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|
$Id$
Cross-reference for functions and variables for the original source code and
the ScummVM implementation.
BANKS
=====
erase() BankManager::close
freeallframes() BankManager::eraseFrames(true)
freeframes() BankManager::eraseFrames(false)
loadbank() BankManager::load
overpack() BankManager::overpack
unpack() BankManager::unpack
COMMAND
=======
ALTER_DEFAULT() *not needed* (use State::alterDefaultVerb)
CLEAR_COMMAND() Command::clear
EXECUTE_ACTION() Command::executeCurrentAction
FIND_DEFAULT() *not needed* (use State::findDefaultVerb)
LOOK() Command::lookAtSelectedObject
LOOK_ICON(),LOOK_ITEM() Command::lookForCurrentIcon
LOOK_ROOM() Command::lookForCurrentObject
OPEN_CLOSE_OTHER() Command::openOrCloseAssociatedObject
P1_SET_CONDITIONS() Command::setConditions
P2_SET_AREAS() Command::setAreas
P3_SET_OBJECTS() Command::setObjects
P4_SET_ITEMS() Command::setItems
SELECT() Command::grabCurrentSelection
SELECT_ITEM() Command::grabSelectedItem
SELECT_NOUN() Command::grabSelectedNoun
SELECT_VERB() Command::grabSelectedVerb
WALK() Command::makeJoeWalkTo
-
ACTION Command::_state.action
ACTION2 Command::_state.selAction
CLEVEL Command::_state.commandLevel
COM_A Command::_cmdArea
COM_A_MAX Command::_numCmdArea
COM_O Command::_cmdObject
COM_O_MAX Command::_numCmdObject
COM_G Command::_cmdGameState
COM_G_MAX Command::_numCmdGameState
COM_I Command::_cmdInventory
COM_I_MAX Command::_numCmdInventory
COM_LIST Command::_cmdList
COM_LIST_MAX Command::_numCmdList
COMMANDstr Command::_cmdText
DEFCOMM Command::_state.defaultVerb
MKEY Command::_mouseKey
OLDVERB,VERB Command::_state.*verb
OLDNOUN,NOUN Command::_state.*noun
NOUN2 Command::_state.selNoun
PARSE Command::_parse
SUBJ1,SUBJ2 Command::_state.subject*
CREDIT SCRIPTING SYSTEM
=======================
Cinit() Credits::Credits()
Ctext() *not needed* (included in Credits::update)
Cupdate() Credits::update
-
Ccol Credits::_color
Ccount Credits::_count
Cfp
Cflag Credits::_running
Cfontsize Credits::_fontSize
Cjustify Credits::_justify
Cpausecount Credits::_pause
Czone Credits::_zone
CUTAWAY
=======
action_special_move() Cutaway::actionSpecialMove
CUTAWAY() Cutaway::run
MAKE_COMPLEX_ANIM() Cutaway::makeComplexAnimation
SCENE_START() Logic::sceneStart
SCENE_END() Logic::sceneStop
-
CUTON Input::_cutawayRunning
CUTQUIT Input::_cutawayQuit
FINAL_ROOM Cutaway::_finalRoom
IROOM Cutaway::_initialRoom
OBJ_CUT
OBJ_ANIM
OLDBANK
PERSON_DATA
SCENE Logic::_scene
TROOM Cutaway::_temporaryRoom
DEBUG
=====
cd_sample_check()
debuginfo() Debugger::Cmd_Info
select_new_room() Debugger::Cmd_Room
-
AREAVAR (boolean, if true display objects/areas boxes)
GAME SETTINGS
=============
game_load() Logic::gameLoad
game_save() Logic::gameSave
-
config_request
MUSICTOGGLE Sound::_musicToggle / ConfMan.("music_mute")
SFXTOGGLE Sound::_sfxToggle / ConfMan.("sfx_mute")
TALKSPD QueenEngine::_talkSpeed / ConfMan.("talkspeed")
TEXTTOGGLE QueenEngine::_subtitles / ConfMan.("subtitles")
VersionStr GameVersion::versionString
