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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 SCUMM_H
#define SCUMM_H
#include "engines/engine.h"
#include "common/endian.h"
#include "common/events.h"
#include "common/file.h"
#include "common/savefile.h"
#include "common/keyboard.h"
#include "common/random.h"
#include "common/rect.h"
#include "common/str.h"
#include "common/textconsole.h"
#include "graphics/surface.h"
#include "graphics/sjis.h"
#include "scumm/gfx.h"
#include "scumm/detection.h"
#include "scumm/script.h"
#include "audio/mididrv.h"
#ifdef __DS__
/* This disables the dual layer mode which is used in FM-Towns versions
* of SCUMM games and which emulates the behavior of the original code.
* The only purpose is code size reduction for certain backends.
* SCUMM 3 (FM-Towns) games will run in normal (DOS VGA) mode, which should
* work just fine in most situations. Some glitches might occur. SCUMM 5 games
* will not work without dual layer (and 16 bit color) support.
*/
#define DISABLE_TOWNS_DUAL_LAYER_MODE
#endif
namespace GUI {
class Dialog;
}
using GUI::Dialog;
namespace Common {
class SeekableReadStream;
class WriteStream;
}
/**
* This is the namespace of the SCUMM engine.
*
* Status of this engine:
* Complete support for all SCUMM based LucasArts adventures.
* Complete support for many Humongous Entertainment games,
* but for some of the newer ones, this is still work in progress.
*
* Games using this engine:
* - Classic 2D LucasArts adventures
* - numerous Humongous Entertainment games
*/
namespace Scumm {
class Actor;
class BaseCostumeLoader;
class BaseCostumeRenderer;
class BaseScummFile;
class CharsetRenderer;
class IMuse;
class IMuseDigital;
class MusicEngine;
class Player_Towns;
class ScummEngine;
class ScummDebugger;
class Serializer;
class Sound;
struct Box;
struct BoxCoords;
struct FindObjectInRoom;
// Use g_scumm from error() ONLY
extern ScummEngine *g_scumm;
/* System Wide Constants */
enum {
NUM_SENTENCE = 6,
NUM_SHADOW_PALETTE = 8
};
/**
* SCUMM feature flags define for every game which specific set of engine
* features are used by that game.
* Note that some of them could be replaced by checks for the SCUMM version.
*/
enum GameFeatures {
/** A demo, not a full blown game. */
GF_DEMO = 1 << 0,
/** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */
GF_NEW_COSTUMES = 1 << 2,
/** Games using XOR encrypted data files. */
GF_USE_KEY = 1 << 4,
/** Small header games (ScummEngine_v4 and subclasses). */
GF_SMALL_HEADER = 1 << 5,
/** Old bundle games (ScummEngine_v3old and subclasses). */
GF_OLD_BUNDLE = 1 << 6,
/** EGA games. */
GF_16COLOR = 1 << 7,
/** VGA versions of V3 games. Equivalent to (version == 3 && not GF_16COLOR) */
GF_OLD256 = 1 << 8,
/** Games which have Audio CD tracks. */
GF_AUDIOTRACKS = 1 << 9,
/**
* Games using only very few local variables in scripts.
* Apparently that is only the case for 256 color version of Indy3.
*/
GF_FEW_LOCALS = 1 << 11,
/** HE games for which localized versions exist */
GF_HE_LOCALIZED = 1 << 13,
/**
* HE games with more global scripts and different sprite handling
* i.e. read it as HE version 9.85. Used for HE98 only.
*/
GF_HE_985 = 1 << 14,
/** HE games with 16 bit color */
GF_16BIT_COLOR = 1 << 15
};
/* SCUMM Debug Channels */
void debugC(int level, const char *s, ...) GCC_PRINTF(2, 3);
enum {
DEBUG_GENERAL = 1 << 0, // General debug
DEBUG_SCRIPTS = 1 << 2, // Track script execution (start/stop/pause)
DEBUG_OPCODES = 1 << 3, // Track opcode invocations
DEBUG_VARS = 1 << 4, // Track variable changes
DEBUG_RESOURCE = 1 << 5, // Track resource loading / allocation
DEBUG_IMUSE = 1 << 6, // Track iMUSE events
DEBUG_SOUND = 1 << 7, // General Sound Debug
DEBUG_ACTORS = 1 << 8, // General Actor Debug
DEBUG_INSANE = 1 << 9, // Track INSANE
DEBUG_SMUSH = 1 << 10 // Track SMUSH
};
struct VerbSlot;
struct ObjectData;
enum {
/**
* Lighting flag that indicates whether the normal palette, or the 'dark'
* palette shall be used to draw actors.
