/* 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_LOL_H #define KYRA_LOL_H #include "kyra/kyra_v1.h" #include "kyra/script_tim.h" #include "kyra/script.h" #include "kyra/sound.h" #include "kyra/gui_lol.h" #include "kyra/text_lol.h" #include "common/list.h" namespace Kyra { class Screen_LoL; class WSAMovie_v2; struct Button; struct LoLCharacter { uint16 flags; char name[11]; uint8 raceClassSex; int16 id; uint8 curFaceFrame; uint8 nextFaceFrame; uint8 field_12; const uint16 *defaultModifiers; uint16 itemsMight[8]; uint16 field_27[2]; uint8 field_2B; uint16 field_2C; uint16 field_2E; uint16 field_30; uint16 field_32; uint16 field_34; uint8 field_36; uint16 itemsProtection; uint16 hitPointsCur; uint16 hitPointsMax; uint16 magicPointsCur; uint16 magicPointsMax; uint8 field_41; uint16 damageSuffered; uint16 weaponHit; uint16 totalMightModifier; uint16 totalProtectionModifier; uint16 might; uint16 protection; int16 nextAnimUpdateCountdown; uint16 items[11]; uint8 skillLevels[3]; uint8 skillModifiers[3]; int32 experiencePts[3]; uint8 arrayUnk2[5]; uint8 arrayUnk1[5]; }; struct SpellProperty { uint16 field_0; uint16 unkArr[4]; uint16 field_A; uint16 field_C; uint16 field_E; uint16 spellNameCode; uint16 mpRequired[4]; uint16 field_1A; }; struct LevelBlockProperty { uint8 walls[4]; uint16 itemIndex; uint16 field_6; uint8 field_8; uint8 flags; }; struct MonsterProperty { uint8 id; uint8 maxWidth; uint16 field2[2]; uint16 protection; uint16 unk[6]; uint16 *pos; uint16 unk2[8]; uint16 unk3[8]; uint16 itemProtection; uint16 might; uint8 b; uint16 unk5[2]; uint16 unk6[5]; uint8 unk7[4]; uint8 unk8[3]; }; struct MonsterInPlay { uint16 itemIndexUnk; uint16 unk2; uint8 unk4; uint16 blockPropertyIndex; uint16 x; uint16 y; int8 level; uint16 itemPosX; uint16 itemPosY; uint8 field10; uint16 anon8; uint8 anon9; uint8 field_14; uint8 field_15; uint8 field_16; uint8 field_17; uint8 field_18; uint16 field_19; uint8 field_1B; uint8 field_1C; int16 monsterMight; uint8 field_1F; uint8 type; MonsterProperty *properties; uint8 field_25; uint8 field_26; uint8 field_27; uint16 itix; uint8 field_2A; uint8 field_2B; uint16 field_2C; uint8 field_2D; uint8 field_2E; }; struct ItemInPlay { uint16 itemIndexUnk; uint16 unk2; uint8 unk4; uint16 blockPropertyIndex; uint16 x; uint16 y; int8 level; uint16 itemPropertyIndex; uint16 shpCurFrame_flg; uint8 field10; uint16 anon8; uint8 anon9; }; struct ItemProperty { uint16 nameStringId; uint8 shpIndex; uint16 flags; uint16 type; uint8 itemScriptFunc; int8 might; uint8 skill; uint8 protection; uint16 unkB; uint8 unkD; }; struct LevelShapeProperty { uint16 shapeIndex[10]; uint8 scaleFlag[10]; uint16 shapeX[10]; uint16 shapeY[10]; int8 next; uint8 flags; }; struct CompassDef { uint8 shapeIndex; int8 x; int8 y; uint8 flags; }; struct ButtonDef { uint16 buttonflags; uint16 keyCode; uint16 keyCode2; int16 x; int16 y; uint16 w; uint16 h; uint16 index; uint16 screenDim; }; class LoLEngine : public KyraEngine_v1 { friend class GUI_LoL; friend class TextDisplayer_LoL; friend class TIMInterpreter_LoL; public: LoLEngine(OSystem *system, const GameFlags &flags); ~LoLEngine(); Screen *screen(); GUI *gui() const; private: Screen_LoL *_screen; GUI_LoL *_gui; TIMInterpreter *_tim; Common::Error init(); Common::Error go(); // initialization void initStaticResource(); void preInit(); void loadItemIconShapes(); int mainMenu(); void