scummvm/engines/kyra/kyra_hof.h
Johannes Schickel 18b3e3a4ba - Added a simple (but yet better) implementation of pauseEngineIntern for Kyra_v1 and Kyra_v2
- Added comments about what game specific details are missing in the pause implementation

svn-id: r32231
2008-05-23 13:37:56 +00:00

894 lines
25 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef KYRA_KYRA_HOF_H
#define KYRA_KYRA_HOF_H
#include "kyra/kyra_v2.h"
#include "kyra/script.h"
#include "kyra/script_tim.h"
#include "kyra/screen_hof.h"
#include "kyra/text_hof.h"
#include "kyra/gui_hof.h"
#include "common/list.h"
#include "common/func.h"
namespace Kyra {
enum kSequences {
kSequenceVirgin = 0,
kSequenceWestwood,
kSequenceTitle,
kSequenceOverview,
kSequenceLibrary,
kSequenceHand,
kSequencePoint,
kSequenceZanfaun,
kSequenceFunters,
kSequenceFerb,
kSequenceFish,
kSequenceFheep,
kSequenceFarmer,
kSequenceFuards,
kSequenceFirates,
kSequenceFrash,
kSequenceArraySize
};
enum kNestedSequences {
kSequenceFiggle = 0,
kSequenceOver1,
kSequenceOver2,
kSequenceForest,
kSequenceDragon,
kSequenceDarm,
kSequenceLibrary2,
kSequenceLibrary3,
kSequenceMarco,
kSequenceHand1a,
kSequenceHand1b,
kSequenceHand1c,
kSequenceHand2,
kSequenceHand3,
kSequenceHand4
};
enum kSequencesDemo {
kSequenceDemoVirgin = 0,
kSequenceDemoWestwood,
kSequenceDemoTitle,
kSequenceDemoHill,
kSequenceDemoOuthome,
kSequenceDemoWharf,
kSequenceDemoDinob,
kSequenceDemoFisher
};
enum kNestedSequencesDemo {
kSequenceDemoWharf2 = 0,
kSequenceDemoDinob2,
kSequenceDemoWater,
kSequenceDemoBail,
kSequenceDemoDig
};
class WSAMovie_v2;
class KyraEngine_HoF;
class TextDisplayer_HoF;
struct TIM;
typedef int (KyraEngine_HoF::*SeqProc)(WSAMovie_v2*, int, int, int);
struct ActiveWSA {
int16 flags;
WSAMovie_v2 *movie;
uint16 startFrame;
uint16 endFrame;
uint16 frameDelay;
SeqProc callback;
uint32 nextFrame;
uint16 currentFrame;
uint16 lastFrame;
uint16 x;
uint16 y;
const FrameControl *control;
uint16 startupCommand;
uint16 finalCommand;
};
struct ActiveText {
uint16 strIndex;
uint16 x;
uint16 y;
int duration;
uint16 width;
uint32 startTime;
int16 textcolor;
};
struct Sequence {
uint16 flags;
const char * wsaFile;
const char * cpsFile;
uint8 startupCommand;
uint8 finalCommand;
int16 stringIndex1;
int16 stringIndex2;
uint16 startFrame;
uint16 numFrames;
uint16 frameDelay;
uint16 xPos;
uint16 yPos;
uint16 duration;
};
struct NestedSequence {
uint16 flags;
const char * wsaFile;
uint16 startframe;
uint16 endFrame;
uint16 frameDelay;
uint16 x;
uint16 y;
const FrameControl *wsaControl;
uint16 startupCommand;
uint16 finalCommand;
};
struct HofSeqData {
const Sequence *seq;
int numSeq;
const NestedSequence *seqn;
int numSeqn;
};
struct ItemAnimData_v1 {
int16 itemIndex;
uint16 y;
const uint16 *frames;
};
class KyraEngine_HoF : public KyraEngine_v2 {
friend class Debugger_HoF;
friend class TextDisplayer_HoF;
friend class GUI_HoF;
public:
KyraEngine_HoF(OSystem *system, const GameFlags &flags);
~KyraEngine_HoF();
//TODO: proper extended implementation of KyraEngine_v2::pauseEngineIntern.
// Here we need to take care of the seqeunce play code (LordHoto *thinks*),
// item animation, idle animation and tim player.
