scummvm/scumm.h

1495 lines
37 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef SCUMM_H
#define SCUMM_H
#include "scummsys.h"
#include "system.h"
#include "sound/mixer.h"
#define SCUMMVM_VERSION "0.2.2 CVS"
#define SCUMMVM_CVS "2002-07-16"
#define SWAP(a,b) do{int tmp=a; a=b; b=tmp; } while(0)
#define ARRAYSIZE(x) (sizeof(x)/sizeof(x[0]))
class GameDetector;
class Gui;
class NewGui;
class Scumm;
class IMuse;
class Actor;
struct ScummDebugger;
struct Serializer;
struct FindObjectInRoom;
typedef void (Scumm::*OpcodeProc)();
/* Use this one from error() ONLY */
extern Scumm *g_scumm;
/* BIG HACK for MidiEmu - FIXME */
extern OSystem *g_system;
extern SoundMixer *g_mixer;
/* System Wide Constants */
enum {
NUM_MIXER = 4,
NUM_SCRIPT_SLOT = 40,
NUM_LOCALSCRIPT = 60,
NUM_SHADOW_PALETTE = 8,
MAX_ACTORS = 30,
KEY_SET_OPTIONS = 3456 // WinCE
};
struct ScummPoint {
int x, y;
};
struct MemBlkHeader {
uint32 size;
};
struct VerbSlot {
int16 x, y;
int16 right, bottom;
int16 oldleft, oldtop, oldright, oldbottom;
uint8 verbid;
uint8 color, hicolor, dimcolor, bkcolor, type;
uint8 charset_nr, curmode;
uint8 saveid;
uint8 key;
bool center;
uint8 field_1B;
uint16 imgindex;
};
class ObjectData {
public:
uint32 offs_obim_to_room;
uint32 offs_obcd_to_room;
int16 walk_x, walk_y;
uint16 obj_nr;
int16 x_pos;
int16 y_pos;
uint16 width;
uint16 height;
byte actordir;
byte parent;
byte parentstate;
byte state;
byte fl_object_index;
};
struct ScriptSlot {
uint32 offs;
int32 delay;
uint16 number;
uint16 newfield;
byte status;
byte where;
byte unk1, unk2, freezeCount, didexec;
byte cutsceneOverride;
byte unk5;
};
struct NestedScript {
uint16 number;
uint8 where;
uint8 slot;
};
enum ResTypes {
rtFirst = 1,
rtRoom = 1,
rtScript = 2,
rtCostume = 3,
rtSound = 4,
rtInventory = 5,
rtCharset = 6,
rtString = 7,
rtVerb = 8,
rtActorName = 9,
rtBuffer = 10,
rtScaleTable = 11,
rtTemp = 12,
rtFlObject = 13,
rtMatrix = 14,
rtBox = 15,
rtObjectName = 16,
rtRoomScripts = 17,
rtLast = 17,
rtNumTypes = 18
};
enum {
LIGHTMODE_dark = 0,
LIGHTMODE_actor_base = 1,
LIGHTMODE_screen = 2,
LIGHTMODE_flashlight = 4,
LIGHTMODE_actor_color = 8
};
enum {
MBS_LEFT_CLICK = 0x8000,
MBS_RIGHT_CLICK = 0x4000,
MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK),
MBS_MAX_KEY = 0x0200
};
#define _maxRooms res.num[rtRoom]
#define _maxScripts res.num[rtScript]
#define _maxCostumes res.num[rtCostume]
#define _maxInventoryItems res.num[rtInventory]
#define _maxCharsets res.num[rtCharset]
#define _maxStrings res.num[rtString]
#define _maxVerbs res.num[rtVerb]
#define _maxActorNames res.num[rtActorName]
#define _maxBuffer res.num[rtBuffer]
#define _maxScaleTable res.num[rtScaleTable]
#define _maxTemp res.num[rtTemp]
#define _maxFLObject res.num[rtFlObject]
#define _maxMatrixes res.num[rtMatrix]
#define _maxBoxes res.num[rtBox]
#define _baseRooms res.address[rtRoom]
#define _baseScripts res.address[rtScript]
#define _baseInventoryItems res.address[rtInventory]
#define _baseFLObject res.address[rtFlObject]
#define _baseArrays res.address[rtString]
#define _roomFileOffsets res.roomoffs[rtRoom]
struct CharsetRenderer {
Scumm *_vm;
int _top;
int _drawTop;
int _left, _left2;
byte _center;
int _right;
byte _color;
bool _hasMask;
bool _blitAlso;
