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/* 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 DREAMBASE_H
#define DREAMBASE_H
#include "common/scummsys.h"
#include "dreamweb/segment.h"
namespace DreamWeb {
class DreamWebEngine;
}
namespace DreamGen {
const unsigned int kNumReelRoutines = 57;
/**
* This class is one of the parent classes of DreamGenContext. Its sole purpose
* is to allow us to incrementally move things out of DreamGenContext into this
* base class, as soon as they don't modify any context registers (ax, bx, cx, ...)
* anymore.
* Ultimately, DreamGenContext should be empty, at which point it can be removed
* together with class Context. When that happens, we can probably merge
* DreamBase into DreamWebEngine.
*/
class DreamBase : public SegmentManager {
protected:
DreamWeb::DreamWebEngine *engine;
// from object.cpp
uint16 _openChangeSize;
// from pathfind.cpp
Common::Point _lineData[200]; // Output of Bresenham
// from saveload.cpp
char _saveNames[17*7];
char _saveNamesOld[17*7];
// from vgagrafx.cpp
uint8 _workspace[(0x1000 + 2) * 16];
// from people.cpp
ReelRoutine _reelRoutines[kNumReelRoutines+1];
public:
DreamBase(DreamWeb::DreamWebEngine *en);
public:
// from backdrop.cpp
void doBlocks();
uint8 getXAd(const uint8 *setData, uint8 *result);
uint8 getYAd(const uint8 *setData, uint8 *result);
uint8 getMapAd(const uint8 *setData);
void calcFrFrame(uint16 frame, uint8* width, uint8* height);
void finalFrame(uint16 *x, uint16 *y);
void makeBackOb(SetObject *objData);
void showAllObs();
bool addAlong(const uint8 *mapFlags);
bool addLength(const uint8 *mapFlags);
void getDimension(uint8 *mapXstart, uint8 *mapYstart, uint8 *mapXsize, uint8 *mapYsize);
void calcMapAd();
void showAllFree();
void drawFlags();
void showAllEx();
// from keypad.cpp
void getUnderMenu();
void putUnderMenu();
void singleKey(uint8 key, uint16 x, uint16 y);
void loadKeypad();
void showKeypad();
bool isItRight(uint8 digit0, uint8 digit1, uint8 digit2, uint8 digit3);
void addToPressList();
void buttonOne();
void buttonTwo();
void buttonThree();
void buttonFour();
void buttonFive();
void buttonSix();
void buttonSeven();
void buttonEight();
void buttonNine();
void buttonNought();
void buttonEnter();
void buttonPress(uint8 buttonId);
void showOuterPad();
void dumpKeypad();
void dumpSymbol();
void dumpSymBox();
void quitSymbol();
// from monitor.cpp
void input();
byte makeCaps(byte c);
void delChar();
void monMessage(uint8 index);
void netError();
void monitorLogo();
void randomAccess(uint16 count);
void printOuterMon();
void showCurrentFile();
void accessLightOn();
void accessLightOff();
void turnOnPower();
void powerLightOn();
void powerLightOff();
void printLogo();
void scrollMonitor();
const char *monPrint(const char *string);
void lockLightOn();
void lockLightOff();
void loadPersonal();
void loadNews();
void loadCart();
// from object.cpp
void obIcons();
void fillRyan();
void findAllRyan(uint8 *inv);
void obToInv(uint8 index, uint8 flag, uint16 x, uint16 y);
void obPicture();
void removeObFromInv();
void deleteExObject(uint8 index);
void deleteExFrame(uint8 frameNum);
void deleteExText(uint8 textNum);
// from pathfind.cpp
void turnPathOn(uint8 param);
void turnPathOff(uint8 param);
void turnAnyPathOn(uint8 param, uint8 room);
void turnAnyPathOff(uint8 param, uint8 room);
RoomPaths *getRoomsPaths();
void faceRightWay();
void setWalk();
void autoSetWalk();
void checkDest(const RoomPaths *roomsPaths);
void findXYFromPath();
bool checkIfPathIsOn(uint8 index);
void bresenhams();
void workoutFrames();
// from people.cpp
void setupInitialReelRoutines();
void updatePeople();
void madmanText();
void madman(ReelRoutine &routine);
void madMode();
void addToPeopleList(ReelRoutine *routine);
bool checkSpeed(ReelRoutine &routine);
void sparkyDrip(ReelRoutine &routine);
void genericPerson(ReelRoutine &routine);
void gamer(ReelRoutine &routine);
