/* 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. * */ #ifndef KYRA_EOBCOMMON_H #define KYRA_EOBCOMMON_H #if defined(ENABLE_EOB) || defined(ENABLE_LOL) #include "kyra/kyra_rpg.h" #endif // (ENABLE_EOB || ENABLE_LOL) #ifdef ENABLE_EOB namespace Kyra { struct EoBShapeDef { int16 index; uint8 x, y, w, h; }; struct CreatePartyModButton { uint8 encodeLabelX; uint8 encodeLabelY; uint8 labelW; uint8 labelH; uint8 labelX; uint8 labelY; uint8 bodyIndex; uint8 destX; uint8 destY; }; struct EoBRect8 { uint8 x; uint8 y; uint8 w; uint8 h; }; struct EoBChargenButtonDef { uint8 x; uint8 y; uint8 w; uint8 h; uint8 keyCode; }; struct EoBGuiButtonDef { uint16 keyCode; uint16 keyCode2; uint16 flags; uint16 x; uint8 y; uint16 w; uint8 h; uint16 arg; }; struct EoBCharacter { uint8 id; uint8 flags; char name[11]; int8 strengthCur; int8 strengthMax; int8 strengthExtCur; int8 strengthExtMax; int8 intelligenceCur; int8 intelligenceMax; int8 wisdomCur; int8 wisdomMax; int8 dexterityCur; int8 dexterityMax; int8 constitutionCur; int8 constitutionMax; int8 charismaCur; int8 charismaMax; int16 hitPointsCur; int16 hitPointsMax; int8 armorClass; uint8 disabledSlots; uint8 raceSex; uint8 cClass; uint8 alignment; int8 portrait; uint8 food; uint8 level[3]; uint32 experience[3]; uint8 *faceShape; int8 mageSpells[80]; int8 clericSpells[80]; uint32 mageSpellsAvailableFlags; Item inventory[27]; uint32 timers[10]; int8 events[10]; uint8 effectsRemainder[4]; uint32 effectFlags; uint8 damageTaken; int8 slotStatus[5]; }; struct EoBItem { uint8 nameUnid; uint8 nameId; uint8 flags; int8 icon; int8 type; int8 pos; int16 block; Item next; Item prev; uint8 level; int8 value; }; struct EoBItemType { uint16 invFlags; uint16 handFlags; int8 armorClass; int8 allowedClasses; int8 requiredHands; int8 dmgNumDiceS; int8 dmgNumPipsS; int8 dmgIncS; int8 dmgNumDiceL; int8 dmgNumPipsL; int8 dmgIncL; uint8 unk1; uint16 extraProperties; }; struct SpriteDecoration { uint8 *shp; int16 x; int16 y; }; struct EoBMonsterProperty { int8 armorClass; int8 hitChance; int8 level; uint8 hpDcTimes; uint8 hpDcPips; uint8 hpDcBase; uint8 attacksPerRound; struct DmgDc { uint8 times; uint8 pips; int8 base; } dmgDc[3]; uint16 immunityFlags; uint32 capsFlags; uint32 typeFlags; int32 experience; uint8 u30; int8 sound1; int8 sound2; uint8 numRemoteAttacks; uint8 remoteWeaponChangeMode; uint8 numRemoteWeapons; int8 remoteWeapons[5]; int8 tuResist; uint8 dmgModifierEvade; uint8 decorations[3]; }; struct EoBMonsterInPlay { uint8 type; uint8 unit; uint16 block; uint8 pos; int8 dir; uint8 animStep; uint8 shpIndex; int8 mode; int8 f_9; int8 curAttackFrame; int8 spellStatusLeft; int16 hitPointsMax; int16 hitPointsCur; uint16 dest; uint16 randItem; uint16 fixedItem; uint8 flags; uint8 idleAnimState; uint8 curRemoteWeapon; uint8 numRemoteAttacks; int8 palette; uint8 directionChanged; uint8 stepsTillRemoteAttack; uint8 sub; }; struct ScriptTimer { uint16 func; uint16 ticks; uint32 next; }; struct EoBMenuDef { int8 titleStrId; uint8 dim; uint8 firstButtonStrId; int8 numButtons; int8 titleCol; }; struct EoBMenuButtonDef { int8 labelId; int16 x; int8 y; uint8 width; uint8 height; int16 keyCode; int16 flags; }; class EoBInfProcessor; class EoBCoreEngine : public KyraRpgEngine { friend class TextDisplayer_rpg; friend class GUI_EoB; friend class EoBInfProcessor; friend class DarkmoonSequenceHelper; friend class CharacterGenerator; friend class TransferPartyWiz; public: EoBCoreEngine(OSystem *system, const GameFlags &flags); virtual ~EoBCoreEngine(); virtual void initKeymap(); Screen *screen() { return _screen; } GUI *gui() const { return _gui; } protected: // Startup virtual Common::Error init(); Common::Error go(); // Main Menu, Intro, Finale virtual int mainMenu() = 0; virtual void seq_xdeath() {}; virtual void seq_playFinale() = 0; bool _playFinale; //Init, config void loadItemsAndDecorationsShapes(); void releaseItemsAndDecorationsShapes(); void initButtonData(); void initMenus(); void initStaticResource(); virtual void initSpells(); void registerDefaultSettings(); void readSettings(); void writeSettings(); const uint8 **_largeItemShapes; const uint8 **_smallItemShapes; const uint8 **_thrownItemShapes; const int _numLargeItemShapes; const int _numSmallItemShapes; const