* Apparantly only used in very old games (so far only NESCostumeRenderer
* checks it).
*/
LIGHTMODE_actor_use_base_palette = 1 << 0,
/**
* Lighting flag that indicates whether the room is currently lit. Normally
* always on. Used for rooms in which the light can be switched "off".
*/
LIGHTMODE_room_lights_on = 1 << 1,
/**
* Lighting flag that indicates whether a flashlight like device is active.
* Used in Loom (flashlight follows the actor) and Indy 3 (flashlight
* follows the mouse). Only has any effect if the room lights are off.
*/
LIGHTMODE_flashlight_on = 1 << 2,
/**
* Lighting flag that indicates whether actors are to be drawn with their
* own custom palette, or using a fixed 'dark' palette. This is the
* modern successor of LIGHTMODE_actor_use_base_palette.
* Note: It is tempting to 'merge' these two flags, but since flags can
* check their values, this is probably not a good idea.
*/
LIGHTMODE_actor_use_colors = 1 << 3
//
};
enum {
MBS_LEFT_CLICK = 0x8000,
MBS_RIGHT_CLICK = 0x4000,
MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK),
MBS_MAX_KEY = 0x0200
};
enum ScummGameId {
GID_CMI,
GID_DIG,
GID_FT,
GID_INDY3,
GID_INDY4,
GID_LOOM,
GID_MANIAC,
GID_MONKEY_EGA,
GID_MONKEY_VGA,
GID_MONKEY,
GID_MONKEY2,
GID_PASS,
GID_SAMNMAX,
GID_TENTACLE,
GID_ZAK,
GID_HEGAME, // Generic name for all HE games with default behavior
GID_PUTTDEMO,
GID_FBEAR,
GID_PUTTMOON,
GID_FUNPACK,
GID_FREDDI3,
GID_BIRTHDAY,
GID_TREASUREHUNT,
GID_PUTTRACE,
GID_FUNSHOP, // Used for all three funshops
GID_FOOTBALL,
GID_SOCCER,
GID_SOCCERMLS,
GID_SOCCER2004,
GID_BASEBALL2001,
GID_BASKETBALL,
GID_MOONBASE,
GID_HECUP // CUP demos
};
struct SentenceTab {
byte verb;
byte preposition;
uint16 objectA;
uint16 objectB;
uint8 freezeCount;
};
struct StringSlot {
int16 xpos;
int16 ypos;
int16 right;
int16 height;
byte color;
byte charset;
bool center;
bool overhead;
bool no_talk_anim;
bool wrapping;
};
struct StringTab : StringSlot {
// The 'default' values for this string slot. This is used so that the
// string slot can temporarily be set to different values, and then be
// easily reset to a previously set default.
StringSlot _default;
void saveDefault() {
StringSlot &s = *this;
_default = s;
}
void loadDefault() {
StringSlot &s = *this;
s = _default;
}
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
WIO_INVENTORY = 0,
WIO_ROOM = 1,
WIO_GLOBAL = 2,
WIO_LOCAL = 3,
WIO_FLOBJECT = 4
};
struct SaveStateMetaInfos {
uint32 date;
uint16 time;
uint32 playtime;
};
/**
* A list of resource types.
* WARNING: Do not change the order of these, as the savegame format relies
* on it; any change made here will break savegame compatibility!
*/
enum ResType {
rtInvalid = 0,
rtFirst = 1,
rtRoom = 1,
rtScript = 2,
rtCostume = 3,
rtSound = 4,
rtInventory = 5,
rtCharset = 6,
rtString = 7,
rtVerb = 8,
rtActorName = 9,
rtBuffer = 10,
rtScaleTable = 11,
rtTemp = 12,
rtFlObject = 13,
rtMatrix = 14,
rtBox = 15,
rtObjectName = 16,
rtRoomScripts = 17,
rtRoomImage = 18,
rtImage = 19,
rtTalkie = 20,
rtSpoolBuffer = 21,
rtLast = 21
};
typedef uint16 ResId;
class ResourceManager;
/**
* Base class for all SCUMM engines.