Screen *screen() { return _screen; }
Screen_v2 *screen_v2() const { return _screen; }
GUI_v2 *gui_v2() const { return _gui; }
virtual TextDisplayer *text() { return _text; }
int language() const { return _lang; }
protected:
static const EngineDesc _hofEngineDesc;
// intro/outro
void seq_playSequences(int startSeq, int endSeq = -1);
int seq_introWestwood(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introTitle(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introOverview(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introLibrary(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introHand(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introPoint(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introZanfaun(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introOver1(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introOver2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introForest(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introDragon(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introDarm(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introLibrary2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introMarco(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introHand1a(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introHand1b(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introHand1c(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introHand2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_introHand3(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFunters(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFerb(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFish(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFheep(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFarmer(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFuards(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFirates(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFrash(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_finaleFiggle(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoVirgin(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoWestwood(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoTitle(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoHill(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoOuthome(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoWharf(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoDinob(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoFisher(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoWharf2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoDinob2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoWater(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoBail(WSAMovie_v2 *wsaObj, int x, int y, int frm);
int seq_demoDig(WSAMovie_v2 *wsaObj, int x, int y, int frm);
void seq_sequenceCommand(int command);
void seq_loadNestedSequence(int wsaNum, int seqNum);
void seq_nestedSequenceFrame(int command, int wsaNum);
void seq_animatedSubFrame(int srcPage, int dstPage, int delaytime,
int steps, int x, int y, int w, int h, int openClose, int directionFlags);
bool seq_processNextSubFrame(int wsaNum);
void seq_resetActiveWSA(int wsaNum);
void seq_unloadWSA(int wsaNum);
void seq_processWSAs();
void seq_cmpFadeFrame(const char *cmpFile);
void seq_playTalkText(uint8 chatNum);
void seq_resetAllTextEntries();
uint32 seq_activeTextsTimeLeft();
void seq_waitForTextsTimeout();
int seq_setTextEntry(uint16 strIndex, uint16 posX, uint16 posY, int duration, uint16 width);
void seq_processText();
char *seq_preprocessString(const char *str, int width);
void seq_printCreditsString(uint16 strIndex, int x, int y, const uint8 *colorMap, uint8 textcolor);
void seq_playWsaSyncDialogue(uint16 strIndex, uint16 vocIndex, int textColor, int x, int y, int width,
WSAMovie_v2 * wsa, int firstframe, int lastframe, int wsaXpos, int wsaYpos);
void seq_finaleActorScreen();
void seq_displayScrollText(uint8 *data, const ScreenDim *d, int tempPage1, int tempPage2, int speed, int step, Screen::FontId fid1, Screen::FontId fid2, const uint8 *shapeData = 0, const char *const *specialData = 0);
void seq_scrollPage();
void seq_showStarcraftLogo();
void seq_init();
void seq_uninit();
int init();
int go();
Screen_HoF *_screen;
TextDisplayer_HoF *_text;
TIMInterpreter *_tim;
static const int8 _dosTrackMap[];
static const int _dosTrackMapSize;
const AudioDataStruct *_soundData;
protected:
// game initialization
void startup();
void runLoop();
void cleanup();
void registerDefaultSettings();
void writeSettings();
void readSettings();
uint8 _configTextspeed;
// TODO: get rid of all variables having pointers to the static resources if possible
// i.e. let them directly use the _staticres functions
void initStaticResource();
void setupTimers();
void setupOpcodeTable();
void loadMouseShapes();
void loadItemShapes();
// run
void update();
void updateWithText();
Common::Functor0Mem<void, KyraEngine_HoF> _updateFunctor;
void updateMouse();
void dinoRide();
void handleInput(int x, int y);
bool handleInputUnkSub(int x, int y);
int inputSceneChange(int x, int y, int unk1, int unk2);
// gfx/animation specific
bool _inventorySaved;
void backUpPage0();
void restorePage0();
uint8 *_gfxBackUpRect;
void backUpGfxRect24x24(int x, int y);
void restoreGfxRect24x24(int x, int y);
void backUpGfxRect32x32(int x, int y);
void restoreGfxRect32x32(int x, int y);
uint8 *_sceneShapeTable[50];
WSAMovie_v2 *_wsaSlots[10];
void freeSceneShapePtrs();
struct ShapeDesc {
uint8 unk0, unk1, unk2, unk3, unk4;
uint16 width, height;
int16 xAdd, yAdd;
};
ShapeDesc *_shapeDescTable;
void loadCharacterShapes(int shapes);
void loadInventoryShapes();
void resetScaleTable();
void setScaleTableItem(int item, int data);
int getScale(int x, int y);
uint16 _scaleTable[15];
void setDrawLayerTableEntry(int entry, int data);
int getDrawLayer(int x, int y);
int _drawLayerTable[15];
int _layerFlagTable[16]; // seems to indicate layers where items get destroyed when dropped to (TODO: check this!)