int _numThrownItemShapes; const int _numItemIconShapes; const uint8 **_spellShapes; const uint8 **_firebeamShapes; const uint8 *_redSplatShape; const uint8 *_greenSplatShape; const uint8 **_wallOfForceShapes; const uint8 **_teleporterShapes; const uint8 **_sparkShapes; const uint8 *_deadCharShape; const uint8 *_disabledCharGrid; const uint8 *_blackBoxSmallGrid; const uint8 *_weaponSlotGrid; const uint8 *_blackBoxWideGrid; const uint8 *_lightningColumnShape; uint8 *_tempIconShape; uint8 *_itemsOverlay; static const uint8 _teleporterShapeDefs[]; static const uint8 _wallOfForceShapeDefs[]; const char *const *_mainMenuStrings; // Main loop virtual void startupNew(); virtual void startupLoad() = 0; void runLoop(); void update() { screen()->updateScreen(); } bool checkPartyStatus(bool handleDeath); bool _runFlag; // Character generation / party transfer bool startCharacterGeneration(); bool startPartyTransfer(); uint8 **_faceShapes; static const int8 _characterClassType[]; static const uint8 _hpIncrPerLevel[]; static const uint8 _numLevelsPerClass[]; static const int16 _hpConstModifiers[]; static const uint8 _charClassModifier[]; const uint8 *_classModifierFlags; // timers void setupTimers(); void setCharEventTimer(int charIndex, uint32 countdown, int evnt, int updateExistingTimer); void deleteCharEventTimer(int charIndex, int evnt); void setupCharacterTimers(); void advanceTimers(uint32 millis); void timerProcessMonsters(int timerNum); void timerSpecialCharacterUpdate(int timerNum); void timerProcessFlyingObjects(int timerNum); void timerProcessCharacterExchange(int timerNum); void timerUpdateTeleporters(int timerNum); void timerUpdateFoodStatus(int timerNum); void timerUpdateMonsterIdleAnim(int timerNum); uint8 getClock2Timer(int index) { return index < _numClock2Timers ? _clock2Timers[index] : 0; } uint8 getNumClock2Timers() { return _numClock2Timers; } static const uint8 _clock2Timers[]; static const uint8 _numClock2Timers; int32 _restPartyElapsedTime; // Mouse void setHandItem(Item itemIndex); // Characters int getDexterityArmorClassModifier(int dexterity); int generateCharacterHitpointsByLevel(int charIndex, int levelIndex); int getClassAndConstHitpointsModifier(int cclass, int constitution); int getCharacterClassType(int cclass, int levelIndex); int getModifiedHpLimits(int hpModifier, int constModifier, int level, bool mode); Common::String getCharStrength(int str, int strExt); int testCharacter(int index, int flags); int getNextValidCharIndex(int curCharIndex, int searchStep); void recalcArmorClass(int index); int validateWeaponSlotItem(int index, int slot); int getClericPaladinLevel(int index); int getMageLevel(int index); int getCharacterLevelIndex(int type, int cClass); int countCharactersWithSpecificItems(int16 itemType, int16 itemValue); int checkInventoryForItem(int character, int16 itemType, int16 itemValue); void modifyCharacterHitpoints(int character, int16 points); void neutralizePoison(int character); void npcSequence(int npcIndex); virtual void drawNpcScene(int npcIndex) = 0; virtual void runNpcDialogue(int npcIndex) = 0; void initNpc(int npcIndex); int npcJoinDialogue(int npcIndex, int queryJoinTextId, int confirmJoinTextId, int noJoinTextId); int prepareForNewPartyMember(int16 itemType, int16 itemValue); void dropCharacter(int charIndex); void removeCharacterFromParty(int charIndex); void exchangeCharacters(int charIndex1, int charIndex2); void increasePartyExperience(int16 points); void increaseCharacterExperience(int charIndex, int32 points); uint32 getRequiredExperience(int cClass, int levelIndex, int level); void increaseCharacterLevel(int charIndex, int levelIndex); void setWeaponSlotStatus(int charIndex, int mode, int slot); EoBCharacter *_characters; Common::String _strenghtStr; int _castScrollSlot; int _exchangeCharacterId; const char *const *_levelGainStrings; const uint32 *_expRequirementTables[6]; const uint8 *_saveThrowTables[6]; const uint8 *_saveThrowLevelIndex; const uint8 *_saveThrowModDiv; const uint8 *_saveThrowModExt; const EoBCharacter *_npcPreset; int _npcSequenceSub; bool _partyResting; bool _loading; // Items void loadItemDefs(); Item duplicateItem(Item itemIndex); void setItemPosition(Item *itemQueue, int block, Item item, int pos); Item