mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
32d044d302
svn-id: r11619
500 lines
13 KiB
Plaintext
500 lines
13 KiB
Plaintext
$Id$
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Cross-reference for functions and variables for the original source code and
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the ScummVM implementation.
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BANKS
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=====
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erase() Graphics::bankErase
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loadbank() Graphics::bankLoad
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overpack() Graphics::bankOverpack
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unpack() Graphics::bankUnpack
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COMMAND
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=======
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ALTER_DEFAULT() *not needed* (use State::alterDefaultVerb)
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CLEAR_COMMAND() Command::clear
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EXECUTE_ACTION() Command::executeCurrentAction
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FIND_DEFAULT() *not needed* (use State::findDefaultVerb)
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LOOK() Command::lookAtSelectedObject
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LOOK_ICON(),LOOK_ITEM() Command::lookForCurrentIcon
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LOOK_ROOM() Command::lookForCurrentObject
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OPEN_CLOSE_OTHER() Command::openOrCloseAssociatedObject
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P1_SET_CONDITIONS() Command::setConditions
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P2_SET_AREAS() Command::setAreas
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P3_SET_OBJECTS() Command::setObjects
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P4_SET_ITEMS() Command::setItems
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SELECT() Command::grabCurrentSelection
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SELECT_ITEM() Command::grabSelectedItem
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SELECT_NOUN() Command::grabSelectedNoun
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SELECT_VERB() Command::grabSelectedVerb
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WALK() Command::makeJoeWalkTo
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-
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ACTION Command::_state.action
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ACTION2 Command::_state.selAction
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CLEVEL Command::_state.commandLevel
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COM_A Command::_cmdArea
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COM_A_MAX Command::_numCmdArea
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COM_O Command::_cmdObject
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COM_O_MAX Command::_numCmdObject
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COM_G Command::_cmdGameState
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COM_G_MAX Command::_numCmdGameState
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COM_I Command::_cmdInventory
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COM_I_MAX Command::_numCmdInventory
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COM_LIST Command::_cmdList
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COM_LIST_MAX Command::_numCmdList
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COMMANDstr Command::_command
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DEFCOMM Command::_state.defaultVerb
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MKEY Command::_mouseKey
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OLDVERB,VERB Command::_state.*verb
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OLDNOUN,NOUN Command::_state.*noun
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NOUN2 Command::_state.selNoun
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PARSE Command::_parse
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SUBJ1,SUBJ2 Command::_state.subject*
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CREDIT SCRIPTING SYSTEM
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=======================
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Cinit()
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Ctext()
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Cupdate()
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-
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Ccol
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Ccount
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Cfp
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Cflag
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Cfontsize
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Cjustify
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Cpausecount
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Czone
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CUTAWAY
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=======
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action_special_move() Cutaway::actionSpecialMove
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CUTAWAY() Cutaway::run
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MAKE_COMPLEX_ANIM() Cutaway::makeComplexAnimation
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SCENE_START() Logic::sceneStart
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SCENE_END() Logic::sceneStop
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-
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CUTON Input::_cutawayRunning
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CUTQUIT Input::_cutawayQuit
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FINAL_ROOM Cutaway::_finalRoom
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IROOM Cutaway::_initialRoom
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OBJ_CUT
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OBJ_ANIM
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OLDBANK
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PERSON_DATA
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SCENE Logic::_scene
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TROOM Cutaway::_temporaryRoom
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DEBUG
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=====
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cd_sample_check()
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debuginfo() Debug::printInfo
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select_new_room() Debug::jumpToRoom
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-
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AREAVAR (boolean, if true display objects/areas boxes)
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GAME SETTINGS
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=============
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game_load() Logic::gameLoad()
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game_save() Logic::gameSave()
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-
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config_request
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MUSICTOGGLE Sound::_musicToggle / ConfMan.("music_mute")
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SFXTOGGLE Sound::_sfxToggle / ConfMan.("sfx_mute")
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TALKSPD Logic::_talkSpeed / ConfMan.("talkspeed")
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TEXTTOGGLE Logic::_subtitles / ConfMan.("subtitles")
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VersionStr GameVersion::versionString
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VOICETOGGLE Sound::_speechToggle / ConfMan.("speech_mute")
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VOLUME ? / ConfMan.("master_volume")
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GRAPHICS
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========
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bob() Graphics::bobDraw
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Box() Display::drawBox
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CHECK_PARALLAX() Graphics::bobCustomParallax
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clearallbobs() Graphics::bobClearAll
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clearbob() Graphics::bobClear
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drawbobs() Graphics::bobDrawAll
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freeallframes() Graphics::frameEraseAll(true)