int _strLeft, _strRight, _strTop, _strBottom;
byte _curId;
int _xpos2, _ypos2;
int _bufPos;
byte _unk12, _disableOffsX;
byte *_ptr;
byte _unk2, _bpp;
byte _invNumBits;
uint32 _charOffs;
byte *_charPtr;
int _width, _height;
int _offsX, _offsY;
byte _bitMask, _revBitMask;
int _bottom;
int _virtScreenHeight;
byte _ignoreCharsetMask;
byte *_backbuff_ptr, *_bgbak_ptr;
byte *_mask_ptr;
byte *_dest_ptr;
byte _colorMap[16];
byte _buffer[512];
void drawBits();
void printChar(int chr);
void printCharOld(int chr);
int getSpacing(char chr);
int getStringWidth(int a, byte *str, int pos);
void addLinebreaks(int a, byte *str, int pos, int maxwidth);
};
#define ARRAY_HDR_SIZE 6
struct ArrayHeader {
int16 dim1_size;
int16 type;
int16 dim2_size;
byte data[1];
};
struct SentenceTab {
byte unk5;
byte unk2;
uint16 unk4;
uint16 unk3;
byte unk;
byte pad;
};
struct StringTab {
int16 t_xpos, t_ypos;
int16 t_right;
int16 xpos, ypos;
int16 right;
byte color, t_color;
byte charset, t_charset;
bool center, t_center;
bool overhead, t_overhead;
bool no_talk_anim, t_no_talk_anim;
};
enum GameId {
GID_TENTACLE = 1,
GID_MONKEY2 = 2,
GID_INDY4 = 3,
GID_MONKEY = 4,
GID_SAMNMAX = 5,
GID_MONKEY_EGA = 6,
GID_LOOM256 = 7,
GID_ZAK256 = 8,
GID_INDY3_256 = 9,
GID_LOOM = 10,
GID_FT = 11,
GID_DIG = 12,
GID_MONKEY_VGA = 13,
GID_CMI = 14,
/* Simon the Sorcerer */
GID_SIMON_FIRST = 20,
GID_SIMON_LAST = GID_SIMON_FIRST + 3,
};
enum GameFeatures {
GF_NEW_OPCODES = 1,
GF_AFTER_V6 = 2,
GF_AFTER_V7 = 4,
GF_HAS_ROOMTABLE = GF_AFTER_V7,
GF_USE_KEY = 8,
GF_NEW_COSTUMES = GF_AFTER_V7,
GF_USE_ANGLES = GF_AFTER_V7,
GF_DRAWOBJ_OTHER_ORDER = 16,
GF_DEFAULT = GF_USE_KEY,
GF_SMALL_HEADER = 32,
GF_EXTERNAL_CHARSET = GF_SMALL_HEADER,
GF_SMALL_NAMES = 64,
GF_OLD_BUNDLE = 128,
GF_16COLOR = 256,
GF_OLD256 = 512,
GF_AUDIOTRACKS = 1024,
GF_NO_SCALLING = 2048,
GF_ADLIB_DEFAULT = 4096,
GF_AMIGA = 8192,
GF_HUMONGOUS = 16384,
GF_AFTER_V8 = 32768
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
WIO_INVENTORY = 0,
WIO_ROOM = 1,
WIO_GLOBAL = 2,
WIO_LOCAL = 3,
WIO_FLOBJECT = 4
};
enum MouseButtonStatus {
msDown = 1,
msClicked = 2
};
#include "gfx.h"
#include "boxes.h"
class Scumm {
public:
/* Put often used variables at the top.
* That results in a shorter form of the opcode
* on some architectures. */
OSystem *_system;
IMuse *_imuse;
Gui *_gui;
NewGui *_newgui;
uint32 _features;
VerbSlot *_verbs;
ObjectData *_objs;
ScummDebugger *_debugger;
struct {
byte mode[rtNumTypes];
uint16 num[rtNumTypes];
uint32 tags[rtNumTypes];
const char *name[rtNumTypes];
byte **address[rtNumTypes];
byte *flags[rtNumTypes];
byte *roomno[rtNumTypes];
uint32 *roomoffs[rtNumTypes];
} res;
struct {
uint32 cutScenePtr[5];
byte cutSceneScript[5];
int16 cutSceneData[5];
int16 cutSceneScriptIndex;
byte cutSceneStackPointer;
ScriptSlot slot[NUM_SCRIPT_SLOT];
NestedScript nest[15];
int16 localvar[NUM_SCRIPT_SLOT][17];
} vm;
struct {
int16 x, y;
} mouse;
/* Init functions, etc */
byte _fastMode;
char *getGameName();
Scumm(); // constructor
virtual ~Scumm();
/* video buffer */
byte *_videoBuffer;
/* system call object */
/* Scumm main loop */
void mainRun();
/* _insane vars */
int _insaneFlag;
int _insaneState;
int videoFinished;
void scummInit();
void scummMain(int argc, char **argv); // is it still used ?