createItemOnCurrentBlock(Item itemIndex); void createInventoryItem(EoBCharacter *c, Item itemIndex, int16 itemValue, int preferedInventorySlot); int deleteInventoryItem(int charIndex, int slot); void deleteBlockItem(uint16 block, int type); int validateInventorySlotForItem(Item item, int charIndex, int slot); int stripPartyItems(int16 itemType, int16 itemValue, int handleValueMode, int numItems); bool deletePartyItems(int16 itemType, int16 itemValue); virtual void updateUsedCharacterHandItem(int charIndex, int slot) = 0; int itemUsableByCharacter(int charIndex, Item item); int countQueuedItems(Item itemQueue, int16 id, int16 type, int count, int includeFlyingItems); int getQueuedItem(Item *items, int pos, int id); void printFullItemName(Item item); void identifyQueuedItems(Item itemQueue); void drawItemIconShape(int pageNum, Item itemId, int x, int y); bool isMagicEffectItem(Item itemIndex); bool checkInventoryForRings(int charIndex, int itemValue); void eatItemInHand(int charIndex); bool launchObject(int charIndex, Item item, uint16 startBlock, int startPos, int dir, int type); void launchMagicObject(int charIndex, int type, uint16 startBlock, int startPos, int dir); bool updateObjectFlight(EoBFlyingObject *fo, int block, int pos); bool updateFlyingObjectHitTest(EoBFlyingObject *fo, int block, int pos); void explodeObject(EoBFlyingObject *fo, int block, Item item); void endObjectFlight(EoBFlyingObject *fo); void checkFlyingObjects(); void reloadWeaponSlot(int charIndex, int slotIndex, int itemType, int arrowOrDagger); EoBItem *_items; uint16 _numItems; EoBItemType *_itemTypes; char **_itemNames; uint16 _numItemNames; uint32 _partyEffectFlags; Item _lastUsedItem; const uint16 *_slotValidationFlags; const int8 *_projectileWeaponAmmoTypes; const uint8 *_wandTypes; EoBFlyingObject *_flyingObjects; const uint8 *_drawObjPosIndex; const uint8 *_flightObjFlipIndex; const int8 *_flightObjShpMap; const int8 *_flightObjSclIndex; const uint8 *_expObjectTlMode; const uint8 *_expObjectTblIndex; const uint8 *_expObjectShpStart; const uint8 *_expObjectAnimTbl1; int _expObjectAnimTbl1Size; const uint8 *_expObjectAnimTbl2; int _expObjectAnimTbl2Size; const uint8 *_expObjectAnimTbl3; int _expObjectAnimTbl3Size; // Monsters void loadMonsterShapes(const char *filename, int monsterIndex, bool hasDecorations, int encodeTableIndex); void releaseMonsterShapes(int first, int num); virtual void generateMonsterPalettes(const char *file, int16 monsterIndex) {} virtual void loadMonsterDecoration(const char *file, int16 monsterIndex) {} const uint8 *loadMonsterProperties(const uint8 *data); const uint8 *loadActiveMonsterData(const uint8 *data, int level); void initMonster(int index, int unit, uint16 block, int pos, int dir, int type, int shpIndex, int mode, int i, int randItem, int fixedItem); void placeMonster(EoBMonsterInPlay *m, uint16 block, int dir); virtual void replaceMonster(int b, uint16 block, int pos, int dir, int type, int shpIndex, int mode, int h2, int randItem, int fixedItem) = 0; void killMonster(EoBMonsterInPlay *m, bool giveExperience); virtual bool killMonsterExtra(EoBMonsterInPlay *m); int countSpecificMonsters(int type); void updateAttackingMonsterFlags(); const int8 *getMonstersOnBlockPositions(uint16 block); int getClosestMonster(int charIndex, int block); bool blockHasMonsters(uint16 block); bool isMonsterOnPos(EoBMonsterInPlay *m, uint16 block, int pos, int checkPos4); const int16 *findBlockMonsters(uint16 block, int pos, int dir, int blockDamage, int singleTargetCheckAdjacent); void drawBlockObject(int flipped, int page, const uint8 *shape, int x, int y, int sd, uint8 *ovl = 0); void drawMonsterShape(const uint8 *shape, int x, int y, int flipped, int flags, int palIndex); void flashMonsterShape(EoBMonsterInPlay *m); void updateAllMonsterShapes(); void drawBlockItems(int index); void drawDoor(int index); virtual void drawDoorIntern(int type, int index, int x, int y, int w, int wall, int mDim, int16 y1, int16 y2) = 0; void drawMonsters(int index); void drawWallOfForce(int index); void drawFlyingObjects(int index); void drawTeleporter(int index); void updateMonsters(int unit); void updateMonsterDest(EoBMonsterInPlay *m); void updateMonsterAttackMode(EoBMonsterInPlay *m); void updateAllMonsterDests(); void