void eden(ReelRoutine &routine);
void sparky(ReelRoutine &routine);
void rockstar(ReelRoutine &routine);
void madmansTelly(ReelRoutine &routine);
void smokeBloke(ReelRoutine &routine);
void manAsleep(ReelRoutine &routine);
void drunk(ReelRoutine &routine);
void introMagic1(ReelRoutine &routine);
void introMagic2(ReelRoutine &routine);
void introMagic3(ReelRoutine &routine);
void introMusic(ReelRoutine &routine);
void candles(ReelRoutine &routine);
void candles1(ReelRoutine &routine);
void candles2(ReelRoutine &routine);
void smallCandle(ReelRoutine &routine);
void gates(ReelRoutine &routine);
void security(ReelRoutine &routine);
void edenInBath(ReelRoutine &routine);
void louis(ReelRoutine &routine);
void handClap(ReelRoutine &routine);
void carParkDrip(ReelRoutine &routine);
void foghornSound(ReelRoutine &routine);
void train(ReelRoutine &routine);
void attendant(ReelRoutine &routine);
void keeper(ReelRoutine &routine);
void interviewer(ReelRoutine &routine);
void drinker(ReelRoutine &routine);
void alleyBarkSound(ReelRoutine &routine);
void louisChair(ReelRoutine &routine);
void bossMan(ReelRoutine &routine);
void priest(ReelRoutine &routine);
void monkAndRyan(ReelRoutine &routine);
void copper(ReelRoutine &routine);
void introMonks1(ReelRoutine &routine);
void introMonks2(ReelRoutine &routine);
void soldier1(ReelRoutine &routine);
void receptionist(ReelRoutine &routine);
void bartender(ReelRoutine &routine);
void heavy(ReelRoutine &routine);
void helicopter(ReelRoutine &routine);
void mugger(ReelRoutine &routine);
void businessMan(ReelRoutine &routine);
void endGameSeq(ReelRoutine &routine);
void poolGuard(ReelRoutine &routine);
// from print.cpp
uint8 getNextWord(const Frame *charSet, const uint8 *string, uint8 *totalWidth, uint8 *charCount);
void printChar(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height);
void printChar(const Frame* charSet, uint16 x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height);
void printBoth(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar);
uint8 printDirect(const uint8** string, uint16 x, uint16 *y, uint8 maxWidth, bool centered);
uint8 printDirect(const uint8* string, uint16 x, uint16 y, uint8 maxWidth, bool centered);
uint8 getNumber(const Frame *charSet, const uint8 *string, uint16 maxWidth, bool centered, uint16 *offset);
uint8 kernChars(uint8 firstChar, uint8 secondChar, uint8 width);
uint8 printSlow(const uint8 *string, uint16 x, uint16 y, uint8 maxWidth, bool centered);
uint16 waitFrames();
void printCurs();
void delCurs();
// from saveload.cpp
void oldToNames();
void namesToOld();
void showMainOps();
void showDiscOps();
void actualSave();
void actualLoad();
void loadPosition(unsigned int slot);
void savePosition(unsigned int slot, const char *descbuf);
void showDecisions();
void loadSaveBox();
void showNames();
void checkInput();
void selectSlot();
void showSlots();
void showOpBox();
void showSaveOps();
void showLoadOps();
// from sound.cpp
bool loadSpeech(byte type1, int idx1, byte type2, int idx2);
void volumeAdjust();
void cancelCh0();
void cancelCh1();
void loadRoomsSample();
void playChannel0(uint8 index, uint8 repeat);
void playChannel1(uint8 index);
// from sprite.cpp
Sprite *spriteTable();
void printSprites();
void printASprite(const Sprite *sprite);
void clearSprites();
Sprite *makeSprite(uint8 x, uint8 y, uint16 updateCallback, uint16 frameData, uint16 somethingInDi);
void initMan();
void walking(Sprite *sprite);
void aboutTurn(Sprite *sprite);
void backObject(Sprite *sprite);
void constant(Sprite *sprite, SetObject *objData);
void randomSprite(Sprite *sprite, SetObject *objData);
void doorway(Sprite *sprite, SetObject *objData);
void wideDoor(Sprite *sprite, SetObject *objData);
void doDoor(Sprite *sprite, SetObject *objData, Common::Rect check);
void steady(Sprite *sprite, SetObject *objData);
void lockedDoorway(Sprite *sprite, SetObject *objData);