int initAnimationShapes(uint8 *filedata);
void uninitAnimationShapes(int count, uint8 *filedata);
// animator
uint8 *_gamePlayBuffer;
void restorePage3();
void clearAnimObjects();
void refreshAnimObjects(int force);
void drawAnimObjects();
void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer);
void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer);
void updateItemAnimations();
void updateCharFacing();
void updateCharacterAnim(int);
void updateSceneAnim(int anim, int newFrame);
int _animObj0Width, _animObj0Height;
void setCharacterAnimDim(int w, int h);
void resetCharacterAnimDim();
// scene
const char *_sceneCommentString;
uint8 _scenePal[688];
void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3);
void enterNewSceneUnk1(int facing, int unk1, int unk2);
void enterNewSceneUnk2(int unk1);
void unloadScene();
void loadScenePal();
void loadSceneMsc();
void fadeScenePal(int srcIndex, int delay);
void startSceneScript(int unk1);
void runSceneScript2();
void runSceneScript4(int unk1);
void runSceneScript7();
void initSceneAnims(int unk1);
void initSceneScreen(int unk1);
int trySceneChange(int *moveTable, int unk1, int updateChar);
int checkSceneChange();
// pathfinder
bool lineIsPassable(int x, int y);
// item
void setMouseCursor(uint16 item);
uint8 _itemHtDat[176];
int checkItemCollision(int x, int y);
void updateWaterFlasks();
bool dropItem(int unk1, uint16 item, int x, int y, int unk2);
bool processItemDrop(uint16 sceneId, uint16 item, int x, int y, int unk1, int unk2);
void itemDropDown(int startX, int startY, int dstX, int dstY, int itemSlot, uint16 item);
void exchangeMouseItem(int itemPos);
bool pickUpItem(int x, int y);
bool isDropable(int x, int y);
static const byte _itemStringMap[];
static const int _itemStringMapSize;
static const int16 _flaskTable[];
bool itemIsFlask(int item);
// inventory
static const int _inventoryX[];
static const int _inventoryY[];
static const uint16 _itemMagicTable[];
int getInventoryItemSlot(uint16 item);
void removeSlotFromInventory(int slot);
bool checkInventoryItemExchange(uint16 item, int slot);
void drawInventoryShape(int page, uint16 item, int slot);
void clearInventorySlot(int slot, int page);
void redrawInventory(int page);
void scrollInventoryWheel();
int findFreeVisibleInventorySlot();
ActiveItemAnim _activeItemAnim[15];
int _nextAnimItem;
// gui
bool _menuDirectlyToLoad;
GUI_HoF *_gui;
void loadButtonShapes();
void setupLangButtonShapes();
uint8 *_buttonShapes[19];
void initInventoryButtonList();
Button *_inventoryButtons;
Button *_buttonList;
int scrollInventory(Button *button);
int buttonInventory(Button *button);
int bookButton(Button *button);
int cauldronButton(Button *button);
int cauldronClearButton(Button *button);
// book
static const int _bookPageYOffset[];
static const byte _bookTextColorMap[];
int _bookMaxPage;
int _bookNewPage;
int _bookCurPage;
int _bookBkgd;
bool _bookShown;
void loadBookBkgd();
void showBookPage();
void bookLoop();
void bookDecodeText(uint8 *text);
void bookPrintText(int dstPage, const uint8 *text, int x, int y, uint8 color);
int bookPrevPage(Button *button);
int bookNextPage(Button *button);
int bookClose(Button *button);
// cauldron
uint8 _cauldronState;
int16 _cauldronUseCount;
int16 _cauldronTable[25];
int16 _cauldronStateTables[23][7];
static const int16 _cauldronProtectedItems[];
static const int16 _cauldronBowlTable[];
static const int16 _cauldronMagicTable[];
static const int16 _cauldronMagicTableScene77[];
static const uint8 _cauldronStateTable[];
void resetCauldronStateTable(int idx);
bool addToCauldronStateTable(int data, int idx);
void setCauldronState(uint8 state, bool paletteFade);
void clearCauldronTable();
void addFrontCauldronTable(int item);
void cauldronItemAnim(int item);
void cauldronRndPaletteFade();
bool updateCauldron();
void listItemsInCauldron();
// localization