turnFriendlyMonstersHostile(); int getNextMonsterDirection(int curBlock, int destBlock); int getNextMonsterPos(EoBMonsterInPlay *m, int block); int findFreeMonsterPos(int block, int size); void updateMoveMonster(EoBMonsterInPlay *m); bool updateMonsterTryDistanceAttack(EoBMonsterInPlay *m); bool updateMonsterTryCloseAttack(EoBMonsterInPlay *m, int block); void walkMonster(EoBMonsterInPlay *m, int destBlock); bool walkMonsterNextStep(EoBMonsterInPlay *m, int destBlock, int direction); void updateMonsterFollowPath(EoBMonsterInPlay *m, int turnSteps); void updateMonstersStraying(EoBMonsterInPlay *m, int a); void updateMonstersSpellStatus(EoBMonsterInPlay *m); void setBlockMonsterDirection(int block, int dir); uint8 *_monsterOvl1; uint8 *_monsterOvl2; SpriteDecoration *_monsterDecorations; EoBMonsterProperty *_monsterProps; EoBMonsterInPlay *_monsters; const int8 *_monsterStepTable0; const int8 *_monsterStepTable1; const int8 *_monsterStepTable2; const int8 *_monsterStepTable3; const uint8 *_monsterCloseAttPosTable1; const uint8 *_monsterCloseAttPosTable2; const int8 *_monsterCloseAttUnkTable; const uint8 *_monsterCloseAttChkTable1; const uint8 *_monsterCloseAttChkTable2; const uint8 *_monsterCloseAttDstTable1; const uint8 *_monsterCloseAttDstTable2; const uint8 *_monsterProximityTable; const uint8 *_findBlockMonstersTable; const char *const *_monsterDustStrings; const uint8 *_enemyMageSpellList; const uint8 *_enemyMageSfx; const uint8 *_beholderSpellList; const uint8 *_beholderSfx; const char *const *_monsterSpecAttStrings; const int8 *_monsterFrmOffsTable1; const int8 *_monsterFrmOffsTable2; const uint16 *_encodeMonsterShpTable; const uint8 _teleporterWallId; const int16 *_wallOfForceDsX; const uint8 *_wallOfForceDsY; const uint8 *_wallOfForceDsNumW; const uint8 *_wallOfForceDsNumH; const uint8 *_wallOfForceShpId; const int8 *_monsterDirChangeTable; // Level void loadLevel(int level, int sub); Common::String initLevelData(int sub); void addLevelItems(); void loadVcnData(const char *file, const char * /*nextFile*/); void loadBlockProperties(const char *mazFile); const uint8 *getBlockFileData(int levelIndex); const uint8 *getBlockFileData(const char *mazFile); void loadDecorations(const char *cpsFile, const char *decFile); void assignWallsAndDecorations(int wallIndex, int vmpIndex, int decDataIndex, int specialType, int flags); void releaseDecorations(); void releaseDoorShapes(); void toggleWallState(int wall, int flags); virtual void loadDoorShapes(int doorType1, int shapeId1, int doorType2, int shapeId2) = 0; virtual const uint8 *loadDoorShapes(const char *filename, int doorIndex, const uint8 *shapeDefs) = 0; void drawScene(int refresh); void drawSceneShapes(int start = 0); void drawDecorations(int index); int calcNewBlockPositionAndTestPassability(uint16 curBlock, uint16 direction); void notifyBlockNotPassable(); void moveParty(uint16 block); int clickedDoorSwitch(uint16 block, uint16 direction); int clickedDoorPry(uint16 block, uint16 direction); int clickedDoorNoPry(uint16 block, uint16 direction); int clickedNiche(uint16 block, uint16 direction); int specialWallAction(int block, int direction); void openDoor(int block); void closeDoor(int block); int16 _doorType[2]; int16 _noDoorSwitch[2]; EoBRect8 *_levelDecorationRects; SpriteDecoration *_doorSwitches; int8 _currentSub; Common::String _curGfxFile; Common::String _curBlockFile; uint32 _drawSceneTimer; uint32 _flashShapeTimer; uint32 _envAudioTimer; uint16 _teleporterPulse; Common::Array _dscWallMapping; const int16 *_dscShapeCoords; const uint8 *_dscItemPosIndex; const int16 *_dscItemShpX; const uint8 *_dscItemScaleIndex; const uint8 *_dscItemTileIndex; const uint8 *_dscItemShapeMap; const uint8 *_dscDoorScaleOffs; const uint8 *_dscDoorScaleMult1; const uint8 *_dscDoorScaleMult2; const uint8 *_dscDoorScaleMult3; const uint8 *_dscDoorY1; const uint8 *_dscDoorXE; const uint8 *_wllFlagPreset; int _wllFlagPresetSize; const uint8 *_teleporterShapeCoords; const int8 *_portalSeq; // Script void runLevelScript(int block, int flags); void setScriptFlags(uint32 flags); void clearScriptFlags(uint32 flags); bool checkScriptFlags(uint32 flags); const uint8 *initScriptTimers(const uint8 *pos); void updateScriptTimers(); virtual void