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freeframes() Graphics::frameEraseAll(false)
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invbob() Graphics::bobDrawInventoryItem
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loadbackdrop() Graphics::loadBackdrop
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loadpanel() Graphics::loadPanel
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MAKE_SPEAK_BOB() Graphics::bobSetText
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makeanim() BobSlot::animNormal
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movebob() BobSlot::move
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pastebob() Graphics::bobPaste
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requestor()
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shrinkbob() Graphics::bobShrink
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sortbobs() Graphics::bobSortAll
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stringanim() BobSlot::animString
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-
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bobs Graphics::_bobs
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cambob Graphics::_cameraBob
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sortedbobs Graphics::_sortedBobs
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INPUT
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=====
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check_keys() Input::checkKeys()
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get_key() *not needed*
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-
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drawmouseflag *not needed* (equivalent to _display->showMouseCursor(bool))
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key_commands Input::_currentCommandKeys
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key_language Input::_commandKeys
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KEYVERB Input::_keyVerb
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MouseButton Input::_mouseButton
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mouseflag *not needed*
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no_check_keys Input::_noCheckKeys
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INVENTORY
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=========
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DEL_ITEM_NUM() Logic::inventoryDeleteItem
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INS_ITEM_NUM() Logic::inventoryInsertItem
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INVDWN() Logic::inventoryScroll
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INVENTORY() Logic::inventoryRefresh
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INVUP() Logic::inventoryScroll
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SETUP_ITEMS() Logic::inventorySetup
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-
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INV1,INV2,INV3,INV4 Logic::_inventoryItem
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JOE
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===
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FACE_JOE() Logic::joeFace
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GRAB_DIR(),GRAB_JOE() Logic::joeGrab
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SETUP_HERO() Logic::joeSetupInRoom
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SETUP_JOE() Logic::joeSetup
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USE_UNDERWEAR() Logic::joeUseUnderwear
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USE_CLOTHES() Logic::joeUseClothes
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USE_DRESS() Logic::joeUseDress
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-
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CUTJOEF Logic::_joe.cutFacing
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JOE_RESPstr Logic::_joeResponse
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JOEF,JX,JY,JDIR Logic::_joe.*
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JOEWALK Logic::_joe.walk
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JOURNAL
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=======
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clearlefttext() Journal::clearPanelTexts
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drawnames() Journal::drawSaveDescriptions
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findsaves() Journal::findSaveDescriptions
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menutext() Journal::drawPanelText
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predrawbobs() Journal::drawConfigPanel / Journal::drawNormalPanel
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prompt_do() *not needed*
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USE_JOURNAL() Logic::useJournal
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waitmousezone() *not needed*
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-
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choice Journal::_currentSaveSlot
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decbase Journal::_currentSavePage
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in_journal *not needed* (the hack in puttext() seems useless and CHECK_PARALLAX() is never called)
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save_descriptions Journal::_saveDescriptions
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walkgameload *not needed ?*
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LOGIC
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=====
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CHECK_PLAYER() Logic::checkPlayer
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DISP_OBJECTS() Logic::roomSetupObjects
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DISP_ROOM() Logic::roomDisplay
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FIND_BOB() Logic::findBob
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FIND_FRAME() Logic::findFrame
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FIND_GRAPHIC() Logic::graphicData
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FIND_SCALE() Logic::findScale
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FIND_VERB() Logic::findVerb
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P3_COPY_FROM() Logic::objectCopy
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R_MAP() Logic::handlePinnacleRoom
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REDISP_OBJECT() Logic::roomRefreshObject
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restart_game()
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SETUP_BOBS() Graphics::bobSetupControl
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SETUP_FURNITURE() Logic::roomSetupFurniture
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SETUP_ROOM() Logic::changeRoom
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SETUP_SCREENS() *not needed* (only calls Graphics::loadPanel)
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SETUP_VARS() *not needed* (equivalent to Command::clear(), SCENE=0, clear(gamestate))
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update() Logic::update
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-
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A_ANIMstr Logic::_aAnim
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A_ANIM_MAX Logic::_numAAnim
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A_NAMEstr Logic::_aName
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A_NAME_MAX Logic::_numAName
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A_FILEstr Logic::_aFile
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A_FILE_MAX Logic::_numAFile
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ACTOR_DATA_MAX Logic::_numActors
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AREA Logic::_area
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AREAMAX Logic::_areaMax
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bamflag Graphics::_bam.flag
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bamindex Graphics::_bam.index
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DESCTOT Logic::_numDescriptions
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ENTRY_OBJ Logic::_entryObj
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FMAX Logic::_numFurnitureStatic
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FMAXA Logic::_numFurnitureAnimated
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FMAXLEN Logic::_numFurnitureAnimatedLen
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FRAMES Logic::_numFrames
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FURN_DATA_MAX Logic::_numFurniture
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GAMESTATE Logic::_gameState