*/
class ScummEngine : public Engine {
friend class ScummDebugger;
friend class CharsetRenderer;
friend class ResourceManager;
public:
/* Put often used variables at the top.
* That results in a shorter form of the opcode
* on some architectures. */
IMuse *_imuse;
IMuseDigital *_imuseDigital;
MusicEngine *_musicEngine;
Player_Towns *_townsPlayer;
Sound *_sound;
VerbSlot *_verbs;
ObjectData *_objs;
ScummDebugger *_debugger;
// Core variables
GameSettings _game;
uint8 _gameMD5[16];
/** Random number generator */
Common::RandomSource _rnd;
/** Graphics manager */
Gdi *_gdi;
/** Central resource data. */
ResourceManager *_res;
protected:
VirtualMachineState vm;
bool _oldSoundsPaused;
public:
// Constructor / Destructor
ScummEngine(OSystem *syst, const DetectorResult &dr);
virtual ~ScummEngine();
// Engine APIs
Common::Error init();
Common::Error go();
virtual Common::Error run() {
Common::Error err;
err = init();
if (err.getCode() != Common::kNoError)
return err;
return go();
}
virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
virtual GUI::Debugger *getDebugger();
virtual bool hasFeature(EngineFeature f) const;
virtual void syncSoundSettings();
virtual Common::Error loadGameState(int slot);
virtual bool canLoadGameStateCurrently();
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual bool canSaveGameStateCurrently();
virtual void pauseEngineIntern(bool pause);
protected:
virtual void setupScumm();
virtual void resetScumm();
virtual void setupScummVars();
virtual void resetScummVars();
void setupCharsetRenderer();
void setupCostumeRenderer();
virtual void loadLanguageBundle() {}
void loadCJKFont();
void setupMusic(int midi);
void setTalkSpeed(int talkspeed);
int getTalkSpeed();
// Scumm main loop & helper functions.
virtual void scummLoop(int delta);
virtual void scummLoop_updateScummVars();
virtual void scummLoop_handleSaveLoad();
virtual void scummLoop_handleDrawing();
virtual void scummLoop_handleActors() = 0;
virtual void scummLoop_handleEffects();
virtual void scummLoop_handleSound();
virtual void runBootscript();
// Event handling
public:
void parseEvents(); // Used by IMuseDigital::startSound
protected:
virtual void parseEvent(Common::Event event);
void waitForTimer(int msec_delay);
virtual void processInput();
virtual void processKeyboard(Common::KeyState lastKeyHit);
virtual void clearClickedStatus();
// Cursor/palette
void updateCursor();
virtual void animateCursor() {}
virtual void updatePalette();
virtual void resetCursors() {}
public:
void pauseGame();
void restart();
protected:
Dialog *_pauseDialog;
Dialog *_messageDialog;
Dialog *_versionDialog;
virtual int runDialog(Dialog &dialog);
void confirmExitDialog();
void confirmRestartDialog();
void pauseDialog();
void messageDialog(const char *message);
void versionDialog();
char displayMessage(const char *altButton, const char *message, ...) GCC_PRINTF(3, 4);
byte _fastMode;
byte _numActors;
Actor **_actors; // Has _numActors elements
Actor **_sortedActors;
byte *_arraySlot;
uint16 *_inventory;
uint16 *_newNames;
public:
// VAR is a wrapper around scummVar, which attempts to include additional
// useful information should an illegal var access be detected.