updateScriptTimersExtra() {} EoBInfProcessor *_inf; int _stepCounter; int _stepsUntilScriptCall; ScriptTimer _scriptTimers[5]; int _scriptTimersCount; uint8 _scriptTimersMode; // Gui void gui_drawPlayField(bool refresh); void gui_restorePlayField(); void gui_drawAllCharPortraitsWithStats(); void gui_drawCharPortraitWithStats(int index); void gui_drawFaceShape(int index); void gui_drawWeaponSlot(int charIndex, int slot); void gui_drawWeaponSlotStatus(int x, int y, int status); void gui_drawHitpoints(int index); void gui_drawFoodStatusGraph(int index); void gui_drawHorizontalBarGraph(int x, int y, int w, int h, int32 curVal, int32 maxVal, int col1, int col2); void gui_drawCharPortraitStatusFrame(int index); void gui_drawInventoryItem(int slot, int special, int pageNum); void gui_drawCompass(bool force); void gui_drawDialogueBox(); void gui_drawSpellbook(); void gui_drawSpellbookScrollArrow(int x, int y, int direction); void gui_updateSlotAfterScrollUse(); void gui_updateControls(); void gui_toggleButtons(); void gui_setPlayFieldButtons(); void gui_setInventoryButtons(); void gui_setStatsListButtons(); void gui_setSwapCharacterButtons(); void gui_setCastOnWhomButtons(); void gui_initButton(int index, int x = -1, int y = -1, int val = -1); Button *gui_getButton(Button *buttonList, int index); int clickedInventoryNextPage(Button *button); int clickedPortraitRestore(Button *button); int clickedCharPortraitDefault(Button *button); int clickedCamp(Button *button); int clickedSceneDropPickupItem(Button *button); int clickedCharPortrait2(Button *button); int clickedWeaponSlot(Button *button); int clickedCharNameLabelRight(Button *button); int clickedInventorySlot(Button *button); int clickedEatItem(Button *button); int clickedInventoryPrevChar(Button *button); int clickedInventoryNextChar(Button *button); int clickedSpellbookTab(Button *button); int clickedSpellbookList(Button *button); int clickedCastSpellOnCharacter(Button *button); int clickedUpArrow(Button *button); int clickedDownArrow(Button *button); int clickedLeftArrow(Button *button); int clickedRightArrow(Button *button); int clickedTurnLeftArrow(Button *button); int clickedTurnRightArrow(Button *button); int clickedAbortCharSwitch(Button *button); int clickedSceneThrowItem(Button *button); int clickedSceneSpecial(Button *button); int clickedSpellbookAbort(Button *button); int clickedSpellbookScroll(Button *button); int clickedUnk(Button *button); void gui_processCharPortraitClick(int index); void gui_processWeaponSlotClickLeft(int charIndex, int slotIndex); void gui_processWeaponSlotClickRight(int charIndex, int slotIndex); void gui_processInventorySlotClick(int slot); static const int16 _buttonList1[]; int _buttonList1Size; static const int16 _buttonList2[]; int _buttonList2Size; static const int16 _buttonList3[]; int _buttonList3Size; static const int16 _buttonList4[]; int _buttonList4Size; static const int16 _buttonList5[]; int _buttonList5Size; static const int16 _buttonList6[]; int _buttonList6Size; static const int16 _buttonList7[]; int _buttonList7Size; static const int16 _buttonList8[]; int _buttonList8Size; const EoBGuiButtonDef *_buttonDefs; const char *const *_characterGuiStringsHp; const char *const *_characterGuiStringsWp; const char *const *_characterGuiStringsWr; const char *const *_characterGuiStringsSt; const char *const *_characterGuiStringsIn; const char *const *_characterStatusStrings7; const char *const *_characterStatusStrings8; const char *const *_characterStatusStrings9; const char *const *_characterStatusStrings12; const char *const *_characterStatusStrings13; const uint16 *_inventorySlotsX; const uint8 *_inventorySlotsY; const uint8 **_compassShapes; uint8 _charExchangeSwap; bool _configHpBarGraphs; // text void setupDialogueButtons(int presetfirst, int numStr, va_list &args); void initDialogueSequence(); void restoreAfterDialogueSequence(); void drawSequenceBitmap(const char *file, int destRect, int x1, int y1, int flags); int runDialogue(int dialogueTextId, int numStr, ...); char _dialogueLastBitmap[13]; int _moveCounter; const char *const *_chargenStatStrings; const char *const *_chargenRaceSexStrings; const char *const *_chargenClassStrings; const char *const *_chargenAlignmentStrings; const char *const *_pryDoorStrings; const char *const *_warningStrings; const char *const *_ripItemStrings; const char *const *_cursedString; const char *const *_enchantedString; const char *const *_magicObjectStrings; const char *const *_magicObjectString5; const char *const *_patternSuffix; const char *const *_patternGrFix1; const char *const *_patternGrFix2; const char *const *_validateArmorString; const char *const *_validateCursedString; const char *const *_validateNoDropString; const char *const *_potionStrings; const char *const *_wandStrings; const char *const *_itemMisuseStrings; const char *const *_suffixStringsRings; const char *const *_suffixStringsPotions; const char *const *_suffixStringsWands; const char *const *_takenStrings; const char *const *_potionEffectStrings; const char *const *_yesNoStrings; const char *const *_npcMaxStrings; const char *const *_okStrings; const char *const *_npcJoinStrings; const char *const *_cancelStrings; const char *const *_abortStrings; // Rest party void restParty_displayWarning(const char *str); bool restParty_updateMonsters(); int restParty_getCharacterWithLowestHp(); bool restParty_checkHealSpells(int charIndex); bool restParty_checkSpellsToLearn(); virtual void restParty_npc() {} virtual bool restParty_extraAbortCondition(); // misc void delay(uint32 millis, bool doUpdate = false, bool isMainLoop = false); void displayParchment(int id); int countResurrectionCandidates(); void seq_portal(); bool checkPassword(); virtual int resurrectionSelectDialogue() = 0; virtual void useHorn(int charIndex, int weaponSlot) {} virtual bool checkPartyStatusExtra() = 0; virtual void drawLightningColumn() {} virtual int charSelectDialogue() { return -1; } virtual void characterLevelGain(int charIndex) {} Common::Error loadGameState(int slot); Common::Error saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail); void *generateMonsterTempData(LevelTempData *tmp); void restoreMonsterTempData(LevelTempData *tmp); void releaseMonsterTempData(LevelTempData *tmp); void *generateWallOfForceTempData(LevelTempData *tmp); void restoreWallOfForceTempData(LevelTempData *tmp); void releaseWallOfForceTempData(LevelTempData *tmp); const char * const *_saveLoadStrings; const uint8 *_mnDef; const char * const *_mnWord; const char * const *_mnPrompt; int _mnNumWord; int _rrCount; const char *_rrNames[10]; int8 _rrId[10]; bool _allowSkip; Screen_EoB *_screen; GUI_EoB *_gui; // fight void useSlotWeapon(int charIndex, int slotIndex, Item item); int closeDistanceAttack(int charIndex, Item item); int thrownAttack(int charIndex, int slotIndex, Item item); int projectileWeaponAttack(int charIndex, Item item); void inflictMonsterDamage(EoBMonsterInPlay *m, int damage, bool giveExperience); void calcAndInflictMonsterDamage(EoBMonsterInPlay *m, int times, int pips, int offs, int flags, int savingThrowType, int savingThrowEffect); void calcAndInflictCharacterDamage(int charIndex, int times, int itemOrPips, int useStrModifierOrBase, int flags, int savingThrowType, int savingThrowEffect); int calcCharacterDamage(int charIndex, int times, int itemOrPips, int useStrModifierOrBase, int flags, int savingThrowType, int damageType) ; void inflictCharacterDamage(int charIndex, int damage); bool characterAttackHitTest(int charIndex, int monsterIndex, int item, int attackType); bool monsterAttackHitTest(EoBMonsterInPlay *m, int charIndex); bool flyingObjectMonsterHit(EoBFlyingObject *fo, int monsterIndex); bool flyingObjectPartyHit(EoBFlyingObject *fo); void monsterCloseAttack(EoBMonsterInPlay *m); void monsterSpellCast(EoBMonsterInPlay *m, int type); void statusAttack(int charIndex, int attackStatusFlags, const char *attackStatusString, int savingThrowType, uint32 effectDuration, int restoreEvent, int noRefresh); int calcMonsterDamage(EoBMonsterInPlay *m, int times, int pips, int offs, int flags, int savingThrowType, int savingThrowEffect); int calcDamageModifers(int charIndex, EoBMonsterInPlay *m, int item, int itemType, int useStrModifier); bool trySavingThrow(void *target, int hpModifier, int level, int type, int race); bool specialAttackSavingThrow(int charIndex, int type); int getSaveThrowModifier(int hpModifier, int level, int type); bool calcDamageCheckItemType(int itemType); int savingThrowReduceDamage(int