aboutsummaryrefslogtreecommitdiff
path: root/engines/drascula/drascula.h
blob: 53fce9c2127940ce5f146564ce92df17b10d803a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
/* 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 DRASCULA_H
#define DRASCULA_H

#include "common/scummsys.h"
#include "common/archive.h"
#include "common/endian.h"
#include "common/events.h"
#include "common/file.h"
#include "common/hash-str.h"
#include "common/keyboard.h"
#include "common/ptr.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/util.h"

#include "engines/savestate.h"

#include "drascula/console.h"

#include "audio/mixer.h"

#include "engines/engine.h"

/**
 * This is the namespace of the Drascula engine.
 *
 * Status of this engine: ???
 *
 * Games using this engine:
 * - Drascula: The Vampire Strikes Back
 */
namespace Drascula {

#define DRASCULA_DAT_VER 4
#define DATAALIGNMENT 4

enum DrasculaGameFeatures {
	GF_PACKED = (1 << 0)
};

enum Languages {
	kEnglish = 0,
	kSpanish = 1,
	kGerman = 2,
	kFrench = 3,
	kItalian = 4
};

enum Verbs {
	kVerbDefault = -1,
	kVerbNone = 0,
	kVerbLook = 1,
	kVerbPick = 2,
	kVerbOpen = 3,
	kVerbClose = 4,
	kVerbTalk = 5,
	kVerbMove = 6
};

// Items up to chapter 3
enum InventoryItems {
	kItemMoney = 7,
	kItemLeaves = 8,
	kItemCross = 9,
	kItemSpike = 10,
	kItemEarplugs = 11,
	kItemBook = 12,
	kItemBubbleGum = 13,
	kItemSickle = 14,
	kItemTissues = 15,
	kItemCigarettes = 16,
	kItemCandle = 17,
	kItemTwoCoins = 18,
	kItemOneCoin = 19,
	kItemReefer = 20,
	kItemKey = 21,
	kItemHandbag = 22,
	kItemEarWithEarPlug = 23,
	kItemPhone = 28
};

// Items from chapter 4 onwards
enum InventoryItems2 {
	kItemKey2 = 7,
	kItemCross2 = 9,
	kItemRope2 = 19,
	kItemReefer2 = 20,
	kItemOneCoin2 = 22,
	kItemPhone2 = 28
};

enum Colors {
	kColorBrown = 1,
	kColorDarkBlue = 2,
	kColorLightGreen = 3,
	kColorDarkGreen = 4,
	kColorYellow = 5,
	kColorOrange = 6,
	kColorRed = 7,
	kColorMaroon = 8,
	kColorPurple = 9,
	kColorWhite = 10,
	kColorPink = 11
};

enum SSNFrames {
	kFrameInit = 0,
	kFrameCmpRle = 1,
	kFrameCmpOff = 2,
	kFrameEndAnim = 3,
	kFrameSetPal = 4,
	kFrameMouseKey = 5,		// unused
	kFrameEmptyFrame = 6
};

enum IgorTalkerTypes {
	kIgorDch = 0,
	kIgorFront = 1,
	kIgorDoor = 2,
	kIgorSeated = 3,
	kIgorWig = 4
};

enum VonBraunTalkerTypes {
	kVonBraunNormal = 0,
	kVonBraunDoor = 1
};

enum AnimFrameTypes {
	kFrameBlind = 0,
	kFrameSnore = 1,
	kFrameBat = 2,
	kFrameVonBraun = 3,
	kFramePianist = 4,
	kFrameDrunk = 5,
	kFrameCandles = 6,
	kFramePendulum = 7
};

enum DialogOptionStatus {
	kDialogOptionUnselected = 1,
	kDialogOptionSelected = 2,
	kDialogOptionClicked = 3
};