startup(); void startupNew(); // main loop void runLoop(); void update(); int setUnkFlags(int unk); int removeUnkFlags(int unk); int _intFlag3; // mouse void setMouseCursorToIcon(int icon); void setMouseCursorToItemInHand(); uint8 *getItemIconShapePtr(int index); bool posWithinRect(int mouseX, int mouseY, int x1, int y1, int x2, int y2); int _floatingMouseArrowControl; // intro void setupPrologueData(bool load); void showIntro(); struct CharacterPrev { const char *name; int x, y; int attrib[3]; }; static const CharacterPrev _charPreviews[]; WSAMovie_v2 *_chargenWSA; static const uint8 _chargenFrameTable[]; int chooseCharacter(); void kingSelectionIntro(); void kingSelectionReminder(); void kingSelectionOutro(); void processCharacterSelection(); void updateSelectionAnims(); int selectionCharInfo(int character); void selectionCharInfoIntro(char *file); int getCharSelection(); int selectionCharAccept(); int _charSelection; int _charSelectionInfoResult; uint32 _selectionAnimTimers[4]; uint8 _selectionAnimFrames[4]; static const uint8 _selectionAnimIndexTable[]; static const uint16 _selectionPosTable[]; static const uint8 _selectionChar1IdxTable[]; static const uint8 _selectionChar2IdxTable[]; static const uint8 _selectionChar3IdxTable[]; static const uint8 _selectionChar4IdxTable[]; static const uint8 _reminderChar1IdxTable[]; static const uint8 _reminderChar2IdxTable[]; static const uint8 _reminderChar3IdxTable[]; static const uint8 _reminderChar4IdxTable[]; static const uint8 _charInfoFrameTable[]; // timers void setupTimers(); void enableTimer(int id); void timerProcessOpenDoor(int timerNum); void timerSub2(int timerNum); void timerSub3(int timerNum); void timerSub4(int timerNum); void timerSub5(int timerNum); void timerSub6(int timerNum); void timerUpdatePortraitAnimations(int skipUpdate); void timerUpdateLampState(int timerNum); void timerFadeMessageText(int timerNum); // sound void loadTalkFile(int index); void snd_playVoiceFile(int track) {} bool snd_playCharacterSpeech(int id, int8 speaker, int); int snd_characterSpeaking(); void snd_stopSpeech(bool setFlag); void snd_playSoundEffect(int track, int volume); void snd_loadSoundFile(int track); int snd_playTrack(int track); int snd_stopMusic(); int _lastSpeechId; int _lastSpeaker; char _activeVoiceFile[13]; int _lastSfxTrack; int _lastMusicTrack; int _curMusicFileIndex; char _curMusicFileExt; int _curTlkFile; int _speechFlag; char **_ingameSoundList; int _ingameSoundListSize; const uint8 *_musicTrackMap; int _musicTrackMapSize; const uint16 *_ingameSoundIndex; int _ingameSoundIndexSize; const uint8 *_ingameGMSoundIndex; int _ingameGMSoundIndexSize; const uint8 *_ingameMT32SoundIndex; int _ingameMT32SoundIndexSize; /*const uint8 *_ingameADLSoundIndex; int _ingameADLSoundIndexSize;*/ // gui void gui_drawPlayField(); void gui_drawScene(int pageNum); void gui_drawAllCharPortraitsWithStats(); void gui_drawCharPortraitWithStats(int charNum); void gui_drawBox(int x, int y, int w, int h, int frameColor1, int frameColor2, int fillColor); void gui_drawCharFaceShape(int charNum, int x, int y, int pageNum); void gui_highlightPortraitFrame(int charNum); void gui_drawLiveMagicBar(int x, int y, int curPoints, int unk, int maxPoints, int w, int h, int col1, int col2, int flag); void gui_drawMoneyBox(int pageNum); void gui_drawInventory(); void gui_drawInventoryItem(int index); void