int scummLoop(int delta);
void initScummVars();
void pauseGame(bool user);
void shutDown(int i);
void setOptions(void);
void main();
void parseCommandLine(int argc, char **argv);
void showHelpAndExit();
bool detectGame();
void processKbd();
void clear_fullRedraw();
int checkKeyHit();
void convertKeysToClicks();
/* Random number generation */
uint32 _randSeed1, _randSeed2;
void initRandSeeds();
uint getRandomNumber(uint max);
uint getRandomNumberRng(uint min, uint max);
/* Core variable definitions */
byte _gameId;
const char *_gameText;
char *_gameDataPath;
/* Core class/array definitions */
Gdi gdi;
Actor *_actors; // Has MAX_ACTORS elements, see init.cpp
uint16 *_inventory;
byte *_arrays;
uint16 *_newNames;
int16 *_vars;
int16 _varwatch;
byte *_bitVars;
/* Global resource tables */
int _numVariables, _numBitVariables, _numLocalObjects;
int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
int _numInventory, _numRooms, _numScripts, _numSounds;
int _numCharsets, _numCostumes, _numNewNames, _numGlobalScripts;
int NUM_ACTORS;
/* Current objects - can go in their respective classes */
byte _curActor;
int _curVerb;
int _curVerbSlot;
int _curPalIndex;
byte _currentRoom;
VirtScreen *_curVirtScreen;
bool _egoPositioned;
int _keyPressed;
uint16 _lastKeyHit;
uint16 _mouseButStat;
byte _leftBtnPressed, _rightBtnPressed;
int16 _virtual_mouse_x, _virtual_mouse_y, _bootParam;
uint16 _debugMode, _currentDrive, _soundCardType;
byte _mousePresent;
/* Not sure where this stuff goes */
byte isMaskActiveAt(int l, int t, int r, int b, byte *mem);
void startScene(int room, Actor *a, int b);
void setupScummVarsOld(); // Both of these will simply be one
void setupScummVarsNew(); // 'setupScummVars' in each Scumm_Vx
byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
byte _numObjectsInRoom;
int8 _userPut;
int _resourceHeaderSize;
void unkRoomFunc3(int a, int b, int c, int d, int e);
void palManipulate(int a, int b, int c, int d, int e);
void setScaleItem(int slot, int a, int b, int c, int d);
void clearClickedStatus();
void startManiac();
/* GUI class */
void drawString(int a);
int getKeyInput(int a);
/* Save/Load class - some of this may be GUI */
byte _saveLoadFlag, _saveLoadSlot;
bool _doAutosave;
bool _saveLoadCompatible;
char _saveLoadName[32];
bool saveState(int slot, bool compat);
bool loadState(int slot, bool compat);
void saveOrLoad(Serializer *s);
bool getSavegameName(int slot, char *desc);
void makeSavegameName(char *out, int slot, bool compatible);
void saveLoadResource(Serializer *ser, int type, int index);
/* Heap and memory management */
uint32 _maxHeapThreshold, _minHeapThreshold;
void checkRange(int max, int min, int no, const char *str);
void lock(int type, int i);
void unlock(int type, int i);
void heapClear(int mode);
void unkHeapProc2(int a, int b);
/* Script VM - should be in Script class */
uint32 _localScriptList[NUM_LOCALSCRIPT];
byte *_scriptPointer, *_scriptOrgPointer, *_scriptPointerStart;
byte _opcode, _numNestedScripts, _currentScript;
uint16 _curExecScript;
const OpcodeProc *_opcodes;
const char **_opcodes_lookup;
byte **_lastCodePtr;
int _resultVarNumber, _scummStackPos;
int16 _localParamList[16], _scummStack[150];
OpcodeProc getOpcode(int i) { return _opcodes[i]; }
void initializeLocals(int slot, int16 *vars);
int getScriptSlot();
void runScript(int script, int a, int b, int16 *lvarptr);
void stopScriptNr(int script);
void runScriptNested(int script);
void executeScript();
void updateScriptPtr();
void getScriptBaseAddress();
void getScriptEntryPoint();
byte fetchScriptByte();
int fetchScriptWord();
void ignoreScriptWord() { fetchScriptWord(); }
void ignoreScriptByte() { fetchScriptByte(); }
int getVarOrDirectWord(byte mask);
int getVarOrDirectByte(byte mask);
void getResultPos();
void setResult(int result);
int readVar(uint var);
void writeVar(uint var, int value);
void push(int a);
int pop();
void runHook(int i);
bool isScriptInUse(int script);
int getStringLen(byte *ptr);
void freezeScripts(int scr);
void unfreezeScripts();
void runAllScripts();
void setupOpcodes();
void setupOpcodes2();
void cutscene(int16 *args);
void endCutscene();
void exitCutscene();
void runExitScript();
void runEntryScript();
void beginOverride();
void endOverride();
void killScriptsAndResources();
void checkAndRunVar33();
void decreaseScriptDelay(int amount);
bool isScriptRunning(int script);
bool isRoomScriptRunning(int script);
void arrayop_1(int a, byte *ptr);
void copyString(byte *dst, byte *src, int len);
void doSentence(int c, int b, int a);
int popRoomAndObj(int *room);
int getWordVararg(int16 *ptr);
