scummvm/engines/kyra/kyra_lok.h
Johannes Schickel 32338876f8 KYRA: Rename KyraEngine::saveGameState to KyraEngine::saveGameStateIntern.
This is to avoid name similarity between KyraEngine::saveGameState(Intern)
and Engine::saveGameState.

svn-id: r53912
2010-10-28 23:57:24 +00:00

816 lines
24 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_LOK_H
#define KYRA_KYRA_LOK_H
#include "kyra/kyra_v1.h"
#include "kyra/script.h"
#include "kyra/screen_lok.h"
#include "kyra/gui_lok.h"
#include "kyra/item.h"
namespace Kyra {
class Movie;
class SoundDigital;
class SeqPlayer;
class Sprites;
class Animator_LoK;
class TextDisplayer;
class KyraEngine_LoK;
struct Character {
uint16 sceneId;
uint8 height;
uint8 facing;
uint16 currentAnimFrame;
int8 inventoryItems[10];
int16 x1, y1, x2, y2;
};
struct Shape {
uint8 imageIndex;
int8 xOffset, yOffset;
uint8 x, y, w, h;
};
struct Room {
uint8 nameIndex;
uint16 northExit;
uint16 eastExit;
uint16 southExit;
uint16 westExit;
int8 itemsTable[12];
uint16 itemsXPos[12];
uint8 itemsYPos[12];
uint8 needInit[12];
};
struct SeqLoop {
const uint8 *ptr;
uint16 count;
};
struct SceneExits {
uint16 northXPos;
uint8 northYPos;
uint16 eastXPos;
uint8 eastYPos;
uint16 southXPos;
uint8 southYPos;
uint16 westXPos;
uint8 westYPos;
};
struct BeadState {
int16 x;
int16 y;
int16 width;
int16 height;
int16 dstX;
int16 dstY;
int16 width2;
int16 unk8;
int16 unk9;
int16 tableIndex;
};
class KyraEngine_LoK : public KyraEngine_v1 {
friend class MusicPlayer;
friend class Debugger_LoK;
friend class Animator_LoK;
friend class GUI_LoK;
public:
KyraEngine_LoK(OSystem *system, const GameFlags &flags);
~KyraEngine_LoK();
// _sprites and _seqplayer should be paused here too, to avoid some animation glitches,
// also parts of the hardcoded Malcolm fight might need some special handling.
Screen *screen() { return _screen; }
Animator_LoK *animator() { return _animator; }
GUI *gui() const { return _gui; }
virtual Movie *createWSAMovie();
uint8 **shapes() { return _shapes; }
Character *currentCharacter() { return _currentCharacter; }
Character *characterList() { return _characterList; }
uint16 brandonStatus() { return _brandonStatusBit; }
// TODO: remove me with workaround in animator.cpp l209
uint16 getScene() { return _currentRoom; }
int _paletteChanged;
int16 _northExitHeight;
typedef bool (KyraEngine_LoK::*IntroProc)();
// static data access
const char * const *seqWSATable() { return _seq_WSATable; }
const char * const *seqCPSTable() { return _seq_CPSTable; }
const char * const *seqCOLTable() { return _seq_COLTable; }
const char * const *seqTextsTable() { return _seq_textsTable; }
const uint8 * const *palTable1() { return &_specialPalettes[0]; }
const uint8 * const *palTable2() { return &_specialPalettes[29]; }
protected:
virtual Common::Error go();
virtual Common::Error init();
public:
// sequences
// -> misc
bool seq_skipSequence() const;
protected:
// -> demo
void seq_demo();
// -> intro
void seq_intro();
bool seq_introPublisherLogos();
bool seq_introLogos();
bool seq_introStory();
bool seq_introMalcolmTree();
bool seq_introKallakWriting();
bool seq_introKallakMalcolm();
// -> ingame animations
void seq_createAmuletJewel(int jewel, int page, int noSound, int drawOnly);