savingThrowEffect, int damage); bool tryMonsterAttackEvasion(EoBMonsterInPlay *m); int getStrHitChanceModifier(int charIndex); int getStrDamageModifier(int charIndex); int getDexHitChanceModifier(int charIndex); int getMonsterAcHitChanceModifier(int charIndex, int monsterAc); void explodeMonster(EoBMonsterInPlay *m); int _dstMonsterIndex; bool _preventMonsterFlash; int16 _foundMonstersArray[5]; int8 _monsterBlockPosArray[6]; // magic void useMagicBookOrSymbol(int charIndex, int type); void useMagicScroll(int charIndex, int type, int weaponSlot); void usePotion(int charIndex, int weaponSlot); void useWand(int charIndex, int weaponSlot); virtual void turnUndeadAuto() {}; virtual void turnUndeadAutoHit() {}; void castSpell(int spell, int weaponSlot); void removeCharacterEffect(int spell, int charIndex, int showWarning); void removeAllCharacterEffects(int charIndex); void castOnWhomDialogue(); void startSpell(int spell); void sparkEffectDefensive(int charIndex); void sparkEffectOffensive(); void setSpellEventTimer(int spell, int timerBaseFactor, int timerLength, int timerLevelFactor, int updateExistingTimer); void sortCharacterSpellList(int charIndex); bool magicObjectDamageHit(EoBFlyingObject *fo, int dcTimes, int dcPips, int dcOffs, int level); bool magicObjectStatusHit(EoBMonsterInPlay *m, int type, bool tryEvade, int mod); bool turnUndeadHit(EoBMonsterInPlay *m, int hitChance, int casterLevel); void causeWounds(int dcTimes, int dcPips, int dcOffs); int getMagicWeaponSlot(int charIndex); int createMagicWeaponType(int invFlags, int handFlags, int armorClass, int allowedClasses, int dmgNum, int dmgPips, int dmgInc, int extraProps); Item createMagicWeaponItem(int flags, int icon, int value, int type); void removeMagicWeaponItem(Item item); void updateWallOfForceTimers(); void destroyWallOfForce(int index); int findSingleSpellTarget(int dist); int findFirstCharacterSpellTarget(); int findNextCharacterSpellTarget(int curCharIndex); int charDeathSavingThrow(int charIndex, int div); void printWarning(const char *str); void printNoEffectWarning(); void spellCallback_start_empty() {} bool spellCallback_end_empty(void*) { return true; } void spellCallback_start_armor(); void spellCallback_start_burningHands(); void spellCallback_start_detectMagic(); bool spellCallback_end_detectMagic(void*); void spellCallback_start_magicMissile(); bool spellCallback_end_magicMissile(void *obj); void spellCallback_start_shockingGrasp(); bool spellCallback_end_shockingGraspFlameBlade(void *obj); void spellCallback_start_improvedIdentify(); void spellCallback_start_melfsAcidArrow(); bool spellCallback_end_melfsAcidArrow(void *obj); void spellCallback_start_dispelMagic(); void spellCallback_start_fireball(); bool spellCallback_end_fireball(void *obj); void spellCallback_start_flameArrow(); bool spellCallback_end_flameArrow(void *obj); void spellCallback_start_holdPerson(); bool spellCallback_end_holdPerson(void *obj); void spellCallback_start_lightningBolt(); bool spellCallback_end_lightningBolt(void *obj); void spellCallback_start_vampiricTouch(); bool spellCallback_end_vampiricTouch(void *obj); void spellCallback_start_fear(); void spellCallback_start_iceStorm(); bool spellCallback_end_iceStorm(void *obj); void spellCallback_start_stoneSkin(); void spellCallback_start_removeCurse(); void spellCallback_start_coneOfCold(); void spellCallback_start_holdMonster(); bool spellCallback_end_holdMonster(void *obj); void spellCallback_start_wallOfForce(); void spellCallback_start_disintegrate(); void spellCallback_start_fleshToStone(); void spellCallback_start_stoneToFlesh(); void spellCallback_start_trueSeeing(); bool spellCallback_end_trueSeeing(void*); void spellCallback_start_slayLiving(); void spellCallback_start_powerWordStun(); void spellCallback_start_causeLightWounds(); void spellCallback_start_cureLightWounds(); void spellCallback_start_aid(); bool spellCallback_end_aid(void *obj); void spellCallback_start_flameBlade(); void spellCallback_start_slowPoison(); bool spellCallback_end_slowPoison(void *obj); void spellCallback_start_createFood(); void spellCallback_start_removeParalysis(); void spellCallback_start_causeSeriousWounds(); void spellCallback_start_cureSeriousWounds(); void spellCallback_start_neutralizePoison(); void