void decodeParseString();
void decodeParseString2(int a, int b);
/* Script VM or Object class? */
void stopObjectCode();
void stopObjectScript(int script);
/* Should be in Resource class */
byte _encbyte;
void *_fileHandle;
char *_resFilePrefix, *_resFilePath;
uint32 _fileOffset;
char *_exe_name;
bool _dynamicRoomOffsets;
byte _resourceMapper[128];
uint32 _allocatedSize;
byte _expire_counter;
void allocateArrays();
void openRoom(int room);
void deleteRoomOffsets();
void readRoomsOffsets();
void askForDisk(const char *filename);
bool openResourceFile(const char *filename);
void loadPtrToResource(int type, int i, byte *ptr);
void readResTypeList(int id, uint32 tag, const char *name);
char *resTypeFromId(int id);
void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
byte *createResource(int type, int index, uint32 size);
void nukeResource(int type, int i);
byte *getResourceAddress(int type, int i);
byte *getStringAddress(int i);
byte *getStringAddressVar(int i);
void ensureResourceLoaded(int type, int i);
int loadResource(int type, int i);
int getResourceRoomNr(int type, int index);
int readSoundResource(int type, int index);
void setResourceCounter(int type, int index, byte flag);
void validateResource(const char *str, int type, int index);
void increaseResourceCounter();
bool isResourceInUse(int type, int i);
bool isResourceLoaded(int type, int index);
void initRoomSubBlocks();
void loadRoomObjects();
void loadRoomObjectsSmall();
void readArrayFromIndexFile();
void readMAXS();
bool isGlobInMemory(int type, int index);
virtual void readIndexFile();
virtual void loadCharset(int i);
void nukeCharset(int i);
bool fileReadFailed(void *handle);
void clearFileReadFailed(void *handle);
int _lastLoadedRoom, _roomResource;
byte _resFilePathId, _fileReadFailed;
byte *findResourceData(uint32 tag, byte *ptr);
int getResourceDataSize(byte *ptr);
int getArrayId();
void nukeArray(int a);
int defineArray(int a, int b, int c, int d);
int readArray(int array, int index, int base);
void writeArray(int array, int index, int base, int value);
void resourceStats();
void expireResources(uint32 size);
void freeResources();
void destroy();
void dumpResource(char *tag, int index, byte *ptr);
/* Should be in Object class */
byte OF_OWNER_ROOM;
int getInventorySlot();
void SamInventoryHack(int obj); // FIXME: Sam and Max hack
int findInventory(int owner, int index);
int getInventoryCount(int owner);
void setupRoomObject(ObjectData *od, byte *room);
void removeObjectFromRoom(int obj);
void loadFlObject(uint object, uint room);
void nukeFlObjects(int min, int max);
int findFlObjectSlot();
void addObjectToInventory(uint obj, uint room);
void fixObjectFlags();
bool getClass(int obj, int cls);
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);
void putOwner(int obj, int owner);
void setOwnerOf(int obj, int owner);
void clearOwnerOf(int obj);
int getObjectRoom(int obj);
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);
int whereIsObject(int object);
int findObject(int x, int y);
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
int getObjectOrActorXY(int object, int &x, int &y); // Object and Actor...
int getObjActToObjActDist(int a, int b); // Not sure how to handle
byte *getObjOrActorName(int obj); // these three..
void addObjectToDrawQue(int object);
void clearDrawObjectQueue();
void processDrawQue();
uint32 getOBCDOffs(int object);
byte *getOBCDFromObject(int obj);
int getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e, int f);
/* Should be in Costume class */
void cost_decodeData(Actor *a, int frame, uint usemask);
int cost_frameToAnim(Actor *a, int frame);
/* Should be in Verb class */
uint16 _verbMouseOver;
int _inventoryOffset;
void redrawVerbs();
void checkExecVerbs();
void verbMouseOver(int verb);
int checkMouseOver(int x, int y);
void drawVerb(int verb, int mode);
void runInputScript(int a, int cmd, int mode);
void restoreVerbBG(int verb);
void drawVerbBitmap(int vrb, int x, int y);
int getVerbEntrypoint(int obj, int entry);
int getVerbSlot(int id, int mode);
void killVerb(int slot);
void runVerbCode(int script, int entry, int a, int b, int16 *vars);
void setVerbObject(uint room, uint object, uint verb);
/* Should be in Sound class */
union {
SoundMixer _mixer[1];
uint32 xxxx_1;
};
//SoundMixer _mixer[1];
// MixerChannel _mixer_channel[NUM_MIXER];
byte _sfxMode;
bool _use_adlib;
int16 _sound_volume_master, _sound_volume_music, _sound_volume_sfx;
int _saveSound;
void *_sfxFile;
uint16 _soundParam, _soundParam2, _soundParam3;
uint32 _talk_sound_a, _talk_sound_b;
byte _talk_sound_mode;
bool _mouthSyncMode;