void seq_brandonHealing();
void seq_brandonHealing2();
void seq_poisonDeathNow(int now);
void seq_poisonDeathNowAnim();
void seq_playFluteAnimation();
void seq_winterScroll1();
void seq_winterScroll2();
void seq_makeBrandonInv();
void seq_makeBrandonNormal();
void seq_makeBrandonNormal2();
void seq_makeBrandonWisp();
void seq_dispelMagicAnimation();
void seq_fillFlaskWithWater(int item, int type);
void seq_playDrinkPotionAnim(int item, int unk2, int flags);
void seq_brandonToStone();
// -> end fight
int seq_playEnd();
void seq_playEnding();
int handleMalcolmFlag();
int handleBeadState();
void initBeadState(int x, int y, int x2, int y2, int unk1, BeadState *ptr);
int processBead(int x, int y, int &x2, int &y2, BeadState *ptr);
// -> credits
void seq_playCredits();
void seq_playCreditsAmiga();
public:
// delay
void delayUntil(uint32 timestamp, bool updateGameTimers = false, bool update = false, bool isMainLoop = false);
void delay(uint32 millis, bool update = false, bool isMainLoop = false);
void delayWithTicks(int ticks);
bool skipFlag() const;
void resetSkipFlag(bool removeEvent = true);
// TODO
void registerDefaultSettings();
void readSettings();
void writeSettings();
void snd_playSoundEffect(int track, int volume=0xFF);
void snd_playWanderScoreViaMap(int command, int restart);
virtual void snd_playVoiceFile(int id);
void snd_voiceWaitForFinish(bool ingame = true);
uint32 snd_getVoicePlayTime();
protected:
int32 _speechPlayTime;
Common::Error saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail);
Common::Error loadGameState(int slot);
protected:
// input
void processInput(int xpos, int ypos);
int processInputHelper(int xpos, int ypos);
int clickEventHandler(int xpos, int ypos);
void clickEventHandler2();
void updateMousePointer(bool forceUpdate = false);
bool hasClickedOnExit(int xpos, int ypos);
// scene
// -> init
void loadSceneMsc();
void startSceneScript(int brandonAlive);
void setupSceneItems();
void initSceneData(int facing, int unk1, int brandonAlive);
void initSceneObjectList(int brandonAlive);
void initSceneScreen(int brandonAlive);
void setupSceneResource(int sceneId);
// -> process
void enterNewScene(int sceneId, int facing, int unk1, int unk2, int brandonAlive);
int handleSceneChange(int xpos, int ypos, int unk1, int frameReset);
int processSceneChange(int *table, int unk1, int frameReset);
int changeScene(int facing);
// -> modification
void transcendScenes(int roomIndex, int roomName);
void setSceneFile(int roomIndex, int roomName);
// -> pathfinder
int findWay(int x, int y, int toX, int toY, int *moveTable, int moveTableSize);
bool lineIsPassable(int x, int y);
// -> item handling
// --> misc
void addItemToRoom(uint16 sceneId, uint8 item, int itemIndex, int x, int y);
// --> drop handling
void itemDropDown(int x, int y, int destX, int destY, byte freeItem, int item);
int processItemDrop(uint16 sceneId, uint8 item, int x, int y, int unk1, int unk2);
void dropItem(int unk1, int item, int x, int y, int unk2);
// --> dropped item handling
int countItemsInScene(uint16 sceneId);
void exchangeItemWithMouseItem(uint16 sceneId, int itemIndex);
byte findFreeItemInScene(int scene);
byte findItemAtPos(int x, int y);
// --> drop area handling