void loadCCodeBuffer(const char *file);
void loadOptionsBuffer(const char *file);
void loadChapterBuffer(int chapter);
uint8 *_optionsBuffer;
uint8 *_cCodeBuffer;
uint8 *_chapterBuffer;
int _currentChapter;
int _newChapterFile;
uint8 *getTableEntry(uint8 *buffer, int id);
char *getTableString(int id, uint8 *buffer, int decode);
const char *getChapterString(int id);
int decodeString1(const char *src, char *dst);
void decodeString2(const char *src, char *dst);
void changeFileExtension(char *buffer);
// - Just used in French version
int getItemCommandStringDrop(uint16 item);
int getItemCommandStringPickUp(uint16 item);
int getItemCommandStringInv(uint16 item);
// -
char _internStringBuf[200];
static const char *_languageExtension[];
static const char *_scriptLangExt[];
// character
bool _useCharPal;
int _charPalEntry;
uint8 _charPalTable[16];
void updateCharPal(int unk1);
void setCharPalEntry(int entry, int value);
int getCharacterWalkspeed() const;
void updateCharAnimFrame(int num, int *table);
bool checkCharCollision(int x, int y);
static const uint8 _characterFrameTable[];
// text
void showMessageFromCCode(int id, int16 palIndex, int);
void showMessage(const char *string, int16 palIndex);
void showChapterMessage(int id, int16 palIndex);
void updateCommandLineEx(int str1, int str2, int16 palIndex);
const char *_shownMessage;
byte _messagePal[3];
bool _fadeMessagePalette;
void fadeMessagePalette();
// chat
bool _chatIsNote;
int chatGetType(const char *text);
int chatCalcDuration(const char *text);
void objectChat(const char *text, int object, int vocHigh = -1, int vocLow = -1);
void objectChatInit(const char *text, int object, int vocHigh = -1, int vocLow = -1);
void objectChatPrintText(const char *text, int object);
void objectChatProcess(const char *script);
void objectChatWaitToFinish();
void startDialogue(int dlgIndex);
void zanthSceneStartupChat();
void randomSceneChat();
void updateDlgBuffer();
void loadDlgHeader(int &csEntry, int &vocH, int &scIndex1, int &scIndex2);
void processDialogue(int dlgOffset, int vocH = 0, int csEntry = 0);
void npcChatSequence(const char *str, int objectId, int vocHigh = -1, int vocLow = -1);
void setDlgIndex(int dlgIndex);
int _npcTalkChpIndex;
int _npcTalkDlgIndex;
uint8 _newSceneDlgState[32];
int8 **_conversationState;
uint8 *_dlgBuffer;
// Talk object handling
void initTalkObject(int index);
void deinitTalkObject(int index);
struct TalkObject {
char filename[13];
int8 scriptId;
int16 x, y;
int8 color;
};
TalkObject *_talkObjectList;
struct TalkSections {
TIM *STATim;
TIM *TLKTim;
TIM *ENDTim;
};
TalkSections _currentTalkSections;
char _TLKFilename[13];
// tim
void playTim(const char *filename);
int t2_initChat(const TIM *tim, const uint16 *param);
int t2_updateSceneAnim(const TIM *tim, const uint16 *param);
int t2_resetChat(const TIM *tim, const uint16 *param);
int t2_playSoundEffect(const TIM *tim, const uint16 *param);
Common::Array<const TIMOpcode*> _timOpcodes;
// sound
int _oldTalkFile;
int _currentTalkFile;
void openTalkFile(int newFile);
int _lastSfxTrack;
virtual void snd_playVoiceFile(int id);
void snd_loadSoundFile(int id);
void playVoice(int high, int low);
void snd_playSoundEffect(int track, int volume=0xFF);
// timer
void timerFadeOutMessage(int);
void timerCauldronAnimation(int);
void timerFunc4(int);
void timerFunc5(int);
void timerBurnZanthia(int);
void setTimer1DelaySecs(int secs);
uint32 _nextIdleAnim;
int _lastIdleScript;
void setNextIdleAnimTimer();
void showIdleAnim();
void runIdleScript(int script);
void setWalkspeed(uint8 speed);
// ingame static sequence handling
void seq_makeBookOrCauldronAppear(int type);
void seq_makeBookAppear();
struct InventoryWsa {
int x, y, x2, y2, w, h;
int page;
int curFrame, lastFrame, specialFrame;
int sfx;
int delay;
bool running;
uint32 timer;
WSAMovie_v2 *wsa;
} _invWsa;
// TODO: move inside KyraEngine_HoF::InventoryWsa?