bool _endOfMouthSync;
uint16 _mouthSyncTimes[52];
uint _curSoundPos;
int current_cd_sound, _cd_loops, _cd_frame, _cd_track, _cd_end;
int tempMusic;
#ifdef COMPRESSED_SOUND_FILE
#define CACHE_TRACKS 10
/* used for mp3 CD music */
int _current_cache;
int _cached_tracks[CACHE_TRACKS];
struct mad_header _mad_header[CACHE_TRACKS];
long _mp3_size[CACHE_TRACKS];
FILE *_mp3_tracks[CACHE_TRACKS];
int _mp3_index;
bool _mp3_cd_playing;
int getCachedTrack(int track);
int playMP3CDTrack(int track, int num_loops, int start, int delay);
int stopMP3CD();
int updateMP3CD();
int pollMP3CD();
#endif
int16 _soundQuePos, _soundQue[0x100];
byte _soundQue2Pos, _soundQue2[10];
bool _soundsPaused, _soundsPaused2;
bool _soundVolumePreset;
void setupSound();
void processSoundQues();
void playSound(int sound);
void stopAllSounds();
void stopSound(int sound);
bool isSoundInQueue(int sound);
void clearSoundQue();
void talkSound(uint32 a, uint32 b, int mode);
void processSfxQueues();
int startTalkSound(uint32 a, uint32 b, int mode);
void stopTalkSound();
bool isMouthSyncOff(uint pos);
int startSfxSound(void *file, int size);
void *openSfxFile();
void addSoundToQueue(int sound);
void addSoundToQueue2(int sound);
void soundKludge(int16 *list);
MP3OffsetTable *offset_table; // SO3 MP3 compressed audio
int num_sound_effects; // SO3 MP3 compressed audio
BundleAudioTable *bundle_table; // DIG/CMI bundles
void pauseSounds(bool pause);
bool isSfxFinished();
void playBundleSound(char *sound);
void decompressBundleSound(int index);
int playSfxSound(void *sound, uint32 size, uint rate);
int playSfxSound_MP3(void *sound, uint32 size);
void stopSfxSound();
int _talkChannel; /* Mixer channel actor is talking on */
bool _useTalkAnims;
uint16 _defaultTalkDelay;
byte _haveMsg;
int isSoundRunning(int a);
/* Should be in Actor class */
Actor *derefActor(int id);
Actor *derefActorSafe(int id, const char *errmsg);
Actor *getFirstActor() { return _actors; }
void showActors();
uint32 *_classData;
static int newDirToOldDir(int dir);
static int oldDirToNewDir(int dir);
static int normalizeAngle(int angle);
int getAngleFromPos(int x, int y);
static int fromSimpleDir(int dirtype, int dir);
static int toSimpleDir(int dirtype, int dir);
static int numSimpleDirDirections(int dirType);
void startAnimActorEx(Actor *a, int frame, int direction);
int getProgrDirChange(Actor *a, int mode);
void walkActors();
void playActorSounds();
void setActorRedrawFlags();
void resetActorBgs();
void processActors();
int getActorFromPos(int x, int y);
void faceActorToObj(int act, int obj);
void animateActor(int act, int anim);
void actorFollowCamera(int act);
bool isCostumeInUse(int i);
/* Actor talking stuff */
byte _actorToPrintStrFor;
int _sentenceNum;
SentenceTab sentence[6];
StringTab string[6];
void actorTalk();
void stopTalk();
/* Akos Class */
bool akos_increaseAnims(byte *akos, Actor *a);
bool akos_increaseAnim(Actor *a, int i, byte *aksq, uint16 *akfo, int numakfo);
void akos_queCommand(byte cmd, Actor *a, int param_1, int param_2);
bool akos_compare(int a, int b, byte cmd);
void akos_decodeData(Actor *a, int frame, uint usemask);
int akos_frameToAnim(Actor *a, int frame);
bool akos_hasManyDirections(Actor *a);
/* Should be in Graphics class? */
uint16 _screenB, _screenH;
int _scrHeight, _scrWidth, _realHeight, _realWidth;
VirtScreen virtscr[4]; // Virtual screen areas
CameraData camera; // 'Camera' - viewport
ColorCycle _colorCycle[16]; // Palette cycles
uint32 _ENCD_offs, _EXCD_offs;
uint32 _CLUT_offs, _EPAL_offs;
uint32 _IM00_offs, _PALS_offs;
//ender: fullscreen
bool _fullRedraw, _BgNeedsRedraw, _shakeEnabled;
bool _screenEffectFlag, _completeScreenRedraw;
int _cursorHotspotX, _cursorHotspotY, _cursorWidth, _cursorHeight;
byte _cursorAnimate, _cursorAnimateIndex, _grabbedCursor[2048];
int8 _cursorState;
byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
bool _doEffect;
void getGraphicsPerformance();
void initScreens(int a, int b, int w, int h);
void initVirtScreen(int slot, int number, int top, int width, int height, bool twobufs, bool fourextra);
void initBGBuffers(int height);
void initCycl(byte *ptr); // Color cycle
void createSpecialPalette(int16 a, int16 b, int16 c, int16 d, int16 e, int16 colorMin, int16 colorMax);
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 drawBomp(BompDrawData *bd, int param1, byte *dataPtr, int param2, int param3);
void restoreBG(int left, int top, int right, int bottom);
void redrawBGStrip(int start, int num);
void redrawBGAreas();
void moveCamera();
void cameraMoved();
void setCameraAtEx(int at);
void setCameraAt(int pos_x, int pos_y);