void addToNoDropRects(int x, int y, int w, int h);
void clearNoDropRects();
int isDropable(int x, int y);
int checkNoDropRects(int x, int y);
// --> player items handling
void updatePlayerItemsForScene();
// --> item GFX handling
void backUpItemRect0(int xpos, int ypos);
void restoreItemRect0(int xpos, int ypos);
void backUpItemRect1(int xpos, int ypos);
void restoreItemRect1(int xpos, int ypos);
// items
// -> misc
void placeItemInGenericMapScene(int item, int index);
// -> mouse item
void setHandItem(Item item);
void removeHandItem();
void setMouseItem(Item item);
int getItemListIndex(Item item);
// -> graphics effects
void wipeDownMouseItem(int xpos, int ypos);
void itemSpecialFX(int x, int y, int item);
void itemSpecialFX1(int x, int y, int item);
void itemSpecialFX2(int x, int y, int item);
void magicOutMouseItem(int animIndex, int itemPos);
void magicInMouseItem(int animIndex, int item, int itemPos);
void specialMouseItemFX(int shape, int x, int y, int animIndex, int tableIndex, int loopStart, int maxLoops);
void processSpecialMouseItemFX(int shape, int x, int y, int tableValue, int loopStart, int maxLoops);
// character
// -> movement
void moveCharacterToPos(int character, int facing, int xpos, int ypos);
void setCharacterPositionWithUpdate(int character);
int setCharacterPosition(int character, int *facingTable);
void setCharacterPositionHelper(int character, int *facingTable);
void setCharactersPositions(int character);
// -> brandon
void setBrandonPoisonFlags(int reset);
void resetBrandonPoisonFlags();
// chat
// -> process
void characterSays(int vocFile, const char *chatStr, int8 charNum, int8 chatDuration);
void waitForChatToFinish(int vocFile, int16 chatDuration, const char *str, uint8 charNum, const bool printText);
// -> initialization
int initCharacterChat(int8 charNum);
void backupChatPartnerAnimFrame(int8 charNum);
void restoreChatPartnerAnimFrame(int8 charNum);
int8 getChatPartnerNum();
// -> deinitialization
void endCharacterChat(int8 charNum, int16 arg_4);
// graphics
// -> misc
int findDuplicateItemShape(int shape);
void updateKyragemFading();
// -> interface
void loadMainScreen(int page = 3);
void redrawInventory(int page);
public:
void drawSentenceCommand(const char *sentence, int unk1);
void updateSentenceCommand(const char *str1, const char *str2, int unk1);
void updateTextFade();
protected:
// -> amulet
void drawJewelPress(int jewel, int drawSpecial);
void drawJewelsFadeOutStart();
void drawJewelsFadeOutEnd(int jewel);
// -> shape handling
void setupShapes123(const Shape *shapeTable, int endShape, int flags);
void freeShapes123();
// misc (TODO)
void startup();
void mainLoop();
int checkForNPCScriptRun(int xpos, int ypos);
void runNpcScript(int func);
void loadMouseShapes();
void loadCharacterShapes();
void loadSpecialEffectShapes();
void loadItems();
void loadButtonShapes();
void initMainButtonList();
void setCharactersInDefaultScene();
void setupPanPages();
void freePanPages();
void closeFinalWsa();
//void setTimer19();
void setupTimers();
void timerUpdateHeadAnims(int timerNum);
void timerTulipCreator(int timerNum);
void timerRubyCreator(int timerNum);
void timerAsInvisibleTimeout(int timerNum);
void timerAsWillowispTimeout(int timerNum);
void checkAmuletAnimFlags();