gui_drawCompass(); void gui_drawScroll(); void gui_highlightSelectedSpell(int unk); void gui_displayCharInventory(int charNum); void gui_printCharInventoryStats(int charNum); void gui_printCharacterStats(int index, int redraw, int value); void gui_changeCharacterStats(int charNum); void gui_drawCharInventoryItem(int itemIndex); void gui_drawBarGraph(int x, int y, int w, int h, int32 curVal, int32 maxVal, int col1, int col2); int gui_enableControls(); int gui_disableControls(int controlMode); void gui_toggleButtonDisplayMode(int shapeIndex, int mode); void gui_toggleFightButtons(bool disable); void gui_prepareForSequence(int x, int y, int w, int h, int buttonFlags); bool _weaponsDisabled; int _lastButtonShape; uint32 _buttonPressTimer; int _selectedCharacter; int _compassDirection; int _compassUnk; int _compassDirectionIndex; int _charInventoryUnk; const CompassDef *_compassDefs; int _compassDefsSize; void gui_updateInput(); void gui_triggerEvent(int eventType); void gui_enableDefaultPlayfieldButtons(); void gui_enableSequenceButtons(int x, int y, int w, int h, int enableFlags); void gui_enableCharInventoryButtons(int charNum); void gui_resetButtonList(); void gui_initButtonsFromList(const int16 *list); void gui_initCharacterControlButtons(int index, int xOffs); void gui_initCharInventorySpecialButtons(int charNum); void gui_initMagicScrollButtons(); void gui_initMagicSubmenu(int charNum); void gui_initButton(int index, int x = -1, int y = -1, int val = -1); void gui_notifyButtonListChanged() { if (_gui) _gui->_buttonListChanged = true; } void assignButtonCallback(Button *button, int index); Button *_activeButtons; ButtonDef _sceneWindowButton; bool _preserveEvents; 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 clickedAttackButton(Button *button); int clickedMagicButton(Button *button); int clickedMagicSubmenu(Button *button); int clickedScreen(Button *button); int clickedPortraitLeft(Button *button); int clickedLiveMagicBarsLeft(Button *button); int clickedPortraitEtcRight(Button *button); int clickedCharInventorySlot(Button *button); int clickedExitCharInventory(Button *button); int clickedUnk16(Button *button); int clickedScenePickupItem(Button *button); int clickedInventorySlot(Button *button); int clickedInventoryScroll(Button *button); int clickedScenePressSwitch(Button *button); int clickedScene(Button *button); int clickedScroll(Button *button); int clickedUnk23(Button *button); int clickedUnk24(Button *button); int clickedSceneDropItem(Button *button); int clickedOptions(Button *button); int clickedRestParty(Button *button); int clickedMoneyBox(Button *button); int clickedCompass(Button *button); int clickedAutomap(Button *button); int clickedLamp(Button *button); int clickedUnk32(Button *button); const ButtonDef *_buttonData; int _buttonDataSize; const int16 *_buttonList1; int _buttonList1Size; const int16 *_buttonList2; int _buttonList2Size; const int16 *_buttonList3; int _buttonList3Size; const int16 *_buttonList4; int _buttonList4Size; const int16 *_buttonList5; int _buttonList5Size; const int16 *_buttonList6; int _buttonList6Size; const int16 *_buttonList7; int _buttonList7Size; const int16 *_buttonList8; int _buttonList8Size; // text bool characterSays(int track, int charId, bool redraw); int playCharacterScriptChat(int charId, int y, int unk1, char *str, EMCState *script, int16 *paramList, int16 