enum TalkSequenceCommands {
	kPause = 0,
	kSetFlag = 1,
	kClearFlag = 2,
	kPickObject = 3,
	kAddObject = 4,
	kBreakOut = 5,
	kConverse = 6,
	kPlaceVB = 7,
	kUpdateRoom = 8,
	kUpdateScreen = 9,
	kTrackProtagonist = 10,
	kPlaySound = 11,
	kFinishSound = 12,
	kTalkerGeneral = 13,
	kTalkerDrunk = 14,
	kTalkerPianist = 15,
	kTalkerBJ = 16,
	kTalkerVBNormal = 17,
	kTalkerVBDoor = 18,
	kTalkerIgorSeated = 19,
	kTalkerWerewolf = 20,
	kTalkerMus = 21,
	kTalkerDrascula = 22,
	kTalkerBartender0 = 23,
	kTalkerBartender1 = 24
};

enum CharacterDirections {
	kDirectionUp = 0,
	kDirectionDown = 1,
	kDirectionLeft = 2,
	kDirectionRight = 3
};

enum MouseCursors {
	kCursorCrosshair = 0,
	kCursorCurrentItem = 1
};

enum DoorActions {
	kCloseDoor = 0,
	kOpenDoor = 1
};

struct TalkSequenceCommand {
	int chapter;
	int sequence;
	int commandType;
	int action;
};

#define TEXTD_START 68

struct DrasculaGameDescription;

struct RoomTalkAction {
	int room;
	int chapter;
	int action;
	int objectID;
	int speechID;
};

struct RoomUpdate {
	int roomNum;
	int flag;
	int flagValue;
	int sourceX;
	int sourceY;
	int destX;
	int destY;
	int width;
	int height;
	int type;	// 0 - background, 1 - rect
};

struct ItemLocation {
	int x;
	int y;
};

struct CharInfo {
	byte inChar;
	uint16 mappedChar;
	byte charType;	// 0 - letters, 1 - signs, 2 - accented
};

class ArchiveMan : public Common::SearchSet {
public:
	ArchiveMan();

	void enableFallback(bool val) { _fallBack = val; }

	void registerArchive(const Common::String &filename, int priority);

	Common::SeekableReadStream *open(const Common::String &filename);

private:
	bool _fallBack;
};

class TextResourceParser {
	Common::DisposablePtr<Common::SeekableReadStream> _stream;
	int _maxLen;

	void getLine(char *buf);

public:
	TextResourceParser(Common::SeekableReadStream *stream, DisposeAfterUse::Flag dispose);

	void parseInt(int &result);
	void parseString(char *result);
};


#define NUM_SAVES		10
#define NUM_FLAGS		50
#define DIF_MASK		55
#define OBJWIDTH		40
#define OBJHEIGHT		25

#define DIF_MASK_HARE	72
#define DIF_MASK_ABC	22
#define CHAR_WIDTH		8
#define CHAR_HEIGHT		6

#define TALK_HEIGHT		25
#define TALK_WIDTH		23
#define STEP_X			8
#define STEP_Y			3
#define CHARACTER_HEIGHT	70
#define CHARACTER_WIDTH		43
#define FEET_HEIGHT		12

#define CHAR_WIDTH_OPC	6
#define CHAR_HEIGHT_OPC	5
#define NO_DOOR			99

#define COMPLETE_PAL	256
#define HALF_PAL		128

#define KEYBUFSIZE		16

static const int interf_x[] = { 1, 65, 129, 193, 1, 65, 129 };
static const int interf_y[] = { 51, 51, 51, 51, 83, 83, 83 };

struct RoomHandlers;

class DrasculaEngine : public Engine {
protected:
	// Engine APIs
	virtual Common::Error run();

public:
	DrasculaEngine(OSystem *syst, const DrasculaGameDescription *gameDesc);
	virtual ~DrasculaEngine();
	virtual bool hasFeature(EngineFeature f) const;

	Common::RandomSource *_rnd;
	const DrasculaGameDescription *_gameDescription;
	uint32 getFeatures() const;
	Common::Language getLanguage() const;
	void updateEvents();

	void loadArchives();