void timerRedrawAmulet(int timerNum);
void timerLavenderRoseCreator(int timerNum);
void timerAcornCreator(int timerNum);
void timerBlueberryCreator(int timerNum);
void timerFadeText(int timerNum);
void timerWillowispFrameTimer(int timerNum);
void timerInvisibleFrameTimer(int timerNum);
void drawAmulet();
void setTextFadeTimerCountdown(int16 countdown);
void setWalkspeed(uint8 newSpeed);
void setItemCreationFlags(int offset, int count);
int buttonInventoryCallback(Button *caller);
int buttonAmuletCallback(Button *caller);
bool _seqPlayerFlag;
bool _skipIntroFlag;
bool _abortIntroFlag;
bool _menuDirectlyToLoad;
uint8 *_itemBkgBackUp[2];
uint8 *_shapes[373];
Item _itemInHand;
bool _changedScene;
int _unkScreenVar1, _unkScreenVar2, _unkScreenVar3;
int _beadStateVar;
int _unkAmuletVar;
int _malcolmFlag;
int _endSequenceSkipFlag;
int _endSequenceNeedLoading;
int _unkEndSeqVar2;
uint8 *_endSequenceBackUpRect;
int _unkEndSeqVar4;
int _unkEndSeqVar5;
int _lastDisplayedPanPage;
uint8 *_panPagesTable[20];
Movie *_finalA, *_finalB, *_finalC;
Movie *_movieObjects[10];
uint16 _entranceMouseCursorTracks[8];
uint16 _walkBlockNorth;
uint16 _walkBlockEast;
uint16 _walkBlockSouth;
uint16 _walkBlockWest;
int32 _scaleMode;
int16 _scaleTable[145];
Common::Rect _noDropRects[11];
int8 _birthstoneGemTable[4];
int8 _idolGemsTable[3];
int8 _marbleVaseItem;
int8 _foyerItemTable[3];
int8 _cauldronState;
int8 _crystalState[2];
uint16 _brandonStatusBit;
uint8 _brandonStatusBit0x02Flag;
uint8 _brandonStatusBit0x20Flag;
uint8 _brandonPoisonFlagsGFX[256];
int16 _brandonInvFlag;
uint8 _poisonDeathCounter;
int _brandonPosX;
int _brandonPosY;
uint16 _currentChatPartnerBackupFrame;
uint16 _currentCharAnimFrame;
int8 *_sceneAnimTable[50];
uint8 _itemHtDat[145];
int _lastProcessedItem;
int _lastProcessedItemHeight;
int16 *_exitListPtr;
int16 _exitList[11];
SceneExits _sceneExits;
uint16 _currentRoom;
int _scenePhasingFlag;
int _sceneChangeState;
int _loopFlag2;
int _pathfinderFlag;
int _pathfinderFlag2;
int _lastFindWayRet;
int *_movFacingTable;
int8 _talkingCharNum;
int8 _charSayUnk2;
int8 _charSayUnk3;
int8 _currHeadShape;
int8 _disabledTalkAnimObject;
int8 _enabledTalkAnimObject;
uint8 _currSentenceColor[3];
int8 _startSentencePalIndex;
bool _fadeText;
uint8 _configTextspeed;
Animator_LoK *_animator;
SeqPlayer *_seq;
Sprites *_sprites;
Screen_LoK *_screen;
EMCState _scriptMain;
EMCState _npcScript;
EMCData _npcScriptData;
EMCState _scriptClick;
EMCData _scriptClickData;
Character *_characterList;
Character *_currentCharacter;
Button *_buttonList;
GUI_LoK *_gui;
struct KyragemState {
uint16 nextOperation;
uint16 rOffset;
uint16 gOffset;
uint16 bOffset;
uint32 timerCount;
} _kyragemFadingState;
static const int8 _dosTrackMap[];
static const int _dosTrackMapSize;
static const int8 _amigaTrackMap[];
static const int _amigaTrackMapSize;
// 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();
const uint8 *_seq_Forest;
const uint8 *_seq_KallakWriting;
const uint8 *_seq_KyrandiaLogo;
const uint8 *_seq_KallakMalcolm;
const uint8 *_seq_MalcolmTree;
const uint8 *_seq_WestwoodLogo;
const uint8 *_seq_Demo1;
const uint8 *_seq_Demo2;
const uint8 *_seq_Demo3;
const uint8 *_seq_Demo4;
const uint8 *_seq_Reunion;