void panCameraTo(int x, int y);
void setCameraFollows(Actor *a);
void clampCameraPos(ScummPoint *pt);
byte *getPalettePtr();
void setPalette(int pal);
void setPaletteFromPtr(byte *ptr);
void setPaletteFromRes();
void setPalColor(int index, int r, int g, int b);
void setDirtyColors(int min, int max);
byte *findPalInPals(byte *pal, int index);
void swapPalColors(int a, int b);
void cyclePalette();
void stopCycle(int i);
void palManipulate();
int remapPaletteColor(int r, int g, int b, uint threshold);
void moveMemInPalRes(int start, int end, byte direction);
void setupShadowPalette(int slot, int rfact, int gfact, int bfact, int from, int to);
void darkenPalette(int a, int b, int c, int d, int e);
void setShake(int mode);
void setCursor(int cursor);
void setCursorImg(uint img, uint room, uint imgindex);
void setCursorHotspot2(int x, int y);
void grabCursor(int x, int y, int w, int h);
void grabCursor(byte *ptr, int width, int height);
void makeCursorColorTransparent(int a);
void setupCursor() { _cursorAnimate = 1; }
void decompressDefaultCursor(int index);
void useIm01Cursor(byte *im, int w, int h);
void useBompCursor(byte *im, int w, int h);
void updateDirtyRect(int virt, int left, int right, int top, int bottom, uint32 dirtybits);
void setDirtyRange(int slot, int a, int height);
void drawDirtyScreenParts();
void updateDirtyScreen(int slot);
VirtScreen *findVirtScreen(int y);
void fadeOut(int a);
static void setVirtscreenDirty(VirtScreen *vs, int left, int top, int right, int bottom);
void fadeIn(int effect);
void unkScreenEffect1();
void unkScreenEffect2();
void unkScreenEffect3();
void unkScreenEffect4();
void unkScreenEffect5(int a);
void unkScreenEffect6();
void transitionEffect(int a); // former unkScreenEffect7
void decompressBomp(byte *dst, byte *src, int w, int h);
uint _shakeFrame;
int _screenStartStrip, _screenEndStrip;
int _screenLeft, _screenTop;
uint16 _enqueue_b, _enqueue_c, _enqueue_d, _enqueue_e;
int _enqueuePos;
BlastObject _enqueuedObjects[32];
void enqueueObject(int a, int b, int c, int d, int e, int f, int g, int h, int mode);
void clearEnqueue() { _enqueuePos = 0; }
void drawBlastObjects();
void drawBlastObject(BlastObject *eo);
void removeBlastObjects();
void removeBlastObject(BlastObject *eo);
int _drawObjectQueNr;
byte _drawObjectQue[200];
int16 _palManipStart, _palManipEnd, _palManipCounter;
uint32 gfxUsageBits[200];
byte *_shadowPalette;
int _shadowPaletteSize;
byte _currentPalette[0x300];
byte _proc_special_palette[256];
int _palDirtyMin, _palDirtyMax;
byte _bkColor;
uint16 _lastXstart;
/* Walkbox / Navigation class */
int _maxBoxVertexHeap, _boxPathVertexHeapIndex, _boxMatrixItem;
byte *_boxMatrixPtr4, *_boxMatrixPtr1, *_boxMatrixPtr3;
uint16 _extraBoxFlags[65];
int16 _foundPathX, _foundPathY;
PathNode *unkMatrixProc2(PathVertex *vtx, int i);
bool areBoxesNeighbours(int i, int j);
void addToBoxMatrix(byte b);
bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3);
void *addToBoxVertexHeap(int size);
PathVertex *addPathVertex();
bool checkXYInBoxBounds(int box, int x, int y);
uint distanceFromPt(int x, int y, int ptx, int pty);
ScummPoint closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y);
void getBoxCoordinates(int boxnum, BoxCoords *bc);
byte getMaskFromBox(int box);
Box *getBoxBaseAddr(int box);
byte getBoxFlags(int box);
int getBoxScale(int box);
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
int getPathToDestBox(byte from, byte to);
int findPathTowards(Actor *a, byte box, byte box2, byte box3);
int findPathTowardsOld(Actor *a, byte box, byte box2, byte box3, ScummPoint gateLoc[5]);
void getGates(int trap1, int trap2, ScummPoint gateA[2], ScummPoint gateB[2]);
bool inBoxQuickReject(int box, int x, int y, int threshold);
AdjustBoxResult getClosestPtOnBox(int box, int x, int y);
int getSpecialBox(int param1, int param2);
void setBoxFlags(int box, int val);
void setBoxScale(int box, int b);
void createBoxMatrix();
/* String class */
CharsetRenderer charset;
byte _charsetColor;
uint16 _noSubtitles; // Skip all subtitles?
byte _charsetData[15][16];
void initCharset(int charset);
void restoreCharsetBg();
int hasCharsetMask(int x, int y, int x2, int y2);
void CHARSET_1();
void description();
byte *_msgPtrToAdd;
byte *addMessageToStack(byte *msg);
void unkAddMsgToStack2(int var);
void unkAddMsgToStack3(int var);
void unkAddMsgToStack4(int var);
void unkAddMsgToStack5(int var);
void unkMessage1();
void unkMessage2();
void clearMsgQueue();
int _numInMsgStack;
byte *_messagePtr;
int16 _talkDelay;
bool _keepText;
/* Should be in System class */