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GRAPHIC_ANIM_MAX Logic::_numGraphicAnim
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GRAPHIC_DATA Logic::_graphicData
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GRAPHIC_MAX Logic::_numGraphics
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ITEMTOT Logic::_numItems
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ITEM_DATA Logic::_itemData
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NAMETOT Logic::_numNames
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NEW_ANIM Logic::_newAnim
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OBJ_DESC_DATA Logic::_objectDescription
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OBJ_DESC_MAX Logic::_numObjDesc
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OBJECT_BOX Logic::_objectBox
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OBJECT_DATA Logic::_objectData
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OBJECT_DESCRstr Logic::_objDescription
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OBJECT_NAMEstr Logic::_objName
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OBJMAX Logic::_objMax
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OBJTOT Logic::_numObjects
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OLDROOM,ROOM,NEW_ROOM Logic::_*oom
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ROOMTOT Logic::_numRooms
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ROOM_DATA Logic::_roomData
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ROOM_NAMEstr Logic::_roomName
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SFACTOR Logic::_joe.scale
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VERB_NAMEstr Verb::_verbName
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WALK_OFF_DATA Logic::_walkOffData
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WALK_OFF_MAX Logic::_numWalkOffs
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PERSONS
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=======
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ALLOCATE_PERSON() Logic::personAllocate
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CREATE_ANIM() Logic::animCreate
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SET_PERSON_DATA() Logic::personSetData
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SETUP_PERSON() Logic::personSetup
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OBJ_PERSON() Logic::objectForPerson
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-
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PERSON_FACE
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PERSON_FACE_MAX
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PERSON_FRAMES Logic::_personFrames
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P_ANIMstr Person.anim
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P_NAMEstr Person.name
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P_STAND,P_BNUM,P_ROOM Person.actor->*
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P_BANK,P_X,P_Y,P_COLOR Person.actor->*
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P_VALUE,P_GAMES Person.actor->*
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SFRAME Person.bobFrame
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RESOURCE
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========
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tflen() Resource::fileSize
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topen() Resource::loadFile
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tseek() *not needed*
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SCREEN
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======
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calc_screen_scroll() Display::horizontalScrollUpdate
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changejoepal() Display::palSetJoe
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check_colors() Display::palCustomColors
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check_pal_scroll Display::palCustomScroll
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clearpanel() Display::prepareUpdate
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drawbackdrop() Display::prepareUpdate
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drawpanel() Display::prepareUpdate
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drawscreen() Display::update
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dynalum() Dynalum::update
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fade_panel() Display::palFadePanel
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fadein() Display::palFadeIn
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fadeout() Display::palFadeOut
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flashspecial() Display::palCustomFlash
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loadfont() TextRenderer::init
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palscroll() Display::palScroll
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putcharacter() TextRenderer::drawChar
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setpal() Display::palSet
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-
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BDxres Display::_bdWidth
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BDyres Display::_bdHeight
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clothespal Display::_palJoeClothes
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COMPANEL *not needed* (argument)
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dresspal Display::_palJoeDress
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font TextRenderer::_font
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font_sizes TextRenderer::charWidth
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FULLSCREEN Display::_fullscreen
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nopalscroll Display::_pal.scrollable
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palette Display::_pal.room
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panelflag *not needed* (redundant with fullscreen)
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scrollx Display::_horizontalScroll
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tpal Display::_pal.screen
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SOUND
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=====
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alter_current_volume()
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playsong() Sound::playSong()
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sfxbusy() Sound::waitSfxFinished()
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sfxplay() Sound::sfxPlay()
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-
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song[] Sound::_song[]
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tunelist[] Sound::_tune[]
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lastmerge Sound::_lastMerge
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altmrgpri Sound::_altMrgPri
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oldsn Sound::_previousSongNum
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LASTSONG Sound::_previousSong
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CURRSONG Sound::_currentSong
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SFXNAME Sound::_sfxName
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tmpbamflag
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VOLUME
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STATE
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=====
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ALTER_STATE() State::alterState*
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FIND_STATE() State::findState*
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-
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TALK
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====
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FIND_SACTION() Talk::findSpeechParameters
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MOVE_SPEAK()
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SPEAK() Talk::speak
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SPEAK_SUB() Talk::speakSegment
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talk() Talk::talk
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TALK_PROC() Talk::talk
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-
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A1,A12
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actiondata Talk::_speechParameters
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HEAD
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JMAX
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JOEKEYstr