const char * const *_seq_WSATable;
const char * const *_seq_CPSTable;
const char * const *_seq_COLTable;
const char * const *_seq_textsTable;
const char * const *_storyStrings;
int _seq_WSATable_Size;
int _seq_CPSTable_Size;
int _seq_COLTable_Size;
int _seq_textsTable_Size;
int _storyStringsSize;
const char * const *_itemList;
const char * const *_takenList;
const char * const *_placedList;
const char * const *_droppedList;
const char * const *_noDropList;
const char * const *_putDownFirst;
const char * const *_waitForAmulet;
const char * const *_blackJewel;
const char * const *_poisonGone;
const char * const *_healingTip;
const char * const *_thePoison;
const char * const *_fluteString;
const char * const *_wispJewelStrings;
const char * const *_magicJewelString;
const char * const *_flaskFull;
const char * const *_fullFlask;
const char * const *_veryClever;
const char * const *_homeString;
const char * const *_newGameString;
int _itemList_Size;
int _takenList_Size;
int _placedList_Size;
int _droppedList_Size;
int _noDropList_Size;
int _putDownFirst_Size;
int _waitForAmulet_Size;
int _blackJewel_Size;
int _poisonGone_Size;
int _healingTip_Size;
int _thePoison_Size;
int _fluteString_Size;
int _wispJewelStrings_Size;
int _magicJewelString_Size;
int _flaskFull_Size;
int _fullFlask_Size;
int _veryClever_Size;
int _homeString_Size;
int _newGameString_Size;
const char * const *_characterImageTable;
int _characterImageTableSize;
const char * const *_guiStrings;
int _guiStringsSize;
const char * const *_configStrings;
int _configStringsSize;
Shape *_defaultShapeTable;
int _defaultShapeTableSize;
const Shape *_healingShapeTable;
int _healingShapeTableSize;
const Shape *_healingShape2Table;
int _healingShape2TableSize;
const Shape *_posionDeathShapeTable;
int _posionDeathShapeTableSize;
const Shape *_fluteAnimShapeTable;
int _fluteAnimShapeTableSize;
const Shape *_winterScrollTable;
int _winterScrollTableSize;
const Shape *_winterScroll1Table;
int _winterScroll1TableSize;
const Shape *_winterScroll2Table;
int _winterScroll2TableSize;
const Shape *_drinkAnimationTable;
int _drinkAnimationTableSize;
const Shape *_brandonToWispTable;
int _brandonToWispTableSize;
const Shape *_magicAnimationTable;
int _magicAnimationTableSize;
const Shape *_brandonStoneTable;
int _brandonStoneTableSize;
Room *_roomTable;
int _roomTableSize;
const char * const *_roomFilenameTable;
int _roomFilenameTableSize;
const uint8 *_amuleteAnim;
const uint8 * const *_specialPalettes;
const char * const *_soundFiles;
int _soundFilesSize;
const char * const *_soundFilesIntro;
int _soundFilesIntroSize;
const int32 *_cdaTrackTable;
int _cdaTrackTableSize;
AudioDataStruct _soundData[3];
// positions of the inventory
static const uint16 _itemPosX[];
static const uint8 _itemPosY[];
void setupButtonData();
Button *_buttonData;
Button **_buttonDataListPtr;
static const uint8 _magicMouseItemStartFrame[];
static const uint8 _magicMouseItemEndFrame[];
static const uint8 _magicMouseItemStartFrame2[];
static const uint8 _magicMouseItemEndFrame2[];
static const uint16 _amuletX[];
static const uint16 _amuletY[];
static const uint16 _amuletX2[];
static const uint16 _amuletY2[];
// special palette handling for AMIGA