paramIndex); TextDisplayer_LoL *_txt; // emc scripts void runInitScript(const char *filename, int func); void runInfScript(const char *filename); void runLevelScript(int block, int sub); void runLevelScriptCustom(int block, int sub, int charNum, int item, int reg3, int reg4); bool checkScriptUnk(int func); EMCData _scriptData; bool _scriptBoolSkipExec; uint16 _scriptDirection; uint16 _currentDirection; uint16 _currentBlock; bool _sceneUpdateRequired; int16 _currentBlockPropertyIndex[18]; uint16 _gameFlags[15]; uint16 _unkEMC46[16]; // emc opcode int olol_setGameFlag(EMCState *script); int olol_testGameFlag(EMCState *script); int olol_loadLevelGraphics(EMCState *script); int olol_loadCmzFile(EMCState *script); int olol_loadMonsterShapes(EMCState *script); int olol_allocItemPropertiesBuffer(EMCState *script); int olol_setItemProperty(EMCState *script); int olol_makeItem(EMCState *script); int olol_getItemPara(EMCState *script); int olol_getCharacterStat(EMCState *script); int olol_setCharacterStat(EMCState *script); int olol_loadLevelShapes(EMCState *script); int olol_closeLevelShapeFile(EMCState *script); int olol_loadDoorShapes(EMCState *script); int olol_initAnimStruct(EMCState *script); int olol_freeAnimStruct(EMCState *script); int olol_getDirection(EMCState *script); int olol_setMusicTrack(EMCState *script); int olol_clearDialogueField(EMCState *script); int olol_getUnkArrayVal(EMCState *script); int olol_setUnkArrayVal(EMCState *script); int olol_setGlobalVar(EMCState *script); int olol_mapShapeToBlock(EMCState *script); int olol_resetBlockShapeAssignment(EMCState *script); int olol_loadMonsterProperties(EMCState *script); int olol_68(EMCState *script); int olol_setScriptTimer(EMCState *script); int olol_loadTimScript(EMCState *script); int olol_runTimScript(EMCState *script); int olol_releaseTimScript(EMCState *script); int olol_initDialogueSequence(EMCState *script); int olol_restoreSceneAfterDialogueSequence(EMCState *script); int olol_85(EMCState *script); int olol_loadLangFile(EMCState *script); int olol_stopTimScript(EMCState *script); int olol_playCharacterScriptChat(EMCState *script); int olol_loadSoundFile(EMCState *script); int olol_setPaletteBrightness(EMCState *script); int olol_playDialogueTalkText(EMCState *script); int olol_checkDialogueState(EMCState *script); int olol_setNextFunc(EMCState *script); int olol_setDoorState(EMCState *script); int olol_assignCustomSfx(EMCState *script); int olol_resetPortraitsArea(EMCState *script); int olol_setUnkFlags(EMCState *script); // tim scripts TIM *_activeTim[10]; // tim opcode void setupOpcodeTable(); Common::Array _timIntroOpcodes; int tlol_setupPaletteFade(const TIM *tim, const uint16 *param); int tlol_loadPalette(const TIM *tim, const uint16 *param); int tlol_setupPaletteFadeEx(const TIM *tim, const uint16 *param); int tlol_processWsaFrame(const TIM *tim, const uint16 *param); int tlol_displayText(const TIM *tim, const uint16 *param); Common::Array _timIngameOpcodes; // translation int _lang; uint8 *_landsFile; uint8 *_levelLangFile; int _lastUsedStringBuffer; char _stringBuffer[5][512]; // TODO: The original used a size of 512, it looks a bit large. // Maybe we can someday reduce the size. char *getLangString(uint16 id); uint8 *getTableEntry(uint8 *buffer, uint16 id); static const char * const _languageExt[]; // graphics void setupScreenDims(); void