VOICETOGGLE Sound::_speechToggle / ConfMan.("speech_mute")
VOLUME ? / ConfMan.("master_volume")
GRAPHICS
========
bob() Graphics::drawBob
CHECK_PARALLAX() Graphics::handleParallax
clearallbobs() Graphics::clearBobs
clearbob() BobSlot::clear
DISP_OBJECTS() Graphics::setupRoomObjects
drawbobs() Graphics::drawBobs
invbob() Graphics::drawInventoryItem
loadbackdrop() *not needed* (included in Display::setupNewRoom)
loadpanel() Display::setupPanel
MAKE_SPEAK_BOB() Graphics::setBobText
makeanim() BobSlot::animNormal
movebob() BobSlot::move
pastebob() Graphics::pasteBob
REDISP_OBJECT() Graphics::refreshObject
requestor()
shrinkbob() Graphics::shrinkFrame
sortbobs() Graphics::sortBobs
stringanim() BobSlot::animString
-
bobs Graphics::_bobs
cambob Graphics::_cameraBob
sortedbobs Graphics::_sortedBobs
INPUT
=====
check_keys() Input::checkKeys()
get_key() *not needed*
-
drawmouseflag *not needed* (equivalent to _display->showMouseCursor(bool))
key_commands Input::_currentCommandKeys
key_language Input::_commandKeys
KEYVERB Input::_keyVerb
MouseButton Input::_mouseButton
mouseflag *not needed*
no_check_keys Input::_noCheckKeys
INVENTORY
=========
DEL_ITEM_NUM() Logic::inventoryDeleteItem
INS_ITEM_NUM() Logic::inventoryInsertItem
INVDWN() Logic::inventoryScroll
INVENTORY() Logic::inventoryRefresh
INVUP() Logic::inventoryScroll
SETUP_ITEMS() Logic::inventorySetup
-
INV1,INV2,INV3,INV4 Logic::_inventoryItem
JOE
===
FACE_JOE() Logic::joeFace
GRAB_DIR(),GRAB_JOE() Logic::joeGrab
SETUP_HERO() Logic::setupJoeInRoom
SETUP_JOE() Logic::setupJoe
USE_UNDERWEAR() Logic::joeUseUnderwear
USE_CLOTHES() Logic::joeUseClothes
USE_DRESS() Logic::joeUseDress
-
CUTJOEF Logic::_joe.cutFacing
JOE_RESPstr Logic::_joeResponse
JOEF,JX,JY,JDIR Logic::_joe.*
JOEWALK Logic::_joe.walk
JOURNAL
=======
clearlefttext() Journal::clearPanelTexts
drawnames() Journal::drawSaveDescriptions
findsaves() Journal::findSaveDescriptions
menutext() Journal::drawPanelText
predrawbobs() Journal::drawConfigPanel / Journal::drawNormalPanel
prompt_do() *not needed*
USE_JOURNAL() Logic::useJournal
waitmousezone() *not needed*
-
choice Journal::_currentSaveSlot
decbase Journal::_currentSavePage
in_journal *not needed* (the hack in puttext() seems useless and CHECK_PARALLAX() is never called)
save_descriptions Journal::_saveDescriptions
walkgameload *not needed ?*
LOGIC
=====
CHECK_PLAYER() QueenEngine::update
CUTAWAY_SPECIAL() Logic::removeHotelItemsFromInventory
DISP_ROOM() Logic::displayRoom
FIND_BOB() Logic::findBob
FIND_FRAME() Logic::findFrame
FIND_GRAPHIC() Logic::graphicData
P3_COPY_FROM() Logic::objectCopy
R_MAP() Logic::handlePinnacleRoom
restart_game()
SETUP_BOBS() Graphics::unpackControlBank / Graphics::setupMouseCursor
SETUP_FURNITURE() Graphics::setupRoomFurniture
SETUP_ROOM() Logic::changeRoom
SETUP_SCREENS() *not needed* (only calls Display::setupPanel)
SETUP_VARS() *not needed* (equivalent to Command::clear(), SCENE=0, clear(gamestate))
update() QueenEngine::update
-
A_ANIMstr Logic::_aAnim
