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-rw-r--r--engines/drascula/drascula.h119
1 files changed, 58 insertions, 61 deletions
diff --git a/engines/drascula/drascula.h b/engines/drascula/drascula.h
index 2d1954e3ca..e547503bee 100644
--- a/engines/drascula/drascula.h
+++ b/engines/drascula/drascula.h
@@ -36,6 +36,8 @@
#include "common/system.h"
#include "common/util.h"
+#include "engines/savestate.h"
+
#include "audio/mixer.h"
#include "engines/engine.h"
@@ -415,7 +417,7 @@ public:
int inventoryObjects[43];
char _targetSurface[40][20];
int _destX[40], _destY[40], trackCharacter_alkeva[40], roomExits[40];
- int x1[40], y1[40], x2[40], y2[40];
+ int _objectX1[40], _objectY1[40], _objectX2[40], _objectY2[40];
int takeObject, pickedObject;
bool _subtitlesDisabled;
bool _menuBar, _menuScreen, _hasName;
@@ -453,11 +455,9 @@ public:
int term_int;
int currentChapter;
int loadedDifferentChapter;
- char saveName[13];
+ int _currentSaveSlot;
int _color;
int musicStopped;
- char select[23];
- int selectionMade;
int mouseX;
int mouseY;
int leftMouseButton;
@@ -494,9 +494,16 @@ public:
void selectVerb(int);
void updateVolume(Audio::Mixer::SoundType soundType, int prevVolume);
void volumeControls();
+
bool saveLoadScreen();
+ bool scummVMSaveLoadDialog(bool isSave);
+ Common::String enterName(Common::String &selectedName);
void loadSaveNames();
- void saveSaveNames();
+ void saveGame(int slot, Common::String &desc);
+ bool loadGame(int slot);
+ void checkForOldSaveGames();
+ void convertSaveGame(int slot, Common::String &desc);
+
void print_abc(const char *, int, int);
void delay(int ms);
bool confirmExit();
@@ -550,7 +557,6 @@ public:
void updateMusic();
int musicStatus();
void updateRoom();
- bool loadGame(const char *);
void updateDoor(int);
void setPaletteBase(int darkness);
void updateVisible();
@@ -568,7 +574,6 @@ public:
void showCursor();
void hideCursor();
bool isCursorVisible();
- void enterName();
bool soundIsActive();
void waitFrameSSN();
void mixVideo(byte *OldScreen, byte *NewScreen, uint16 oldPitch);
@@ -589,7 +594,6 @@ public:
void quadrant_2();
void quadrant_3();
void quadrant_4();
- void saveGame(const char *gameName);
void increaseFrameNum();
int whichObject();
bool checkMenuFlags();
@@ -650,63 +654,56 @@ public:
bool room_62(int);
bool room_102(int);
- void animation_1_1();
- void animation_2_1();
- void animation_3_1();
- void animation_4_1();
- //
- void animation_2_2();
- void animation_4_2();
- void animation_5_2();
- void animation_6_2();
- void animation_7_2();
- void animation_11_2();
- void animation_12_2();
- void animation_13_2();
- void animation_14_2();
void asco();
- void animation_16_2();
- void animation_20_2();
- void animation_23_2();
- void animation_23_joined();
- void animation_23_joined2();
- void animation_24_2();
- void animation_25_2();
- void animation_26_2();
- void animation_27_2();
- void animation_29_2();
- void animation_31_2();
- void animation_32_2();
- void animation_33_2();
- void animation_34_2();
- void animation_35_2();
- void animation_36_2();
+
+ void animation_1_1(); // Game introduction
+ void animation_2_1(); // John falls in love with BJ, who is then abducted by Drascula
+ void animation_3_1(); // John talks with the bartender to book a room
+ void animation_4_1(); // John talks with the pianist
+ //
+ void animation_2_2(); // John enters the chapel via the window
+ void animation_4_2(); // John talks with the blind man (closeup)
+ void animation_5_2(); // John breaks the chapel window with the pike
+ void animation_6_2(); // The blind man (closeup) thanks John for giving him money and hands him the sickle
+ void animation_7_2(); // John uses the sickle
+ void animation_11_2(); // The drunk man says "they're all dead, thanks *hic*"
+ void animation_12_2(); // Conversation screen - John talks to the pianist after BJ is abducted by Drascula
+ void animation_13_2(); // ???
+ void animation_14_2(); // The glass box falls from the ceiling
+ void animation_16_2(); // The drunk tells us about Von Braun
+ void animation_20_2(); // Von Braun tells John that he needs to have special skills to fight vampires
+ void animation_23_2(); // Von Braun tests John's reactions to scratching noises
+ void animation_24_2(); // Conversation screen - John talks with Von Braun
+ void animation_25_2(); // The glass box is lifted back to the ceiling
+ void animation_26_2(); // John gives the book to the pianist and gets his earplugs in return
+ void animation_27_2(); // Von Braun admits that John is ready to fight vampires and gives him his money back
+ void animation_29_2(); // Von Braun tells John what ingredients he needs for the brew
+ void animation_31_2(); // Von Braun obtains the items needed for the brew from John and creates it
+ void animation_34_2(); // John kicks an object
+ void animation_35_2(); // John jumps into the well
+ void animation_36_2(); // John asks the bartender about the pianist
//
- void animation_2_3();
- void animation_3_3();
- void animation_4_3();
- void animation_5_3();
- void animation_6_3();
- void animation_ray();
+ void animation_2_3(); // John uses the cross with the Frankenstein-zombie ("yoda") and destroys him
+ void animation_6_3(); // Frankenstein is blocking John's path
//
- void animation_1_4();
- void animation_5_4();
- void animation_6_4();
- void animation_7_4();
- void animation_8_4();
+ void animation_castle(); // Chapter 4 start - Drascula's castle exterior, lightning strikes
+ void animation_1_4(); // Conversation screen - John talks with Igor
+ void animation_5_4(); // John enters Igor's room dressed as Drascula
+ void animation_6_4(); // Igor says that he's going for supper
+ void animation_7_4(); // John removes Drascula's disguise
+ void animation_8_4(); // Secret passage behind bookcase is revealed
//
- void animation_1_5();
- void animation_5_5();
- void animation_11_5();
- void animation_12_5();
- void animation_13_5();
- void animation_14_5();
+ void animation_1_5(); // John finds BJ
+ void animation_5_5(); // ???
+ void animation_12_5(); // Frankenstein comes to life
+ void animation_12_5_frankenstein();
+ void animation_14_5(); // John finds out that an object is empty
//
- void animation_1_6();
- void animation_5_6();
- void animation_6_6();
- void animation_9_6();
- void animation_19_6();
+ void animation_1_6(); // ???
+ void animation_5_6(); // John is tied to the table. Drascula and Igor lower the pendulum
+ void animation_6_6(); // John uses the pendulum to break free
+ void animation_9_6(); // Game ending - John uses the cross on Drascula and reads BJ's letter
+ void animation_19_6(); // Someone pops up from behind a door when trying to open it
void update_1_pre();
void update_2();
@@ -778,7 +775,7 @@ private:
RoomUpdate *_roomPreUpdates, *_roomUpdates;
RoomTalkAction *_roomActions;
TalkSequenceCommand *_talkSequences;
- char _saveNames[10][23];
+ Common::String _saveNames[10];
char **loadTexts(Common::File &in);
void freeTexts(char **ptr);