initDialogueSequence(int controlMode); void restoreSceneAfterDialogueSequence(int redraw); void resetPortraitsArea(); void toggleSelectedCharacterFrame(bool mode); void fadeText(); void updateWsaAnimations(); uint8 **_itemIconShapes; int _numItemIconShapes; uint8 **_itemShapes; int _numItemShapes; uint8 **_gameShapes; int _numGameShapes; uint8 **_thrownShapes; int _numThrownShapes; uint8 **_iceShapes; int _numIceShapes; uint8 **_fireballShapes; int _numFireballShapes; const int8 *_gameShapeMap; int _gameShapeMapSize; uint8 *_characterFaceShapes[40][3]; // characters bool addCharacter(int id); void initCharacter(int charNum, int firstFaceFrame, int unk2, int redraw); void initCharacterUnkSub(int charNum, int unk1, int unk2, int unk3); int countActiveCharacters(); void loadCharFaceShapes(int charNum, int id); void calcCharPortraitXpos(); void updatePortraitSpeechAnim(); void updatePortraits(); void initTextFading(int textType, int clearField); void setCharFaceFrame(int charNum, int frameNum); void faceFrameRefresh(int charNum); void recalcCharacterStats(int charNum); int calculateCharacterStats(int charNum, int index); int calculateProtection(int index); LoLCharacter *_characters; uint16 _activeCharsXpos[3]; int _updateFlags; int _updateCharNum; int _updatePortraitSpeechAnimDuration; int _portraitSpeechAnimMode; int _updateCharV3; int _textColourFlag; bool _fadeText; int _hideInventory; uint32 _palUpdateTimer; uint32 _updatePortraitNext; int _loadLevelFlag; int _levelFlagUnk; int _unkCharNum; int _charStatsTemp[5]; uint8 **_monsterShapes; uint8 **_monsterPalettes; uint8 **_buf4; uint8 _monsterUnk[3]; const LoLCharacter *_charDefaults; int _charDefaultsSize; const uint16 *_charDefsMan; int _charDefsManSize; const uint16 *_charDefsWoman; int _charDefsWomanSize; const uint16 *_charDefsKieran; int _charDefsKieranSize; const uint16 *_charDefsAkshel; int _charDefsAkshelSize; const int32 *_expRequirements; int _expRequirementsSize; // lamp void resetLampStatus(); void setLampMode(bool lampOn); void updateLampStatus(); int _lampOilStatus; int _brightness; int _lampStatusUnk; uint32 _lampStatusTimer; bool _lampStatusSuspended; // level void loadLevel(int index); void addLevelItems(); int initCmzWithScript(int block); void initCMZ1(MonsterInPlay *l, int a); void initCMZ2(MonsterInPlay *l, uint16 a, uint16 b); int cmzS1(uint16 x1, uint16 y1, uint16 x2, uint16 y2); void cmzS2(MonsterInPlay *l, int a); void cmzS3(MonsterInPlay *l); void cmzS4(uint16 &itemIndex, int a); int cmzS5(uint16 a, uint16 b); void cmzS6(uint16 &itemIndex, int a); void cmzS7(int a, int block); void loadLevelWLL(int index, bool mapShapes); void moveItemToBlock(uint16 *cmzItemIndex, uint16 item); int assignLevelShapes(int index); uint8 *getLevelShapes(int index); void loadLevelCmzFile(int index); void loadCMZ_Sub(int index1, int index2); void loadCmzFile(const char *file); void loadMonsterShapes(const char *file, int monsterIndex, int b); void releaseMonsterShapes(int monsterIndex); void loadLevelShpDat(const char *shpFile, const char *datFile, bool flag); void loadLevelGraphics(const char *file, int specialColor, int weight, int vcnLen, int vmpLen, const char *palFile); void resetItems(int flag); void resetLvlBuffer(); void resetBlockProperties(); bool testWallFlag(int block, int direction, int flag); bool testWallInvisibility(int block, int direction); void drawScene(int