#define VAR(x) scummVar(x, #x, __FILE__, __LINE__)
int32& scummVar(byte var, const char *varName, const char *file, int line) {
if (var == 0xFF) {
error("Illegal access to variable %s in file %s, line %d", varName, file, line);
}
return _scummVars[var];
}
int32 scummVar(byte var, const char *varName, const char *file, int line) const {
if (var == 0xFF) {
error("Illegal access to variable %s in file %s, line %d", varName, file, line);
}
return _scummVars[var];
}
protected:
int16 _varwatch;
int32 *_roomVars;
int32 *_scummVars;
byte *_bitVars;
bool _v0ObjectIndex; // V0 Use object index, instead of object number
bool _v0ObjectInInventory; // V0 Use object number from inventory
byte _v0ObjectFlag;
/* Global resource tables */
int _numVariables, _numBitVariables, _numLocalObjects;
int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
int _numInventory;
int _numNewNames, _numGlobalScripts;
int _numRoomVariables;
int _numPalettes, _numSprites, _numTalkies, _numUnk;
int _HEHeapSize;
public:
int _numLocalScripts, _numImages, _numRooms, _numScripts, _numSounds; // Used by HE games
int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette
int32 _numCharsets; // FIXME - should be protected, used by CharsetRenderer
BaseCostumeLoader *_costumeLoader;
BaseCostumeRenderer *_costumeRenderer;
int _NESCostumeSet;
void NES_loadCostumeSet(int n);
byte *_NEScostdesc, *_NEScostlens, *_NEScostoffs, *_NEScostdata;
byte _NESPatTable[2][4096];
byte _NESPalette[2][16];
byte _NESBaseTiles;
int _NESStartStrip;
protected:
int _curPalIndex;
public:
byte _currentRoom; // FIXME - should be protected but Actor::isInCurrentRoom uses it
int _roomResource; // FIXME - should be protected but Sound::pauseSounds uses it
bool _egoPositioned; // Used by Actor::putActor, hence public
FilenamePattern _filenamePattern;
virtual Common::String generateFilename(const int room) const;
protected:
Common::KeyState _keyPressed;
bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)
Common::Point _mouse;
Common::Point _virtualMouse;
uint16 _mouseAndKeyboardStat;
byte _leftBtnPressed, _rightBtnPressed;
/**
* Last time runInputScript was run (measured in terms of OSystem::getMillis()).
* This is currently only used for Indy3 mac to detect "double clicks".
*/
uint32 _lastInputScriptTime;
/** The bootparam, to be passed to the script 1, the bootscript. */
int _bootParam;
// Various options useful for debugging
bool _dumpScripts;
bool _hexdumpScripts;
bool _showStack;
uint16 _debugMode;
// Save/Load class - some of this may be GUI
byte _saveLoadFlag, _saveLoadSlot;
uint32 _lastSaveTime;
bool _saveTemporaryState;
Common::String _saveLoadFileName;
Common::String _saveLoadDescription;
bool saveState(Common::OutSaveFile *out, bool writeHeader = true);
bool saveState(int slot, bool compat);
bool loadState(int slot, bool compat);
virtual void saveOrLoad(Serializer *s);
void saveResource(Serializer *ser, ResType type, ResId idx);
void loadResource(Serializer *ser, ResType type, ResId idx);
void loadResourceOLD(Serializer *ser, ResType type, ResId idx); // "Obsolete"
Common::String makeSavegameName(int slot, bool temporary) const {
return makeSavegameName(_targetName, slot, temporary);
}
int getKeyState(int key);
public:
static Common::String makeSavegameName(const Common::String &target, int slot, bool temporary);
bool getSavegameName(int slot, Common::String &desc);
void listSavegames(bool *marks, int num);
void requestSave(int slot, const Common::String &name);
void requestLoad(int slot);
// thumbnail + info stuff
public:
Graphics::Surface *loadThumbnailFromSlot(int slot) {
return loadThumbnailFromSlot(_targetName.c_str(), slot);
}
static Graphics::Surface *loadThumbnailFromSlot(const char *target, int slot);
static bool loadInfosFromSlot(const char *target, int slot, SaveStateMetaInfos *stuff);
protected:
void saveInfos(Common::WriteStream* file);
static bool loadInfos(Common::SeekableReadStream *file, SaveStateMetaInfos *stuff);
protected:
/* Script VM - should be in Script class */
uint32 _localScriptOffsets[1024];
const byte *_scriptPointer;
const byte *_scriptOrgPointer;
const byte * const *_lastCodePtr;
byte _opcode;
byte _currentScript;
int _scummStackPos;
int _vmStack[150];
OpcodeEntry _opcodes[256];