spellCallback_start_causeCriticalWounds(); void spellCallback_start_cureCriticalWounds(); void spellCallback_start_flameStrike(); bool spellCallback_end_flameStrike(void *obj); void spellCallback_start_raiseDead(); void spellCallback_start_harm(); void spellCallback_start_heal(); void spellCallback_start_layOnHands(); void spellCallback_start_turnUndead(); bool spellCallback_end_monster_lightningBolt(void *obj); bool spellCallback_end_monster_fireball1(void *obj); bool spellCallback_end_monster_fireball2(void *obj); bool spellCallback_end_monster_deathSpell(void *obj); bool spellCallback_end_monster_disintegrate(void *obj); bool spellCallback_end_monster_causeCriticalWounds(void *obj); bool spellCallback_end_monster_fleshToStone(void *obj); int8 _openBookSpellLevel; int8 _openBookSpellSelectedItem; int8 _openBookSpellListOffset; uint8 _openBookChar; uint8 _openBookType; uint8 _openBookCharBackup; uint8 _openBookTypeBackup; uint8 _openBookCasterLevel; const char *const *_openBookSpellList; int8 *_openBookAvailableSpells; uint8 _activeSpellCharId; uint8 _activeSpellCharacterPos; int _activeSpell; int _characterSpellTarget; bool _returnAfterSpellCallback; typedef void (EoBCoreEngine::*SpellStartCallback)(); typedef bool (EoBCoreEngine::*SpellEndCallback)(void *obj); struct EoBSpell { const char *name; SpellStartCallback startCallback; uint16 flags; const uint16 *timingPara; SpellEndCallback endCallback; uint8 sound; uint32 effectFlags; uint16 damageFlags; }; EoBSpell *_spells; int _numSpells; struct WallOfForce { uint16 block; uint32 duration; }; WallOfForce *_wallsOfForce; const char *const *_bookNumbers; const char *const *_mageSpellList; int _mageSpellListSize; int _clericSpellOffset; const char *const *_clericSpellList; const char *const *_spellNames; const char *const *_magicStrings1; const char *const *_magicStrings2; const char *const *_magicStrings3; const char *const *_magicStrings4; const char *const *_magicStrings6; const char *const *_magicStrings7; const char *const *_magicStrings8; uint8 *_spellAnimBuffer; const uint8 *_sparkEffectDefSteps; const uint8 *_sparkEffectDefSubSteps; const uint8 *_sparkEffectDefShift; const uint8 *_sparkEffectDefAdd; const uint8 *_sparkEffectDefX; const uint8 *_sparkEffectDefY; const uint32 *_sparkEffectOfFlags1; const uint32 *_sparkEffectOfFlags2; const uint8 *_sparkEffectOfShift; const uint8 *_sparkEffectOfX; const uint8 *_sparkEffectOfY; const uint8 *_magicFlightObjectProperties; const uint8 *_turnUndeadEffect; const uint8 *_burningHandsDest; const int8 *_coneOfColdDest1; const int8 *_coneOfColdDest2; const int8 *_coneOfColdDest3; const int8 *_coneOfColdDest4; const uint8 *_coneOfColdGfxTbl; int _coneOfColdGfxTblSize; // Menu EoBMenuDef *_menuDefs; const EoBMenuButtonDef *_menuButtonDefs; bool _configMouse; const char *const *_menuStringsMain; const char *const *_menuStringsSaveLoad; const char *const *_menuStringsOnOff; const char *const *_menuStringsSpells; const char *const *_menuStringsRest; const char *const *_menuStringsDrop; const char *const *_menuStringsExit; const char *const *_menuStringsStarve; const char *const *_menuStringsScribe; const char *const *_menuStringsDrop2; const char *const *_menuStringsHead; const char *const *_menuStringsPoison; const char *const *_menuStringsMgc; const char *const *_menuStringsPrefs; const char *const *_menuStringsRest2; const char *const *_menuStringsRest3; const char *const *_menuStringsRest4; const char *const *_menuStringsDefeat; const char *_errorSlotEmptyString; const char *_errorSlotNoNameString; const char *_menuOkString; const char *const *_menuStringsTransfer; const char *const *_transferStringsScummVM; const char *const *_menuStringsSpec; const char *const *_menuStringsSpellNo; const char *const *_menuYesNoStrings; const uint8 *_spellLevelsMage; int _spellLevelsMageSize; const uint8 *_spellLevelsCleric; int _spellLevelsClericSize; const uint8 *_numSpellsCleric; const uint8 *_numSpellsWisAdj; const uint8 *_numSpellsPal; const uint8 *_numSpellsMage; // sound void snd_playSong(int id); void snd_playSoundEffect(int id, int volume=0xFF); void snd_stopSound(); void snd_fadeOut(); // keymap static const char *const kKeymapName; }; } // End of namespace Kyra #endif // ENABLE_EOB #endif