void loadInvWsa(const char *filename, int run, int delay, int page, int sfx, int sFrame, int flags);
void closeInvWsa();
void updateInvWsa();
void displayInvWsaLastFrame();
// opcodes
int o2_setCharacterFacingRefresh(EMCState *script);
int o2_setCharacterPos(EMCState *script);
int o2_defineObject(EMCState *script);
int o2_refreshCharacter(EMCState *script);
int o2_setSceneComment(EMCState *script);
int o2_setCharacterAnimFrame(EMCState *script);
int o2_setCharacterFacing(EMCState *script);
int o2_customCharacterChat(EMCState *script);
int o2_soundFadeOut(EMCState *script);
int o2_showChapterMessage(EMCState *script);
int o2_restoreTalkTextMessageBkgd(EMCState *script);
int o2_wsaClose(EMCState *script);
int o2_meanWhileScene(EMCState *script);
int o2_backUpScreen(EMCState *script);
int o2_restoreScreen(EMCState *script);
int o2_displayWsaFrame(EMCState *script);
int o2_displayWsaSequentialFramesLooping(EMCState *script);
int o2_wsaOpen(EMCState *script);
int o2_displayWsaSequentialFrames(EMCState *script);
int o2_displayWsaSequence(EMCState *script);
int o2_addItemToInventory(EMCState *script);
int o2_drawShape(EMCState *script);
int o2_addItemToCurScene(EMCState *script);
int o2_loadSoundFile(EMCState *script);
int o2_removeSlotFromInventory(EMCState *script);
int o2_removeItemFromInventory(EMCState *script);
int o2_countItemInInventory(EMCState *script);
int o2_countItemsInScene(EMCState *script);
int o2_wipeDownMouseItem(EMCState *script);
int o2_getElapsedSecs(EMCState *script);
int o2_getTimerDelay(EMCState *script);
int o2_delaySecs(EMCState *script);
int o2_setTimerDelay(EMCState *script);
int o2_setScaleTableItem(EMCState *script);
int o2_setDrawLayerTableItem(EMCState *script);
int o2_setCharPalEntry(EMCState *script);
int o2_loadZShapes(EMCState *script);
int o2_drawSceneShape(EMCState *script);
int o2_drawSceneShapeOnPage(EMCState *script);
int o2_disableAnimObject(EMCState *script);
int o2_enableAnimObject(EMCState *script);
int o2_loadPalette384(EMCState *script);
int o2_setPalette384(EMCState *script);
int o2_restoreBackBuffer(EMCState *script);
int o2_backUpInventoryGfx(EMCState *script);
int o2_disableSceneAnim(EMCState *script);
int o2_enableSceneAnim(EMCState *script);
int o2_restoreInventoryGfx(EMCState *script);
int o2_setSceneAnimPos2(EMCState *script);
int o2_fadeScenePal(EMCState *script);
int o2_enterNewScene(EMCState *script);
int o2_switchScene(EMCState *script);
int o2_setPathfinderFlag(EMCState *script);
int o2_getSceneExitToFacing(EMCState *script);
int o2_setLayerFlag(EMCState *script);
int o2_setZanthiaPos(EMCState *script);
int o2_loadMusicTrack(EMCState *script);
int o2_setSceneAnimPos(EMCState *script);
int o2_setCauldronState(EMCState *script);
int o2_showItemString(EMCState *script);
int o2_isAnySoundPlaying(EMCState *script);
int o2_setDrawNoShapeFlag(EMCState *script);
int o2_setRunFlag(EMCState *script);
int o2_showLetter(EMCState *script);
int o2_playFireflyScore(EMCState *script);
int o2_encodeShape(EMCState *script);
int o2_defineSceneAnim(EMCState *script);
int o2_updateSceneAnim(EMCState *script);
int o2_addToSceneAnimPosAndUpdate(EMCState *script);
int o2_useItemOnMainChar(EMCState *script);
int o2_startDialogue(EMCState *script);
int o2_addCauldronStateTableEntry(EMCState *script);
int o2_setCountDown(EMCState *script);
int o2_getCountDown(EMCState *script);
int o2_pressColorKey(EMCState *script);
int o2_objectChat(EMCState *script);
int o2_changeChapter(EMCState *script);
int o2_getColorCodeFlag1(EMCState *script);
int o2_setColorCodeFlag1(EMCState *script);