	Audio::SoundHandle _soundHandle;

	void allocMemory();
	void freeMemory();
	void endChapter();

	void loadPic(int roomNum, byte *targetSurface, int colorCount = 1) {
		char rm[20];
		sprintf(rm, "%i.alg", roomNum);
		loadPic(rm, targetSurface, colorCount);
	}

	void loadPic(const char *NamePcc, byte *targetSurface, int colorCount = 1);

	typedef signed char DacPalette256[256][3];

	void setRGB(byte *pal, int plt);
	void assignPalette(DacPalette256 pal);
	void setDefaultPalette(DacPalette256 pal);
	void setPalette(byte *PalBuf);
	void copyBackground(int xorg, int yorg, int xdes, int ydes, int width,
				int height, byte *src, byte *dest);

	void copyBackground() {
		copyBackground(0, 0, 0, 0, 320, 200, bgSurface, screenSurface);
	}

	void copyRect(int xorg, int yorg, int xdes, int ydes, int width,
				int height, byte *src, byte *dest);
	void updateScreen() {
		updateScreen(0, 0, 0, 0, 320, 200, screenSurface);
	}
	void updateScreen(int xorg, int yorg, int xdes, int ydes, int width, int height, byte *buffer);
	int checkWrapX(int x) {
		if (x < 0) x += 320;
		if (x > 319) x -= 320;
		return x;
	}
	int checkWrapY(int y) {
		if (y < 0) y += 200;
		if (y > 199) y -= 200;
		return y;
	}

	DacPalette256 gamePalette;
	DacPalette256 defaultPalette;
	DacPalette256 brightPalette;
	DacPalette256 darkPalette;

	byte *crosshairCursor;
	byte *mouseCursor;

	// Graphics buffers/pointers
	byte *bgSurface;
	byte *backSurface;
	byte *cursorSurface;
	byte *drawSurface3;
	byte *drawSurface2;
	byte *tableSurface;
	byte *extraSurface;	// not sure about this one, was "dir_hare_dch"
	byte *screenSurface;
	byte *frontSurface;

	byte cPal[768];

	ArchiveMan _archives;

	int actorFrames[8];

	int previousMusic, roomMusic;
	int _roomNumber;
	char roomDisk[20];
	char currentData[20];
	int numRoomObjs;
	char menuBackground[20];

	char objName[30][20];
	char iconName[44][13];

	int objectNum[40], visible[40], isDoor[40];
	int roomObjX[40], roomObjY[40], trackObj[40];
	int inventoryObjects[43];
	char _targetSurface[40][20];
	int _destX[40], _destY[40], trackCharacter_alkeva[40], roomExits[40];
	int _objectX1[40], _objectY1[40], _objectX2[40], _objectY2[40];
	int takeObject, pickedObject;
	bool _subtitlesDisabled;
	bool _menuBar, _menuScreen, _hasName;
	char textName[20];
	int curExcuseLook;
	int curExcuseAction;

	int flags[NUM_FLAGS];

	int frame_y;
	int curX, curY, characterMoved, curDirection, trackProtagonist, _characterFrame;
	int hare_se_ve;		// TODO: what is this for?
	int roomX, roomY, checkFlags;
	int doBreak;
	int stepX, stepY;
	int curHeight, curWidth, feetHeight;
	int floorX1, floorY1, floorX2, floorY2;
	int lowerLimit, upperLimit;
	int trackFinal, walkToObject;
	int objExit;
	int _startTime;
	int hasAnswer;
	int savedTime;
	int breakOut;
	int vonBraunX, trackVonBraun, vonBraunHasMoved;
	float newHeight, newWidth;
	int factor_red[202];
	int color_solo;
	int blinking;
	int igorX, igorY, trackIgor;
	int drasculaX, drasculaY, trackDrascula;
	int bjX, bjY, trackBJ;
	int framesWithoutAction;
	int term_int;
	int currentChapter;
	bool _loadedDifferentChapter;
	int _currentSaveSlot;
	int _color;
	int musicStopped;
	int _mouseX, _mouseY, _leftMouseButton, _rightMouseButton;