void liftSprite(Sprite *sprite, SetObject *objData);
Reel *getReelStart(uint16 reelPointer);
const Frame *findSource(uint16 &frame);
void showReelFrame(Reel *reel);
void showGameReel(ReelRoutine *routine);
const Frame *getReelFrameAX(uint16 frame);
void moveMap(uint8 param);
void checkOne(uint8 x, uint8 y, uint8 *flag, uint8 *flagEx, uint8 *type, uint8 *flagX, uint8 *flagY);
uint8 getBlockOfPixel(uint8 x, uint8 y);
Rain *splitIntoLines(uint8 x, uint8 y, Rain *rain);
void initRain();
void intro1Text();
void intro2Text(uint16 nextReelPointer);
void intro3Text(uint16 nextReelPointer);
void rollEndCredits();
void monks2text();
void textForEnd();
void textForMonkHelper(uint8 textIndex, uint8 voiceIndex, uint8 x, uint8 y, uint16 countToTimed, uint16 timeCount);
void textForMonk();
void priestText(ReelRoutine &routine);
void soundOnReels(uint16 reelPointer);
void clearBeforeLoad();
void clearReels();
void getRidOfReels();
void liftNoise(uint8 index);
void checkForExit(Sprite *sprite);
void mainMan(Sprite *sprite);
void spriteUpdate();
void showRain();
void reconstruct();
void reelsOnScreen();
// from stubs.cpp
bool isCD();
void crosshair();
void delTextLine();
void showBlink();
void dumpBlink();
void dumpPointer();
void showPointer();
void delPointer();
void showRyanPage();
void switchRyanOn();
void switchRyanOff();
Frame *tempGraphics();
Frame *tempGraphics2();
Frame *tempGraphics3();
void showArrows();
void middlePanel();
void showDiary();
void readMouse();
uint16 readMouseState();
void hangOn(uint16 frameCount);
bool quitRequested();
void lockMon();
uint8 *textUnder();
void readKey();
void findOrMake(uint8 index, uint8 value, uint8 type);
DynObject *getFreeAd(uint8 index);
DynObject *getExAd(uint8 index);
DynObject *getEitherAdCPP();
void *getAnyAdDir(uint8 index, uint8 flag);
void showWatch();
void showTime();
void showExit();
void showMan();
void panelIcons1();
SetObject *getSetAd(uint8 index);
void *getAnyAd(uint8 *value1, uint8 *value2);
const uint8 *getTextInFile1(uint16 index);
uint8 findNextColon(const uint8 **string);
void allocateBuffers();
uint16 allocateMem(uint16 paragraphs);
void deallocateMem(uint16 segment);
uint16 allocateAndLoad(unsigned int size);
uint16 standardLoad(const char *fileName, uint16 *outSizeInBytes = NULL); // Returns a segment handle which needs to be freed with deallocatemem for symmetry
void *standardLoadCPP(const char *fileName, uint16 *outSizeInBytes = NULL); // And this one should be 'free'd
void loadIntoTemp(const char *fileName);
void loadIntoTemp2(const char *fileName);
void loadIntoTemp3(const char *fileName);
void loadTempCharset(const char *fileName);
void loadTravelText();
void loadTempText(const char *fileName);
void clearAndLoad(uint8 *buf, uint8 c, unsigned int size, unsigned int maxSize);
void clearAndLoad(uint16 seg, uint8 c, unsigned int size, unsigned int maxSize);
void sortOutMap();
void loadRoomData(const Room &room, bool skipDat);
void useTempCharset();
void useCharset1();
void printMessage(uint16 x, uint16 y, uint8 index, uint8 maxWidth, bool centered);
void printMessage2(uint16 x, uint16 y, uint8 index, uint8 maxWidth, bool centered, uint8 count);
bool isItDescribed(const ObjPos *objPos);
void zoomIcon();
void roomName();
void showIcon();
void eraseOldObs();
void commandOnly(uint8 command);
void blank();
void setTopLeft();
void setTopRight();
void setBotLeft();
void setBotRight();
void examIcon();
void animPointer();
void getFlagUnderP(uint8 *flag, uint8 *flagEx);
void workToScreenM();
void quitKey();
void restoreReels();
void loadFolder();
void folderHints();
void folderExit();
void showFolder();
void showLeftPage();
void showRightPage();
void underTextLine();
void hangOnP(uint16 count);
void getUnderZoom();
void putUnderZoom();
void examineInventory();
void openInv();
void getBack1();
void getBackFromOb();
void getBackFromOps();
void getBackToOps();