virtual void setupOpcodes() = 0;
void executeOpcode(byte i);
const char *getOpcodeDesc(byte i);
void initializeLocals(int slot, int *vars);
int getScriptSlot();
void startScene(int room, Actor *a, int b);
void startManiac();
public:
void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);
void stopScript(int script);
void nukeArrays(byte scriptSlot);
protected:
void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0);
void runScriptNested(int script);
void executeScript();
void updateScriptPtr();
virtual void runInventoryScript(int i);
void inventoryScriptIndy3Mac();
void checkAndRunSentenceScript();
void runExitScript();
void runEntryScript();
void runAllScripts();
void freezeScripts(int scr);
void unfreezeScripts();
bool isScriptInUse(int script) const;
bool isRoomScriptRunning(int script) const;
bool isScriptRunning(int script) const;
void killAllScriptsExceptCurrent();
void killScriptsAndResources();
void decreaseScriptDelay(int amount);
void stopObjectCode();
void stopObjectScript(int script);
void getScriptBaseAddress();
void resetScriptPointer();
int getVerbEntrypoint(int obj, int entry);
void refreshScriptPointer();
byte fetchScriptByte();
virtual uint fetchScriptWord();
virtual int fetchScriptWordSigned();
uint fetchScriptDWord();
int fetchScriptDWordSigned();
void ignoreScriptWord() { fetchScriptWord(); }
void ignoreScriptByte() { fetchScriptByte(); }
void push(int a);
int pop();
virtual int readVar(uint var);
virtual void writeVar(uint var, int value);
void beginCutscene(int *args);
void endCutscene();
void abortCutscene();
void beginOverride();
void endOverride();
void copyScriptString(byte *dst);
int resStrLen(const byte *src);
void doSentence(int c, int b, int a);
/* Should be in Resource class */
BaseScummFile *_fileHandle;
uint32 _fileOffset;
public:
/** The name of the (macintosh/rescumm style) container file, if any. */
Common::String _containerFile;
bool openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile = false);
protected:
int _resourceHeaderSize;
byte _resourceMapper[128];
const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
uint32 _resourceLastSearchSize; // FIXME: need to put it to savefile?
virtual void allocateArrays();
void openRoom(int room);
void closeRoom();
void deleteRoomOffsets();
virtual void readRoomsOffsets();
void askForDisk(const char *filename, int disknum); // TODO: Use Common::String
bool openResourceFile(const Common::String &filename, byte encByte); // TODO: Use Common::String
void loadPtrToResource(ResType type, ResId idx, const byte *ptr);
virtual int readResTypeList(ResType type);
// void allocResTypeData(ResType type, uint32 tag, int num, int mode);
// byte *createResource(int type, int index, uint32 size);
int loadResource(ResType type, ResId idx);
// void nukeResource(ResType type, ResId idx);
int getResourceRoomNr(ResType type, ResId idx);
virtual uint32 getResourceRoomOffset(ResType type, ResId idx);
int getResourceSize(ResType type, ResId idx);
public:
byte *getResourceAddress(ResType type, ResId idx);
virtual byte *getStringAddress(ResId idx);
byte *getStringAddressVar(int i);
void ensureResourceLoaded(ResType type, ResId idx);
protected:
int readSoundResource(ResId idx);
int readSoundResourceSmallHeader(ResId idx);
bool isResourceInUse(ResType type, ResId idx) const;
virtual void setupRoomSubBlocks();
virtual void resetRoomSubBlocks();
virtual void clearRoomObjects();
virtual void resetRoomObjects();
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
virtual void readArrayFromIndexFile();
virtual void readMAXS(int blockSize) = 0;
virtual void readGlobalObjects();
virtual void readIndexFile();
virtual void readIndexBlock(uint32 block, uint32 itemsize);
virtual void loadCharset(int i);
void nukeCharset(int i);
int _lastLoadedRoom;
public:
const byte *findResourceData(uint32 tag, const byte *ptr);
const byte *findResource(uint32 tag, const byte *ptr);
int getResourceDataSize(const byte *ptr) const;
void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);
public:
/* Should be in Object class */
byte OF_OWNER_ROOM;
int getInventorySlot();
int findInventory(int owner, int index);
int getInventoryCount(int owner);
protected:
byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
int _numObjectsInRoom;