	Common::KeyState _keyBuffer[KEYBUFSIZE];
	int _keyBufferHead;
	int _keyBufferTail;

	bool loadDrasculaDat();

	bool runCurrentChapter();
	void black();
	void pickObject(int);
	void walkUp();
	void walkDown();
	void moveVonBraun();
	void placeVonBraun(int pointX);
	void hipo_sin_nadie(int counter);
	void toggleDoor(int nflag, int doorNum, int action);
	void showMap();

	void enterRoom(int);
	void clearRoom();
	void gotoObject(int, int);
	void moveCursor();
	void checkObjects();
	void selectVerbFromBar();
	bool verify1();
	bool verify2();
	Common::KeyCode getScan();
	void addKeyToBuffer(Common::KeyState& key);
	void flushKeyBuffer();
	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 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();
	void screenSaver();
	void chooseObject(int object);
	void addObject(int);
	int removeObject(int osj);
	void playFLI(const char *filefli, int vel);
	void fadeFromBlack(int fadeSpeed);
	void fadeToBlack(int fadeSpeed);
	signed char adjustToVGA(signed char value);
	void color_abc(int cl);
	bool textFitsCentered(char *text, int x);
	void centerText(const char *,int,int);
	void playSound(int soundNum);
	bool animate(const char *animation, int FPS);
	void pause(int);
	void placeIgor();
	void placeBJ();
	void placeDrascula();

	void talkInit(const char *filename);
	bool isTalkFinished();
	void talk_igor(int, int);
	void talk_drascula(int index, int talkerType = 0);
	void talk_solo(const char *, const char *);
	void talk_bartender(int, int talkerType = 0);
	void talk_pen(const char *, const char *, int);
	void talk_bj_bed(int);
	void talk_htel(int);
	void talk_bj(int);
	void talk_trunk(int);
	void talk(int);
	void talk(const char *, const char *);
	void talk_sync(const char *, const char *, const char *);
	void talk_drunk(int);
	void talk_pianist(int);
	void talk_werewolf(int);
	void talk_mus(int);
	void talk_drascula_big(int);
	void talk_vonBraun(int, int);
	void talk_blind(int);
	void talk_hacker(int);
	void talk_generic(const char* said, const char* filename, int* faces, int faceCount, int* coords, byte* surface);

	void hiccup(int);
	void finishSound();
	void stopSound();
	void playMusic(int p);
	void stopMusic();
	void updateMusic();
	int musicStatus();
	void updateRoom();
	void updateDoor(int);
	void setPaletteBase(int darkness);
	void updateVisible();
	void startWalking();
	void updateRefresh();
	void updateRefresh_pre();
	void moveCharacters();
	void showMenu();
	void clearMenu();
	void removeObject();
	bool exitRoom(int);
	bool pickupObject();
	bool checkAction(int);
	void setCursor(int cursor);
	void showCursor();
	void hideCursor();
	bool isCursorVisible();
	bool soundIsActive();
	void waitFrameSSN();
	void mixVideo(byte *OldScreen, byte *NewScreen, uint16 oldPitch);
	void decodeRLE(byte *BufferRLE, byte *MiVideoRLE, uint16 pitch = 320);
	void decodeOffset(byte *BufferOFF, byte *MiVideoOFF, int length);
	int playFrameSSN(Common::SeekableReadStream *stream);

	int FrameSSN;
	int globalSpeed;
	uint32 LastFrame;

	int flag_tv;