void DOSReturn();
bool isItWorn(const DynObject *object);
bool compare(uint8 index, uint8 flag, const char id[4]);
void hangOnW(uint16 frameCount);
void getRidOfTemp();
void getRidOfTempText();
void getRidOfTemp2();
void getRidOfTemp3();
void getRidOfTempCharset();
void getRidOfTempsP();
void getRidOfAll();
void placeSetObject(uint8 index);
void removeSetObject(uint8 index);
bool isSetObOnMap(uint8 index);
void dumpZoom();
void diaryKeyP();
void diaryKeyN();
void findRoomInLoc();
void loadMenu();
void showMenu();
void dumpMenu();
void dealWithSpecial(uint8 firstParam, uint8 secondParam);
void plotReel(uint16 &reelPointer);
void setupTimedTemp(uint8 textIndex, uint8 voiceIndex, uint8 x, uint8 y, uint16 countToTimed, uint16 timeCount);
void getUnderTimed();
void putUnderTimed();
void dumpTextLine();
void useTimedText();
void dumpTimedText();
void getTime();
void doChange(uint8 index, uint8 value, uint8 type);
bool isRyanHolding(const char *id);
void clearBuffers();
void clearChanges();
void drawFloor();
uint16 findSetObject(const char *id);
void hangOnCurs(uint16 frameCount);
const uint8 *findObName(uint8 type, uint8 index);
void copyName(uint8 type, uint8 index, uint8 *dst);
uint16 findExObject(const char *id);
void makeMainScreen();
void showWatchReel();
void watchReel();
void commandWithOb(uint8 command, uint8 type, uint8 index);
void examineObText();
void blockNameText();
void personNameText();
void walkToText();
void entryTexts();
void setAllChanges();
void restoreAll();
void redrawMainScrn();
template <class T> void checkCoords(const RectWithCallback<T> *rectWithCallbacks);
void newGame();
void deleteTaken();
// from use.cpp
void placeFreeObject(uint8 index);
void removeFreeObject(uint8 index);
void setupTimedUse(uint16 offset, uint16 countToTimed, uint16 timeCount, byte x, byte y);
void withWhat();
uint16 checkInside(uint16 command, uint16 type);
void showPuzText(uint16 command, uint16 count);
// from vgafades.cpp
uint8 *mainPalette();
uint8 *startPalette();
uint8 *endPalette();
void clearStartPal();
void clearEndPal();
void palToStartPal();
void endPalToStart();
void startPalToEnd();
void palToEndPal();
void fadeDOS();
void doFade();
void fadeCalculation();
void fadeUpYellows();
void fadeUpMonFirst();
void fadeUpMon();
void fadeDownMon();
void initialMonCols();
void fadeScreenUp();
void fadeScreenUps();
void fadeScreenUpHalf();
void fadeScreenDown();
void fadeScreenDowns();
void fadeScreenDownHalf();
void clearPalette();
void greyscaleSum();
void allPalette();
void dumpCurrent();
// from vgagrafx.cpp
inline uint8 *workspace() { return _workspace; }
void clearWork();
uint8 getLocation(uint8 index);
void setLocation(uint8 index);
void getUnderCentre();
void putUnderCentre();
uint8 *mapStore();
void panelToMap();
void mapToPanel();
void dumpMap();
void transferInv();
void zoom();
void multiGet(uint8 *dst, uint16 x, uint16 y, uint8 width, uint8 height);
void multiPut(const uint8 *src, uint16 x, uint16 y, uint8 width, uint8 height);
void multiDump(uint16 x, uint16 y, uint8 width, uint8 height);
void workToScreenCPP();
void printUnderMon();
void cls();
void frameOutV(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, int16 x, int16 y);
void frameOutNm(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void frameOutBh(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void frameOutFx(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
void doShake();
void vSync();
void setMode();
void showPCX(const Common::String &name);
void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag, uint8 *width, uint8 *height);
void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag);
bool pixelCheckSet(const ObjPos *pos, uint8 x, uint8 y);
void loadPalFromIFF();
void createPanel();
void createPanel2();
void showPanel();
};
} // End of namespace DreamGen
#endif
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