public:
uint32 *_classData;
protected:
void markObjectRectAsDirty(int obj);
virtual void loadFlObject(uint object, uint room);
void nukeFlObjects(int min, int max);
int findFlObjectSlot();
int findLocalObjectSlot();
void addObjectToInventory(uint obj, uint room);
void updateObjectStates();
public:
bool getClass(int obj, int cls) const; // Used in actor.cpp, hence public
protected:
void putClass(int obj, int cls, bool set);
int getState(int obj);
void putState(int obj, int state);
void setObjectState(int obj, int state, int x, int y);
int getOwner(int obj) const;
void putOwner(int obj, int owner);
void setOwnerOf(int obj, int owner);
void clearOwnerOf(int obj);
int getObjectRoom(int obj) const;
int getObjX(int obj);
int getObjY(int obj);
void getObjectXYPos(int object, int &x, int &y) { int dir; getObjectXYPos(object, x, y, dir); }
void getObjectXYPos(int object, int &x, int &y, int &dir);
int getObjOldDir(int obj);
int getObjNewDir(int obj);
int getObjectIndex(int object) const;
int getObjectImageCount(int object);
int whereIsObjectInventory(int object);
int whereIsObject(int object) const;
int findObject(int x, int y);
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
public:
int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public
int getDist(int x, int y, int x2, int y2); // Also used in actor.cpp
protected:
int getObjActToObjActDist(int a, int b); // Not sure how to handle
const byte *getObjOrActorName(int obj); // these three..
void setObjectName(int obj);
void addObjectToDrawQue(int object);
void removeObjectFromDrawQue(int object);
void clearDrawObjectQueue();
void processDrawQue();
virtual void clearDrawQueues();
uint32 getOBCDOffs(int object) const;
byte *getOBCDFromObject(int obj);
const byte *getOBIMFromObjectData(const ObjectData &od);
const byte *getObjectImage(const byte *ptr, int state);
virtual int getObjectIdFromOBIM(const byte *obim);
protected:
/* Should be in Verb class */
uint16 _verbMouseOver;
int8 _userPut;
uint16 _userState;
virtual void handleMouseOver(bool updateInventory);
virtual void redrawVerbs();
virtual void checkExecVerbs();
void verbMouseOver(int verb);
int findVerbAtPos(int x, int y) const;
virtual void drawVerb(int verb, int mode);
virtual void runInputScript(int clickArea, int val, int mode);
void restoreVerbBG(int verb);
void drawVerbBitmap(int verb, int x, int y);
int getVerbSlot(int id, int mode) const;
void killVerb(int slot);
void setVerbObject(uint room, uint object, uint verb);
public:
bool isValidActor(int id) const;
/* Should be in Actor class */
Actor *derefActor(int id, const char *errmsg = 0) const;
Actor *derefActorSafe(int id, const char *errmsg) const;
protected:
void walkActors();
void playActorSounds();
void redrawAllActors();
void setActorRedrawFlags();
void putActors();
void showActors();
void resetV1ActorTalkColor();
void resetActorBgs();
virtual void processActors();
void processUpperActors();
virtual int getActorFromPos(int x, int y);
public:
/* Actor talking stuff */
byte _actorToPrintStrFor, _V1TalkingActor;
int _sentenceNum;
SentenceTab _sentence[NUM_SENTENCE];
StringTab _string[6];
byte _haveMsg;
int16 _talkDelay;
int _NES_lastTalkingActor;
int _NES_talkColor;
virtual void actorTalk(const byte *msg);
void stopTalk();
int getTalkingActor(); // Wrapper around VAR_TALK_ACTOR for V1 Maniac
void setTalkingActor(int variable);
// Generic costume code
bool isCostumeInUse(int i) const;
protected:
/* Should be in Graphics class? */
uint16 _screenB, _screenH;
public:
int _roomHeight, _roomWidth;
int _screenHeight, _screenWidth;
VirtScreen _virtscr[4]; // Virtual screen areas
CameraData camera; // 'Camera' - viewport
int _screenStartStrip, _screenEndStrip;
int _screenTop;
Common::RenderMode _renderMode;
uint8 _bytesPerPixel;
uint8 _bytesPerPixelOutput;
protected:
ColorCycle _colorCycle[16]; // Palette cycles
uint8 _colorUsedByCycle[256];
uint32 _ENCD_offs, _EXCD_offs;
uint32 _CLUT_offs, _EPAL_offs;
uint32 _IM00_offs, _PALS_offs;
//ender: fullscreen
bool _fullRedraw, _bgNeedsRedraw;
bool _screenEffectFlag, _completeScreenRedraw;
bool _disableFadeInEffect;
struct {
int hotspotX, hotspotY, width, height;
byte animate, animateIndex;
int8 state;
} _cursor;
// HACK Double the array size to handle 16-bit images.