pageNum); void generateBlockDrawingBuffer(int block, int direction); void generateBlockDrawingBufferF0(int16 wllOffset, uint8 wllIndex, uint8 wllVmpIndex, int16 vmpOffset, uint8 len, uint8 numEntries); void generateBlockDrawingBufferF1(int16 wllOffset, uint8 wllIndex, uint8 wllVmpIndex, int16 vmpOffset, uint8 len, uint8 numEntries); bool hasWall(int index); void assignBlockCaps(int block, int direction); void drawVcnBlocks(uint8 *vcnBlocks, uint16 *blockDrawingBuffer, uint8 *vcnShift, int pageNum); void drawSceneShapes(); void setLevelShapesDim(int index, int16 &x1, int16 &x2, int dim); void scaleLevelShapesDim(int index, int16 &y1, int16 &y2, int dim); void drawLevelModifyScreenDim(int dim, int16 x1, int16 y1, int16 x2, int16 y2); void drawDecorations(int index); void drawIceShapes(int index, int iceShapeIndex); void drawMonstersAndItems(int block); void drawDoor(uint8 *shape, uint8 *table, int index, int unk2, int w, int h, int flags); void drawDoorOrMonsterShape(uint8 *shape, uint8 *table, int x, int y, int flags, const uint8 *ovl); void drawSceneItem(uint8 *shape, uint8 *ovl, int x, int y, int w, int h, int flags, int unk1, int unk2); void drawScriptShapes(int pageNum); void updateSceneWindow(); void setSequenceGui(int x, int y, int w, int h, int enableFlags); void restoreDefaultGui(); void updateCompass(); void moveParty(uint16 direction, int unk1, int unk2, int buttonShape); uint16 calcNewBlockPosition(uint16 curBlock, uint16 direction); bool checkBlockPassability(uint16 block, uint16 direction); void notifyBlockNotPassable(int scrollFlag); int clickedDecoration(uint16 block, uint16 direction); int switchOpenDoor(uint16 block, uint16 direction); bool clickedShape(int shapeIndex); void openDoorSub1(uint16 block, int unk); void openDoorSub2(uint16 block, int unk); int _emcDoorState; void movePartySmoothScrollBlocked(int speed); void movePartySmoothScrollUp(int speed); void movePartySmoothScrollDown(int speed); void movePartySmoothScrollLeft(int speed); void movePartySmoothScrollRight(int speed); void movePartySmoothScrollTurnLeft(int speed); void movePartySmoothScrollTurnRight(int speed); int smoothScrollDrawSpecialShape(int pageNum); void setLF2(int block); uint8 *_scrollSceneBuffer; uint32 _smoothScrollTimer; int _smoothScrollModeNormal; const uint8 *_scrollXTop; int _scrollXTopSize; const uint8 *_scrollYTop; int _scrollYTopSize; const uint8 *_scrollXBottom; int _scrollXBottomSize; const uint8 *_scrollYBottom; int _scrollYBottomSize; int _unkFlag; int _nextScriptFunc; uint8 _currentLevel; int _sceneDefaultUpdate; int _lvlBlockIndex; int _lvlShapeIndex; bool _unkDrawLevelBool; uint8 *_vcnBlocks; uint8 *_vcnShift; uint8 *_vcnExpTable; uint16 *_vmpPtr; uint16 *_blockDrawingBuffer; uint8 *_sceneWindowBuffer; LevelShapeProperty *_levelShapeProperties; uint8 **_levelShapes; uint8 *_scriptAssignedLevelShape; char _lastSuppFile[12]; char _lastOverridePalFile[12]; char *_lastOverridePalFilePtr; int _lastSpecialColor; int _lastSpecialColorWeight; int _sceneDrawVar1; int _sceneDrawVar2; int _sceneDrawVar3; int _wllProcessFlag; uint8 *_trueLightTable2; uint8 *_trueLightTable1; int _loadSuppFilesFlag; uint8 *_wllVmpMap; int8 *_wllShapeMap; uint8 *_wllBuffer3; uint8 *_wllBuffer4; uint8 *_wllWallFlags; int16 *_lvlShapeTop; int16 *_lvlShapeBottom; int16 *_lvlShapeLeftRight; LevelBlockProperty *_levelBlockProperties; LevelBlockProperty *_curBlockCaps[18]; MonsterInPlay *_monsters; MonsterProperty *_monsterProperties; uint16 _partyPosX; uint16 _partyPosY; Common::SeekableReadStream *_lvlShpFileHandle; uint16 _lvlShpNum; uint16 _levelFileDataSize; LevelShapeProperty *_levelFileData; uint8 *_doorShapes[2]; int16 _shpDmX; int16 _shpDmY; int16 _dmScaleW; int16 _dmScaleH; int _lastMouseRegion; //int _preSeq_X1, _preSeq_Y1, _preSeq_X2, _preSeq_Y2; uint8 _unkGameFlag; uint8 *_tempBuffer5120; uint8 *_tmpData136; const char *const * _levelDatList; int _levelDatListSize; const char *const * _levelShpList; int _levelShpListSize; const int8 *_dscUnk1; int _dscUnk1Size; const int8 *_dscShapeIndex; int _dscShapeIndexSize; const uint8 *_dscOvlMap; int _dscOvlMapSize; const uint16 *_dscShapeScaleW; int _dscShapeScaleWSize; const uint16 *_dscShapeScaleH; int _dscShapeScaleHSize; const int16 *_dscShapeX; int _dscShapeXSize; const int8 *_dscShapeY; int _dscShapeYSize; const uint8 *_dscTileIndex; int _dscTileIndexSize; const uint8 *_dscUnk2; int _dscUnk2Size; const uint8 *_dscDoorShpIndex; int _dscDoorShpIndexSize; const int8 *_dscDim1; int _dscDim1Size; const int8 *_dscDim2; int _dscDim2Size; const uint8 *_dscBlockMap; int _dscBlockMapSize; const uint8 *_dscDimMap; int _dscDimMapSize; const uint16 *_dscDoorMonsterScaleTable; int _dscDoorMonsterScaleTableSize; const uint16 *_dscDoor4; int _dscDoor4Size; const uint8 *_dscShapeOvlIndex; int _dscShapeOvlIndexSize; const int8 *_dscBlockIndex; int _dscBlockIndexSize; const uint8 *_dscDoor1; int _dscDoor1Size; const int16 *_dscDoorMonsterX; int _dscDoorMonsterXSize; const int16 *_dscDoorMonsterY; int _dscDoorMonsterYSize; int _sceneDrawPage1; int _sceneDrawPage2; // items void giveCredits(int credits, int redraw); int makeItem(int itemIndex, int curFrame, int flags); bool testUnkItemFlags(int itemIndex); void deleteItem(int itemIndex); MonsterInPlay *findItem(uint16 index); void runItemScript(int charNum, int item, int reg0, int reg3, int reg4); void setHandItem(uint16 itemIndex); void clickSceneSub1(); int clickSceneSub1Sub1(int itemX, int itemY, int partyX, int partyY); int checkSceneForItems(LevelBlockProperty *block, int pos); void foundItemSub(int item, int block); uint8 _moneyColumnHeight[5]; uint16 _credits; ItemInPlay *_itemsInPlay; ItemProperty *_itemProperties; int _itemInHand; uint16 _inventory[48]; int _inventoryCurItem; int _hideControls; int _lastCharInventory; const uint8 *_charInvIndex; int _charInvIndexSize; const int8 *_charInvDefs; int _charInvDefsSize; EMCData _itemScript; const uint16 *_inventorySlotDesc; int _inventorySlotDescSize; // misc void delay(uint32 millis, bool cUpdate = false, bool isMainLoop = false); void runLoopSub4(int a); void calcCoordinates(uint16 & x, uint16 & y, int block, uint16 xOffs, uint16 yOffs); uint8 *_pageBuffer1; uint8 *_pageBuffer2; // spells bool notEnoughMagic(int charNum, int spellNum, int spellLevel); int8 _availableSpells[7]; int _selectedSpell; const SpellProperty *_spellProperties; int _spellPropertiesSize; int _subMenuIndex; // unneeded void setWalkspeed(uint8) {} void removeHandItem() {} bool lineIsPassable(int, int) { return false; } // save Common::Error loadGameState(int slot) { return Common::kNoError; } Common::Error saveGameState(int slot, const char *saveName, const Graphics::Surface *thumbnail) { return Common::kNoError; } }; } // end of namespace Kyra #endif