void setupZanthiaPalette(int pal);
protected:
void setupOpcodeTable();
// Opcodes
int o1_magicInMouseItem(EMCState *script);
int o1_characterSays(EMCState *script);
int o1_delay(EMCState *script);
int o1_drawSceneAnimShape(EMCState *script);
int o1_runNPCScript(EMCState *script);
int o1_setSpecialExitList(EMCState *script);
int o1_walkPlayerToPoint(EMCState *script);
int o1_dropItemInScene(EMCState *script);
int o1_drawAnimShapeIntoScene(EMCState *script);
int o1_savePageToDisk(EMCState *script);
int o1_sceneAnimOn(EMCState *script);
int o1_sceneAnimOff(EMCState *script);
int o1_getElapsedSeconds(EMCState *script);
int o1_mouseIsPointer(EMCState *script);
int o1_runSceneAnimUntilDone(EMCState *script);
int o1_fadeSpecialPalette(EMCState *script);
int o1_phaseInSameScene(EMCState *script);
int o1_setScenePhasingFlag(EMCState *script);
int o1_resetScenePhasingFlag(EMCState *script);
int o1_queryScenePhasingFlag(EMCState *script);
int o1_sceneToDirection(EMCState *script);
int o1_setBirthstoneGem(EMCState *script);
int o1_placeItemInGenericMapScene(EMCState *script);
int o1_setBrandonStatusBit(EMCState *script);
int o1_delaySecs(EMCState *script);
int o1_getCharacterScene(EMCState *script);
int o1_runNPCSubscript(EMCState *script);
int o1_magicOutMouseItem(EMCState *script);
int o1_internalAnimOn(EMCState *script);
int o1_forceBrandonToNormal(EMCState *script);
int o1_poisonDeathNow(EMCState *script);
int o1_setScaleMode(EMCState *script);
int o1_openWSAFile(EMCState *script);
int o1_closeWSAFile(EMCState *script);
int o1_runWSAFromBeginningToEnd(EMCState *script);
int o1_displayWSAFrame(EMCState *script);
int o1_enterNewScene(EMCState *script);
int o1_setSpecialEnterXAndY(EMCState *script);
int o1_runWSAFrames(EMCState *script);
int o1_popBrandonIntoScene(EMCState *script);
int o1_restoreAllObjectBackgrounds(EMCState *script);
int o1_setCustomPaletteRange(EMCState *script);
int o1_loadPageFromDisk(EMCState *script);
int o1_customPrintTalkString(EMCState *script);
int o1_restoreCustomPrintBackground(EMCState *script);
int o1_getCharacterX(EMCState *script);
int o1_getCharacterY(EMCState *script);
int o1_setCharacterFacing(EMCState *script);
int o1_copyWSARegion(EMCState *script);
int o1_printText(EMCState *script);
int o1_loadSoundFile(EMCState *script);
int o1_displayWSAFrameOnHidPage(EMCState *script);
int o1_displayWSASequentialFrames(EMCState *script);
int o1_refreshCharacter(EMCState *script);
int o1_internalAnimOff(EMCState *script);
int o1_changeCharactersXAndY(EMCState *script);
int o1_clearSceneAnimatorBeacon(EMCState *script);
int o1_querySceneAnimatorBeacon(EMCState *script);
int o1_refreshSceneAnimator(EMCState *script);
int o1_placeItemInOffScene(EMCState *script);
int o1_wipeDownMouseItem(EMCState *script);
int o1_placeCharacterInOtherScene(EMCState *script);
int o1_getKey(EMCState *script);
int o1_specificItemInInventory(EMCState *script);
int o1_popMobileNPCIntoScene(EMCState *script);
int o1_mobileCharacterInScene(EMCState *script);
int o1_hideMobileCharacter(EMCState *script);
int o1_unhideMobileCharacter(EMCState *script);
int o1_setCharacterLocation(EMCState *script);
int o1_walkCharacterToPoint(EMCState *script);
int o1_specialEventDisplayBrynnsNote(EMCState *script);