A_ANIM_MAX Logic::_numAAnim
A_NAMEstr Logic::_aName
A_NAME_MAX Logic::_numAName
A_FILEstr Logic::_aFile
A_FILE_MAX Logic::_numAFile
ACTOR_DATA_MAX Logic::_numActors
bamflag BamScene::_flag
bamindex BamScene::_index
DESCTOT Logic::_numDescriptions
ENTRY_OBJ Logic::_entryObj
FMAX Logic::_numFurnitureStatic
FMAXA Logic::_numFurnitureAnimated
FMAXLEN Logic::_numFurnitureAnimatedLen
FRAMES Logic::_numFrames
FURN_DATA_MAX Logic::_numFurniture
GAMESTATE Logic::_gameState
GRAPHIC_ANIM_MAX Logic::_numGraphicAnim
GRAPHIC_DATA Logic::_graphicData
GRAPHIC_MAX Logic::_numGraphics
ITEMTOT Logic::_numItems
ITEM_DATA Logic::_itemData
NAMETOT Logic::_numNames
OBJ_DESC_DATA Logic::_objectDescription
OBJ_DESC_MAX Logic::_numObjDesc
OBJECT_DATA Logic::_objectData
OBJECT_DESCRstr Logic::_objDescription
OBJECT_NAMEstr Logic::_objName
OBJTOT Logic::_numObjects
OLDROOM,ROOM,NEW_ROOM Logic::_*oom
ROOMTOT Logic::_numRooms
ROOM_DATA Logic::_roomData
ROOM_NAMEstr Logic::_roomName
SFACTOR Logic::_joe.scale
VERB_NAMEstr Logic::_verbName
WALK_OFF_DATA Logic::_walkOffData
WALK_OFF_MAX Logic::_numWalkOffs
PERSONS
=======
ALLOCATE_PERSON() Logic::allocatePersonFrames
CREATE_ANIM() Graphics::setupPersonAnim
SET_PERSON_DATA() Logic::initPerson
SETUP_PERSON() Logic::setupPersonInRoom
OBJ_PERSON() Logic::objectForPerson
-
NEW_ANIM Graphics::_newAnim
PERSON_FACE
PERSON_FACE_MAX
PERSON_FRAMES Logic::_personFrames
P_ANIMstr Person.anim
P_NAMEstr Person.name
P_STAND,P_BNUM,P_ROOM Person.actor->*
P_BANK,P_X,P_Y,P_COLOR Person.actor->*
P_VALUE,P_GAMES Person.actor->*
SFRAME Person.bobFrame
RESOURCE
========
tflen() Resource::fileSize
topen() Resource::loadFile
tseek() *not needed*
SCREEN
======
Box() Display::drawBox
calc_screen_scroll() Display::horizontalScrollUpdate
changejoepal() Display::palSetJoe*
check_colors() Display::palCustomColors
check_pal_scroll Display::palCustomScroll
clearpanel() Display::prepareUpdate
drawbackdrop() Display::prepareUpdate
drawpanel() Display::prepareUpdate
drawscreen() Display::update
dynalum() Display::dynalumUpdate
fade_panel() Display::palGreyPanel
fadein() Display::palFadeIn
fadeout() Display::palFadeOut
flashspecial() Display::palCustomFlash
loadfont() Display::initFont
palscroll() Display::palScroll
putcharacter() Display::drawChar
setpal() Display::palSet
-
BDxres Display::_bdWidth
BDyres Display::_bdHeight
clothespal Display::_palJoeClothes
COMPANEL *not needed* (argument)
dresspal Display::_palJoeDress
font Display::_font
font_sizes Display::_charWidth
FULLSCREEN Display::_fullscreen
nopalscroll Display::_pal.scrollable
palette Display::_pal.room
panelflag *not needed* (redundant with fullscreen)
scrollx Display::_horizontalScroll
tpal Display::_pal.screen
SOUND
=====
alter_current_volume()
playsong() Sound::playSong()
sfxbusy() Sound::waitSfxFinished()
sfxplay() Sound::playSfx()
-
song[] Sound::_song[]
tunelist[] Sound::_tune[]
CURRSONG Music::_currentSong
SFXNAME Sound::_sfxName
VOLUME
STATE
=====
ALTER_STATE() State::alterState*
FIND_STATE() State::findState*
-
TALK
====