// this should be dynamically allocated based on game depth instead.
byte _grabbedCursor[16384];
byte _currentCursor;
byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
bool _doEffect;
bool _snapScroll;
public:
bool isLightOn() const;
byte _currentLights;
int getCurrentLights() const;
protected:
void initScreens(int b, int h);
void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable);
void initBGBuffers(int height);
void initCycl(const byte *ptr); // Color cycle
void decodeNESBaseTiles();
void drawObject(int obj, int arg);
void drawRoomObjects(int arg);
void drawRoomObject(int i, int arg);
void drawBox(int x, int y, int x2, int y2, int color);
void moveScreen(int dx, int dy, int height);
void restoreBackground(Common::Rect rect, byte backcolor = 0);
void redrawBGStrip(int start, int num);
virtual void redrawBGAreas();
void cameraMoved();
void setCameraAtEx(int at);
virtual void setCameraAt(int pos_x, int pos_y);
virtual void setCameraFollows(Actor *a, bool setCamera = false);
virtual void moveCamera();
virtual void panCameraTo(int x, int y);
void clampCameraPos(Common::Point *pt);
void actorFollowCamera(int act);
const byte *getPalettePtr(int palindex, int room);
void setPaletteFromTable(const byte *ptr, int numcolor, int firstIndex = 0);
void resetPalette();
void setCurrentPalette(int pal);
void setRoomPalette(int pal, int room);
void setPCEPaletteFromPtr(const byte *ptr);
virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1);
virtual void setPalColor(int index, int r, int g, int b);
void setDirtyColors(int min, int max);
const byte *findPalInPals(const byte *pal, int index);
void swapPalColors(int a, int b);
virtual void copyPalColor(int dst, int src);
void cyclePalette();
void stopCycle(int i);
virtual void palManipulateInit(int resID, int start, int end, int time);
void palManipulate();
public:
uint8 *getHEPaletteSlot(uint16 palSlot);
uint16 get16BitColor(uint8 r, uint8 g, uint8 b);
int remapPaletteColor(int r, int g, int b, int threshold); // Used by Actor::remapActorPalette
void readPCEPalette(const byte **ptr, byte **dest, int numEntries);
void colorPCEToRGB(uint16 color, byte *r, byte *g, byte *b);
void setPCETextPalette(uint8 color);
protected:
void moveMemInPalRes(int start, int end, byte direction);
void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch);
public:
void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) {
markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
}
protected:
// Screen rendering
byte *_compositeBuf;
byte *_herculesBuf;
virtual void drawDirtyScreenParts();
void updateDirtyScreen(VirtScreenNumber slot);
void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b);
void ditherCGA(byte *dst, int dstPitch, int x, int y, int width, int height) const;
public:
VirtScreen *findVirtScreen(int y);
byte *getMaskBuffer(int x, int y, int z);
protected:
void fadeIn(int effect);
void fadeOut(int effect);
void setScrollBuffer();
void unkScreenEffect6();
void transitionEffect(int a);
void dissolveEffect(int width, int height);
void scrollEffect(int dir);
protected:
bool _shakeEnabled;
uint _shakeFrame;
void setShake(int mode);
int _drawObjectQueNr;
byte _drawObjectQue[200];
/* For each of the 410 screen strips, gfxUsageBits contains a
* bitmask. The lower 80 bits each correspond to one actor and
* signify if any part of that actor is currently contained in
* that strip.
*
* If the leftmost bit is set, the strip (background) is dirty
* needs to be redrawn.
*
* The second leftmost bit is set by removeBlastObject() and
* restoreBackground(), but I'm not yet sure why.