	void showFrame(Common::SeekableReadStream *stream, bool firstFrame = false);
	int getTime();
	void reduce_hare_chico(int, int, int, int, int, int, int, byte *, byte *);
	void quadrant_1();
	void quadrant_2();
	void quadrant_3();
	void quadrant_4();
	void increaseFrameNum();
	int whichObject();
	bool checkMenuFlags();
	void setupRoomsTable();
	void freeRoomsTable();
	bool roomParse(int, int);
	void cleanupString(char *string);
	void playTalkSequence(int sequence);
	void doTalkSequenceCommand(TalkSequenceCommand cmd);
	void converse(int);
	int print_abc_opc(const char *, int, int);
	void response(int);
	void activatePendulum();

	void MusicFadeout();
	void playFile(const char *fname);

	void grr();
	void updateAnim(int y, int destX, int destY, int width, int height, int count, byte* src, int delayVal = 3, bool copyRectangle = false);

	bool room(int rN, int fl);
	bool room_0(int);
	bool room_1(int);
	bool room_2(int);
	bool room_3(int);
	bool room_4(int);
	bool room_5(int);
	bool room_6(int);
	bool room_7(int);
	bool room_8(int);
	bool room_9(int);
	bool room_12(int);
	bool room_13(int);
	bool room_14(int);
	bool room_15(int);
	bool room_16(int);
	bool room_17(int);
	bool room_18(int);
	bool room_21(int);
	bool room_22(int);
	bool room_23(int);
	bool room_24(int);
	bool room_26(int);
	bool room_27(int);
	bool room_29(int);
	bool room_30(int);
	bool room_31(int);
	bool room_34(int);
	bool room_35(int);
	bool room_49(int);
	bool room_53(int);
	bool room_54(int);
	bool room_55(int);
	bool room_56(int);
	bool room_58(int);
	bool room_59(int);
	bool room_60(int);
	bool room_62(int);
	bool room_102(int);

	void asco();

	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();		// John uses the cross with the Frankenstein-zombie ("yoda") and destroys him
	void animation_6_3();		// Frankenstein is blocking John's path
	//
	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();		// 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();		// 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();
	void update_3();
	void update_4();
	void update_6_pre();
	void update_9_pre();
	void update_14_pre();
	void update_13();
	void update_16_pre();
	void update_18_pre();
	void update_23_pre();
	void update_26_pre();
	void update_26();
	void update_35_pre();
	void update_58();
	void update_58_pre();
	void update_59_pre();
	void update_60_pre();
	void update_60();
	void update_62();
	void update_62_pre();
	void update_102();

	Console *_console;
	GUI::Debugger *getDebugger() { return _console; }

private:
	int _lang;

	CharInfo *_charMap;
	int _charMapSize;

	int _itemLocationsSize;
	int _polXSize;
	int _verbBarXSize;
	int _x1dMenuSize;
	int _frameXSize;
	int _candleXSize;
	int _pianistXSize;
	int _drunkXSize;
	int _roomPreUpdatesSize;
	int _roomUpdatesSize;
	int _roomActionsSize;
	int _talkSequencesSize;
	int _numLangs;

	char **_text;
	char **_textd;
	char **_textb;
	char **_textbj;
	char **_texte;
	char **_texti;
	char **_textl;
	char **_textp;
	char **_textt;
	char **_textvb;
	char **_textsys;
	char **_texthis;
	char **_textverbs;
	char **_textmisc;
	char **_textd1;
	ItemLocation *_itemLocations;
	int *_polX, *_polY;
	int *_verbBarX;
	int *_x1d_menu, *_y1d_menu;
	int *_frameX;
	int *_candleX, *_candleY;
	int *_pianistX, *_drunkX;
	RoomUpdate *_roomPreUpdates, *_roomUpdates;
	RoomTalkAction *_roomActions;
	TalkSequenceCommand *_talkSequences;
	Common::String _saveNames[10];

	char **loadTexts(Common::File &in);
	void freeTexts(char **ptr);

protected:
	RoomHandlers	*_roomHandlers;
};


} // End of namespace Drascula

#endif /* DRASCULA_H */