void fileClose(void *file);
void *fileOpen(const char *filename, int mode);
void fileSeek(void *file, long offs, int whence);
void fileRead(void *handle, void *ptr, uint32 size);
bool fileEof(void *handle);
uint32 filePos(void *handle);
bool checkFixedDisk();
int _cdrom;
int fileReadByte();
uint32 fileReadDwordLE();
uint32 fileReadDwordBE();
int fileReadByte(void *handle);
uint32 fileReadDwordLE(void *handle);
uint32 fileReadDwordBE(void *handle);
#if defined(SCUMM_LITTLE_ENDIAN)
uint32 fileReadDword() { return fileReadDwordLE(); }
uint32 fileReadDword(void *handle) { return fileReadDwordLE(handle); }
#elif defined(SCUMM_BIG_ENDIAN)
uint32 fileReadDword() { return fileReadDwordBE(); }
uint32 fileReadDword(void *handle) { return fileReadDwordBE(handle); }
#endif
uint fileReadWordLE();
uint fileReadWordBE();
uint fileReadWordLE(void *handle);
uint fileReadWordBE(void *handle);
/* Version 5 script opcodes */
void o5_actorFollowCamera();
void o5_actorFromPos();
void o5_actorSet();
void o5_add();
void o5_and();
void o5_animateActor();
void o5_badOpcode();
void o5_breakHere();
void o5_chainScript();
void o5_cursorCommand();
void o5_cutscene();
void o5_debug();
void o5_decrement();
void o5_delay();
void o5_delayVariable();
void o5_divide();
void o5_doSentence();
void o5_drawBox();
void o5_drawObject();
void o5_dummy();
void o5_endCutscene();
void o5_equalZero();
void o5_expression();
void o5_faceActor();
void o5_findInventory();
void o5_findObject();
void o5_freezeScripts();
void o5_getActorCostume();
void o5_getActorElevation();
void o5_getActorFacing();
void o5_getActorMoving();
void o5_getActorRoom();
void o5_getActorScale();
void o5_getActorWalkBox();
void o5_getActorWidth();
void o5_getActorX();
void o5_getActorY();
void o5_getAnimCounter();
void o5_getClosestObjActor();
void o5_getDist();
void o5_getInventoryCount();
void o5_getObjectOwner();
void o5_getObjectState();
void o5_getRandomNr();
void o5_getScriptRunning();
void o5_getVerbEntrypoint();
void o5_ifClassOfIs();
void o5_increment();
void o5_isActorInBox();
void o5_isEqual();
void o5_isGreater();
void o5_isGreaterEqual();
void o5_isLess();
void o5_isNotEqual();
void o5_isSoundRunning();
void o5_jumpRelative();
void o5_lessOrEqual();
void o5_lights();
void o5_loadRoom();
void o5_loadRoomWithEgo();
void o5_matrixOps();
void o5_move();
void o5_multiply();
void o5_notEqualZero();
void o5_or();
void o5_overRide();
void o5_panCameraTo();
void o5_pickupObject();
void o5_print();
void o5_printEgo();
void o5_pseudoRoom();
void o5_putActor();
void o5_putActorAtObject();
void o5_putActorInRoom();
void o5_quitPauseRestart();
void o5_resourceRoutines();
void o5_roomOps();
void o5_saveRestoreVerbs();
void o5_setCameraAt();
void o5_setClass();
void o5_setObjectName();
void o5_setOwnerOf();
void o5_setState();
void o5_setVarRange();
void o5_soundKludge();
void o5_startMusic();
void o5_startObject();
void o5_startScript();
void o5_startSound();
void o5_stopMusic();
void o5_stopObjectCode();
void o5_stopObjectScript();
void o5_stopScript();
void o5_stopSound();
void o5_stringOps();
void o5_subtract();
void o5_verbOps();
void o5_wait();
void o5_walkActorTo();
void o5_walkActorToActor();
void o5_walkActorToObject();
void o5_oldRoomEffect();
void o5_pickupObjectOld();
/* Version 6 script opcodes */
int getStackList(int16 *args, uint maxnum);
void setStringVars(int i);
void unkMiscOp9();
void o6_setBlastObjectWindow();
void o6_pushByte();
void o6_pushWord();
void o6_pushByteVar();
void o6_pushWordVar();
void o6_invalid();
void o6_byteArrayRead();
void o6_wordArrayRead();
void o6_byteArrayIndexedRead();
void o6_wordArrayIndexedRead();
void o6_dup();
void o6_zero();
void o6_eq();
void o6_neq();
void o6_gt();
void o6_lt();
void o6_le();
void o6_ge();
void o6_add();
void o6_sub();
void o6_mul();
void o6_div();
void o6_land();
void o6_lor();
void o6_kill();
void o6_writeByteVar();
void o6_writeWordVar();
void o6_byteArrayWrite();
void o6_wordArrayWrite();
void o6_byteArrayIndexedWrite();
void o6_wordArrayIndexedWrite();
void o6_byteVarInc();
void o6_wordVarInc();
void o6_byteArrayInc();
void o6_wordArrayInc();
void o6_byteVarDec();
void o6_wordVarDec();
void o6_byteArrayDec();
void o6_wordArrayDec();
void o6_jumpTrue();
void o6_jumpFalse();
void o6_jump();
void o6_startScriptEx();
void o6_startScript();
void o6_startObject();
void o6_setObjectState();
void o6_setObjectXY();
void o6_stopObjectCode();
void o6_endCutscene();
void o6_cutScene();
void o6_stopMusic();
void o6_freezeUnfreeze();
void o6_cursorCommand();
void o6_breakHere();
void o6_ifClassOfIs();
void o6_setClass();