int o1_specialEventRemoveBrynnsNote(EMCState *script);
int o1_setLogicPage(EMCState *script);
int o1_fatPrint(EMCState *script);
int o1_preserveAllObjectBackgrounds(EMCState *script);
int o1_updateSceneAnimations(EMCState *script);
int o1_sceneAnimationActive(EMCState *script);
int o1_setCharacterMovementDelay(EMCState *script);
int o1_getCharacterFacing(EMCState *script);
int o1_bkgdScrollSceneAndMasksRight(EMCState *script);
int o1_dispelMagicAnimation(EMCState *script);
int o1_findBrightestFireberry(EMCState *script);
int o1_setFireberryGlowPalette(EMCState *script);
int o1_setDeathHandlerFlag(EMCState *script);
int o1_drinkPotionAnimation(EMCState *script);
int o1_makeAmuletAppear(EMCState *script);
int o1_drawItemShapeIntoScene(EMCState *script);
int o1_setCharacterCurrentFrame(EMCState *script);
int o1_waitForConfirmationMouseClick(EMCState *script);
int o1_pageFlip(EMCState *script);
int o1_setSceneFile(EMCState *script);
int o1_getItemInMarbleVase(EMCState *script);
int o1_setItemInMarbleVase(EMCState *script);
int o1_addItemToInventory(EMCState *script);
int o1_intPrint(EMCState *script);
int o1_shakeScreen(EMCState *script);
int o1_createAmuletJewel(EMCState *script);
int o1_setSceneAnimCurrXY(EMCState *script);
int o1_poisonBrandonAndRemaps(EMCState *script);
int o1_fillFlaskWithWater(EMCState *script);
int o1_getCharacterMovementDelay(EMCState *script);
int o1_getBirthstoneGem(EMCState *script);
int o1_queryBrandonStatusBit(EMCState *script);
int o1_playFluteAnimation(EMCState *script);
int o1_playWinterScrollSequence(EMCState *script);
int o1_getIdolGem(EMCState *script);
int o1_setIdolGem(EMCState *script);
int o1_totalItemsInScene(EMCState *script);
int o1_restoreBrandonsMovementDelay(EMCState *script);
int o1_setEntranceMouseCursorTrack(EMCState *script);
int o1_itemAppearsOnGround(EMCState *script);
int o1_setNoDrawShapesFlag(EMCState *script);
int o1_fadeEntirePalette(EMCState *script);
int o1_itemOnGroundHere(EMCState *script);
int o1_queryCauldronState(EMCState *script);
int o1_setCauldronState(EMCState *script);
int o1_queryCrystalState(EMCState *script);
int o1_setCrystalState(EMCState *script);
int o1_setPaletteRange(EMCState *script);
int o1_shrinkBrandonDown(EMCState *script);
int o1_growBrandonUp(EMCState *script);
int o1_setBrandonScaleXAndY(EMCState *script);
int o1_resetScaleMode(EMCState *script);
int o1_getScaleDepthTableValue(EMCState *script);
int o1_setScaleDepthTableValue(EMCState *script);
int o1_message(EMCState *script);
int o1_checkClickOnNPC(EMCState *script);
int o1_getFoyerItem(EMCState *script);
int o1_setFoyerItem(EMCState *script);
int o1_setNoItemDropRegion(EMCState *script);
int o1_walkMalcolmOn(EMCState *script);
int o1_passiveProtection(EMCState *script);
int o1_setPlayingLoop(EMCState *script);
int o1_brandonToStoneSequence(EMCState *script);
int o1_brandonHealingSequence(EMCState *script);
int o1_protectCommandLine(EMCState *script);
int o1_pauseMusicSeconds(EMCState *script);
int o1_resetMaskRegion(EMCState *script);
int o1_setPaletteChangeFlag(EMCState *script);
int o1_vocUnload(EMCState *script);
int o1_vocLoad(EMCState *script);
int o1_dummy(EMCState *script);
};
} // End of namespace Kyra
#endif