FIND_SACTION() Talk::findSpeechParameters
MOVE_SPEAK() *not needed* (included in Talk::getSpeakCommand)
SPEAK() Talk::speak
SPEAK_SUB() Talk::speakSegment
talk() Talk::talk
TALK_PROC() Talk::talk
-
A1,A12
actiondata Talk::_speechParameters
HEAD
JMAX
JOEKEYstr
LEVEL
LEVELMAX
OLDLEVEL
OLDS
OWALK
PERstr
PKEYstr
TALKHEAD
TALKQUIT Input::_talkQuit
TALKstr
TALK_SELECTED Logic::_talkSelected
TEXTS
=====
blanktexts() Display::clearTexts
drawtext() Display::drawTexts
Ink() Display::textCurrentColor
MIDDLE() Display::textCenterX / Display::textSetCentered
text() Display::setText
textlen() Display::textWidth
-
textcol Display::_curTextColor
texts Display::_texts
WALK
====
CALC_PATH() Walk::calcPath
CALC_WALK() Walk::incWalkData
CALC_X() Walk::calcC
CALC_Y() Walk::calcC
CALCSCALE() Area::calcScale
FIND_FREE_AREA Walk::findFreeArea
FIND_NEWP() Walk::findAreaPosition
FIND_OLDP() Walk::findAreaPosition
MOVE_JOE() Walk::moveJoe
MOVE_OTHER() Walk::movePerson
-
AREALIST Walk::_areaList
AREASTRIKE Walk::_areaStrike
movdata Walk::_moveData
WALK_DATA Walk::_walkData
WALKI Walk::_walkDataCount
ZONES
=====
ClearZones() Grid::clear
FIND_SCALE() Grid::findScale
FIND_VERB() Grid::findVerbUnderCursor
SETUP_PANEL_ZONES() Grid::setupPanel
SETUP_ZONES() Grid::setupNewRoom
SetZone() Grid::setZone
zone() Grid::findZoneForPos / Logic::findAreaForPos
-
AREA Grid::_area
AREAMAX Grid::_areaMax
OBJECT_BOX Grid::_objectBox
OBJMAX Grid::_objMax
zones Grid::_zones
(UNSORTED)
==========
in() Cutaway::inRange
find_cd_cut() findCdCut
find_cd_desc() *not needed* (included in Logic::joeSpeak)
-
Kstr
bank9
NEWDEF,
M,A,
FRAME,
AM,
WX,WY,
PX,PY,
LD,FD
DESC2,DESC
PERSON_OBJ
FS,FE,FACE,
TY,
DY,
I2,
N,V,
ds,bs,
bx,by,
dx,dy,
SFAC,FDIR,
OBJ,E,T,
CH,
OLDG,S2,S1,ITEM,TYPE,C,
NAME,TL,TI,TS,WC,IMAGE,
D,P,LI,R
CANTQUIT !Input::_canQuit
(NO NEED TO BE GLOBAL)
======================
Nstr,F1,F2,F3,F4,F5,F6,F7,F8,SF,BF,AS,MS // MOVE_OTHER (struct movdata *)
Nstr,S,F,BODY,BF,RF,AF,SANIMstr,FF // FIND_SACTION (struct action *)
CURRBOB // SETUP_FURNITURE, REDISP_OBJECT, DISP_OBJECTS
PSY,PSX,CSX,DX1,DX2,DY1,DY2,PCF,CCF,CSY // FIND_NEWP, FIND_OLDP
tx,ty,SFRAME,EFRAME,SPEED // FIND_GRAPHIC
AREAMAXv
CURRY
OMAX,OMAXA
TEMPA
BANK,BNUM
DIFF // LOOK local var
RET // P1_SET_CONDITIONS local var
BS,DS // CALC_SCALE
SX,SY,
NEWA // FIND_FREE_AREA local
IX,IY // Cutaway locals
COM // EXECUTE_ACTION local
COMMAX // EXECUTE_ACTION local
COND // EXECUTE_ACTION local
CURRCOM // EXECUTE_ACTION local
GSET // P1_SET_CONDITIONS local
A2 // EXECUTE_ACTION local
TEMPI // P1_SET_CONDITIONS local
MAPC // findFreeArea local var
NEWP,OLDP // locals in joeMove && personMove
OLDX,X,OLDY,Y // passed as arguments
X2,X1,XD,YD // incWalkData && findFreeArea locals
Gstr // not needed, grab state
Pstr // not needed, FIND_STATE result
OUTLINE // not needed, textSet() Graphics::parameter
FTOT // queen.c/SETUP_FURNITURE local var
OBJMAXv // == Logic::_objMax[Logic::_currentRoom]
TEMPstr
WORDstr
JOE2str,PERSON2str // locals in Talk::initialTalk
SUBJECT
tmpbamflag
|