACTIVE_OBJECT1;
|
|
byte VAR_ACTIVE_OBJECT2;
|
|
|
|
// HE specific variables
|
|
byte VAR_REDRAW_ALL_ACTORS; // Used in setActorRedrawFlags()
|
|
byte VAR_SKIP_RESET_TALK_ACTOR; // Used in setActorCostume()
|
|
|
|
byte VAR_SOUND_CHANNEL; // Used in o_startSound()
|
|
byte VAR_TALK_CHANNEL; // Used in startHETalkSound()
|
|
byte VAR_SOUNDCODE_TMR; // Used in processSoundCode()
|
|
byte VAR_RESERVED_SOUND_CHANNELS; // Used in findFreeSoundChannel()
|
|
|
|
byte VAR_MAIN_SCRIPT; // Used in scummLoop()
|
|
|
|
byte VAR_SCRIPT_CYCLE; // Used in runScript()/runObjectScript()
|
|
byte VAR_NUM_SCRIPT_CYCLES; // Used in runAllScripts()
|
|
|
|
byte VAR_KEY_STATE; // Used in parseEvents()
|
|
|
|
// Exists both in V7 and in V72HE:
|
|
byte VAR_NUM_GLOBAL_OBJS;
|
|
};
|
|
|
|
} // End of namespace Scumm
|
|
|
|
#endif
|