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LEVEL
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LEVELMAX
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OLDLEVEL
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OLDS
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OWALK
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PERstr
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PKEYstr
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TALKHEAD
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TALKQUIT
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TALKstr
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TALK_SELECTED Logic::_talkSelected
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TEXTS
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=====
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blanktexts() Graphics::textClear
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drawtext() Graphics::textDrawAll
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Ink() Graphics::textCurrentColor
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MIDDLE() Graphics::textCenterX / Graphics::textSetCentered
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text() Graphics::textSet
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textlen() Graphics::textWidth
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-
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textcol Graphics::_curTextColor
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texts Graphics::_texts
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WALK
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====
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CALC_PATH() Walk::calcPath
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CALC_WALK() Walk::incWalkData
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CALC_X() Walk::calcC
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CALC_Y() Walk::calcC
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CALCSCALE() Area::calcScale
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FIND_FREE_AREA Walk::findFreeArea
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FIND_NEWP() Walk::findAreaPosition
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FIND_OLDP() Walk::findAreaPosition
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MOVE_JOE() Walk::moveJoe
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MOVE_OTHER() Walk::movePerson
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-
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AREALIST Walk::_areaList
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AREASTRIKE Walk::_areaStrike
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movdata Walk::_moveData
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WALK_DATA Walk::_walkData
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WALKI Walk::_walkDataCount
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ZONES
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=====
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ClearZones() Logic::zoneClearAll
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SETUP_PANEL_ZONES() Logic::zoneSetupPanel
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SETUP_ZONES() Logic::zoneSetup
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SetZone() Logic::zoneSet
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zone() Logic::zoneIn / Logic::zoneInArea
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-
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zones Logic::_zones
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(UNSORTED)
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==========
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in() defs.h InRange() macro
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find_cd_cut() findCdCut
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find_cd_desc() *not needed* (see Logic::joeSpeak())
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-
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Kstr
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bank9
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NEWDEF,
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M,A,
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FRAME,
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AM,
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WX,WY,
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PX,PY,
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LD,FD
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DESC2,DESC
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PERSON_OBJ
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FS,FE,FACE,
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TY,
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DY,
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I2,
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N,V,
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ds,bs,
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bx,by,
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dx,dy,
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SFAC,FDIR,
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OBJ,E,T,
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CH,
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OLDG,S2,S1,ITEM,TYPE,C,
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NAME,TL,TI,TS,WC,IMAGE,
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D,P,LI,R
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CANTQUIT
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(NO NEED TO BE GLOBAL)
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======================
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Nstr,F1,F2,F3,F4,F5,F6,F7,F8,SF,BF,AS,MS // MOVE_OTHER (struct movdata *)
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Nstr,S,F,BODY,BF,RF,AF,SANIMstr,FF // FIND_SACTION (struct action *)
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CURRBOB // SETUP_FURNITURE, REDISP_OBJECT, DISP_OBJECTS
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PSY,PSX,CSX,DX1,DX2,DY1,DY2,PCF,CCF,CSY // FIND_NEWP, FIND_OLDP
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tx,ty,SFRAME,EFRAME,SPEED // FIND_GRAPHIC
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AREAMAXv
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CURRY
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OMAX,OMAXA
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TEMPA
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BANK,BNUM
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DIFF // LOOK local var
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RET // P1_SET_CONDITIONS local var
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BS,DS // CALC_SCALE
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SX,SY,
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NEWA // FIND_FREE_AREA local
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IX,IY // Cutaway locals
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COM // EXECUTE_ACTION local
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COMMAX // EXECUTE_ACTION local
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COND // EXECUTE_ACTION local
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CURRCOM // EXECUTE_ACTION local
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GSET // P1_SET_CONDITIONS local
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A2 // EXECUTE_ACTION local
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TEMPI // P1_SET_CONDITIONS local
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MAPC // findFreeArea local var
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NEWP,OLDP // locals in joeMove && personMove
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OLDX,X,OLDY,Y // passed as arguments
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X2,X1,XD,YD // incWalkData && findFreeArea locals
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Gstr // not needed, grab state
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Pstr // not needed, FIND_STATE result
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OUTLINE // not needed, textSet() Graphics::parameter
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FTOT // queen.c/SETUP_FURNITURE local var
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OBJMAXv // == Logic::_objMax[Logic::_currentRoom]
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TEMPstr
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WORDstr
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JOE2str,PERSON2str // locals in Talk::initialTalk
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SUBJECT
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