void o6_getState();
void o6_setState();
void o6_setOwner();
void o6_getOwner();
void o6_startSound();
void o6_stopSound();
void o6_startMusic();
void o6_stopObjectScript();
void o6_panCameraTo();
void o6_actorFollowCamera();
void o6_setCameraAt();
void o6_loadRoom();
void o6_stopScript();
void o6_walkActorToObj();
void o6_walkActorTo();
void o6_putActorInRoom();
void o6_putActorAtObject();
void o6_faceActor();
void o6_animateActor();
void o6_doSentence();
void o6_pickupObject();
void o6_loadRoomWithEgo();
void o6_getRandomNumber();
void o6_getRandomNumberRange();
void o6_getActorMoving();
void o6_getScriptRunning();
void o6_getActorRoom();
void o6_getObjectX();
void o6_getObjectY();
void o6_getObjectOldDir();
void o6_getObjectNewDir();
void o6_getActorWalkBox();
void o6_getActorCostume();
void o6_findInventory();
void o6_getInventoryCount();
void o6_getVerbFromXY();
void o6_beginOverride();
void o6_endOverride();
void o6_setObjectName();
void o6_isSoundRunning();
void o6_setBoxFlags();
void o6_createBoxMatrix();
void o6_resourceRoutines();
void o6_roomOps();
void o6_actorSet();
void o6_verbOps();
void o6_getActorFromXY();
void o6_findObject();
void o6_pseudoRoom();
void o6_getActorElevation();
void o6_getVerbEntrypoint();
void o6_arrayOps();
void o6_saveRestoreVerbs();
void o6_drawBox();
void o6_getActorWidth();
void o6_wait();
void o6_getActorScaleX();
void o6_getActorAnimCounter1();
void o6_soundKludge();
void o6_isAnyOf();
void o6_quitPauseRestart();
void o6_isActorInBox();
void o6_delay();
void o6_delayLonger();
void o6_delayVeryLong();
void o6_stopSentence();
void o6_print_0();
void o6_print_1();
void o6_print_2();
void o6_print_3();
void o6_printActor();
void o6_printEgo();
void o6_talkActor();
void o6_talkEgo();
void o6_dim();
void o6_runVerbCodeQuick();
void o6_runScriptQuick();
void o6_dim2();
void o6_abs();
void o6_distObjectObject();
void o6_distObjectPt();
void o6_distPtPt();
void o6_dummy_stacklist();
void o6_miscOps();
void o6_breakMaybe();
void o6_pickOneOf();
void o6_pickOneOfDefault();
void o6_jumpToScript();
void o6_isRoomScriptRunning();
void o6_kernelFunction();
void o6_getAnimateVariable();
void o6_drawBlastObject();
void o6_getActorPriority();
/* Scumm Vars */
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_TMR_1;
byte VAR_TMR_2;
byte VAR_TMR_3;
byte VAR_MUSIC_FLAG;
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_HOOK_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_TMR_4;
byte VAR_SOUNDCARD;
byte VAR_VIDEOMODE;
byte VAR_SAVELOADDIALOG_KEY;
byte VAR_FIXEDDISK;
byte VAR_CURSORSTATE;
byte VAR_USERPUT;
byte VAR_SOUNDRESULT;
byte VAR_TALKSTOP_KEY;
byte VAR_59;
byte VAR_SOUNDPARAM;
byte VAR_SOUNDPARAM2;
byte VAR_SOUNDPARAM3;
byte VAR_MOUSEPRESENT;
byte VAR_PERFORMANCE_1;
byte VAR_PERFORMANCE_2;
byte VAR_ROOM_FLAG;
byte VAR_GAME_LOADED;
byte VAR_NEW_ROOM;
byte VAR_VERSION;
byte VAR_V5_DRAWFLAGS;
byte VAR_MI1_TIMER;
byte VAR_V5_OBJECT_LO;
byte VAR_V5_OBJECT_HI;
byte VAR_V5_TALK_STRING_Y;
byte VAR_V5_CHARFLAG;
byte VAR_V6_SCREEN_WIDTH;
byte VAR_V6_SCREEN_HEIGHT;
byte VAR_V6_EMSSPACE;
byte VAR_V6_RANDOM_NR;
byte VAR_STRING2DRAW;
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;
byte VAR_LEFTBTN_DOWN;
byte VAR_RIGHTBTN_DOWN;
byte VAR_LEFTBTN_HOLD;
byte VAR_RIGHTBTN_HOLD;
byte VAR_UNK_SCRIPT;
byte VAR_UNK_SCRIPT_2;
byte VAR_DEFAULT_TALK_DELAY;
byte VAR_CHARSET_MASK;
byte VAR_CUSTOMSCALETABLE;
byte VAR_VIDEONAME;
void launch();
static Scumm *createFromDetector(GameDetector *detector, OSystem *syst);
void go();
void setupGUIColors();
byte getDefaultGUIColor(int color);
void waitForTimer(int msec_delay);
void updateCursor();
void animateCursor();
void updatePalette();
};
class Scumm_v3 : public Scumm
{
public:
void readIndexFile();
virtual void loadCharset(int no);
};
class Scumm_v4 : public Scumm_v3
{
void loadCharset(int no);
};
class Scumm_v5 : public Scumm
{
};
class Scumm_v6 : public Scumm
{
};
class Scumm_v7 : public Scumm
{
};
struct ScummDebugger {
Scumm *_s;
byte _command;
char *_parameters;
bool _welcome;
int _go_amount;
char _cmd_buffer[256];
void on_frame();
bool do_command();
void enter();
int get_command();
void attach(Scumm *s);
void detach();
void printActors(int act);
void printScripts();
};
extern uint16 _debugLevel;
extern const byte revBitMask[8];
//void blitToScreen(Scumm *s, byte *src, int x, int y, int w, int h);
#if defined(__GNUC__)
void CDECL error(const char *s, ...) NORETURN;
#else
void CDECL NORETURN error(const char *s, ...);
#endif
void CDECL warning(const char *s, ...);
void CDECL debug(int level, const char *s, ...);
void checkHeap();
#endif