int o2_getColorCodeFlag2(EMCState *script);
int o2_setColorCodeFlag2(EMCState *script);
int o2_getColorCodeValue(EMCState *script);
int o2_setColorCodeValue(EMCState *script);
int o2_countItemInstances(EMCState *script);
int o2_removeItemFromScene(EMCState *script);
int o2_initObject(EMCState *script);
int o2_npcChat(EMCState *script);
int o2_deinitObject(EMCState *script);
int o2_playTimSequence(EMCState *script);
int o2_makeBookOrCauldronAppear(EMCState *script);
int o2_resetInputColorCode(EMCState *script);
int o2_mushroomEffect(EMCState *script);
int o2_customChat(EMCState *script);
int o2_customChatFinish(EMCState *script);
int o2_setupSceneAnimation(EMCState *script);
int o2_stopSceneAnimation(EMCState *script);
int o2_processPaletteIndex(EMCState *script);
int o2_updateTwoSceneAnims(EMCState *script);
int o2_getRainbowRoomData(EMCState *script);
int o2_drawSceneShapeEx(EMCState *script);
int o2_midiSoundFadeout(EMCState *script);
int o2_getSfxDriver(EMCState *script);
int o2_getVocSupport(EMCState *script);
int o2_getMusicDriver(EMCState *script);
int o2_zanthiaChat(EMCState *script);
int o2_isVoiceEnabled(EMCState *script);
int o2_isVoicePlaying(EMCState *script);
int o2_stopVoicePlaying(EMCState *script);
int o2_getGameLanguage(EMCState *script);
int o2_demoFinale(EMCState *script);
int o2_dummy(EMCState *script);
// animation opcodes
int o2a_setCharacterFrame(EMCState *script);
// script
void runStartScript(int script, int unk1);
void loadNPCScript();
bool _noScriptEnter;
EMCData _npcScriptData;
// pathfinder
uint8 *_unkBuf500Bytes;
uint8 *_unkBuf200kByte;
bool _chatAltFlag;
// sequence player
ActiveWSA *_activeWSA;
ActiveText *_activeText;
const char *const *_sequencePakList;
int _sequencePakListSize;
const char *const *_ingamePakList;
int _ingamePakListSize;
const char *const *_musicFileListIntro;
int _musicFileListIntroSize;
const char *const *_musicFileListFinale;
int _musicFileListFinaleSize;
const char *const *_musicFileListIngame;
int _musicFileListIngameSize;
const uint8 *_cdaTrackTableIntro;
int _cdaTrackTableIntroSize;
const uint8 *_cdaTrackTableIngame;
int _cdaTrackTableIngameSize;
const uint8 *_cdaTrackTableFinale;
int _cdaTrackTableFinaleSize;
const char *const *_sequenceSoundList;
int _sequenceSoundListSize;
const char *const *_ingameSoundList;
int _ingameSoundListSize;
const uint16 *_ingameSoundIndex;
int _ingameSoundIndexSize;
const char *const *_sequenceStrings;
int _sequenceStringsSize;
const uint16 *_ingameTalkObjIndex;
int _ingameTalkObjIndexSize;
const char *const *_ingameTimJpStr;
int _ingameTimJpStrSize;
const HofSeqData *_sequences;
const ItemAnimData_v2 *_itemAnimData;
int _itemAnimDataSize;
const ItemAnimData_v1 *_demoAnimData;
int _demoAnimSize;
int _sequenceStringsDuration[33];
static const uint8 _seqTextColorPresets[];
char *_seqProcessedString;
WSAMovie_v2 *_seqWsa;
bool _abortIntroFlag;
int _menuChoice;
uint32 _seqFrameDelay;
uint32 _seqStartTime;
uint32 _seqEndTime;
int _seqFrameCounter;
int _seqScrollTextCounter;
int _seqWsaCurrentFrame;
bool _seqSpecialFlag;
bool _seqSubframePlaying;
uint8 _seqTextColor[2];
uint8 _seqTextColorMap[16];
const SeqProc *_callbackS;
const SeqProc *_callbackN;
static const uint8 _rainbowRoomData[];
// color code related vars
int _colorCodeFlag1;
int _colorCodeFlag2;
uint8 _presetColorCode[7];
uint8 _inputColorCode[7];
uint32 _scriptCountDown;
int _dbgPass;
// save/load specific
void saveGame(const char *fileName, const char *saveName);
void loadGame(const char *fileName);
};
} // end of namespace Kyra
#endif