*/
uint32 gfxUsageBits[410 * 3];
void upgradeGfxUsageBits();
void setGfxUsageBit(int strip, int bit);
void clearGfxUsageBit(int strip, int bit);
bool testGfxUsageBit(int strip, int bit);
bool testGfxAnyUsageBits(int strip);
bool testGfxOtherUsageBits(int strip, int bit);
public:
byte _roomPalette[256];
byte *_shadowPalette;
bool _skipDrawObject;
int _voiceMode;
// HE specific
byte _HEV7ActorPalette[256];
uint8 *_hePalettes;
uint16 _hePaletteSlot;
uint16 *_16BitPalette;
protected:
int _shadowPaletteSize;
byte _currentPalette[3 * 256];
byte _darkenPalette[3 * 256];
int _palDirtyMin, _palDirtyMax;
byte _palManipStart, _palManipEnd;
uint16 _palManipCounter;
byte *_palManipPalette;
byte *_palManipIntermediatePal;
bool _haveActorSpeechMsg;
bool _useTalkAnims;
uint16 _defaultTalkDelay;
int _saveSound;
bool _native_mt32;
bool _enable_gs;
MidiDriverFlags _musicType;
bool _copyProtection;
public:
uint16 _extraBoxFlags[65];
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
int getNextBox(byte from, byte to);
void setBoxFlags(int box, int val);
void setBoxScale(int box, int b);
bool checkXYInBoxBounds(int box, int x, int y);
BoxCoords getBoxCoordinates(int boxnum);
byte getMaskFromBox(int box);
Box *getBoxBaseAddr(int box);
byte getBoxFlags(int box);
int getBoxScale(int box);
int getScale(int box, int x, int y);
int getScaleFromSlot(int slot, int x, int y);
protected:
// Scaling slots/items
struct ScaleSlot {
int x1, y1, scale1;
int x2, y2, scale2;
};
ScaleSlot _scaleSlots[20];
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
void setBoxScaleSlot(int box, int slot);
void convertScaleTableToScaleSlot(int slot);
void calcItineraryMatrix(byte *itineraryMatrix, int num);
void createBoxMatrix();
virtual bool areBoxesNeighbors(int i, int j);
/* String class */
public:
CharsetRenderer *_charset;
byte _charsetColorMap[16];
/**
* All text is normally rendered into this overlay surface. Then later
* drawStripToScreen() composits it over the game graphics.
*/
Graphics::Surface _textSurface;
int _textSurfaceMultiplier;
protected:
byte _charsetColor;
byte _charsetData[23][16];
int _charsetBufPos;
byte _charsetBuffer[512];
bool _keepText;
int _nextLeft, _nextTop;
void restoreCharsetBg();
void clearCharsetMask();
void clearTextSurface();
virtual void initCharset(int charset);
virtual void printString(int m, const byte *msg);
virtual bool handleNextCharsetCode(Actor *a, int *c);
virtual void CHARSET_1();
bool newLine();
void drawString(int a, const byte *msg);
void debugMessage(const byte *msg);
void showMessageDialog(const byte *msg);
virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize);
int convertIntMessage(byte *dst, int dstSize, int var);
int convertVerbMessage(byte *dst, int dstSize, int var);
int convertNameMessage(byte *dst, int dstSize, int var);
int convertStringMessage(byte *dst, int dstSize, int var);
public:
Common::Language _language; // Accessed by a hack in NutRenderer::loadFont
// Used by class ScummDialog:
virtual void translateText(const byte *text, byte *trans_buff);
// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
bool _useCJKMode;
int _2byteHeight;
int _2byteWidth;
byte _newLineCharacter;
byte *get2byteCharPtr(int idx);
protected:
byte *_2byteFontPtr;
public:
/* Scumm Vars */
byte VAR_KEYPRESS;
byte VAR_SYNC;
byte VAR_EGO;
byte VAR_CAMERA_POS_X;
byte VAR_HAVE_MSG;
byte VAR_ROOM;
byte VAR_OVERRIDE;
byte VAR_MACHINE_SPEED;
byte VAR_ME;
byte VAR_NUM_ACTOR;
byte VAR_CURRENT_LIGHTS;
byte VAR_CURRENTDRIVE;
byte VAR_CURRENTDISK;
byte VAR_TMR_1;
byte VAR_TMR_2;
byte VAR_TMR_3;
byte VAR_MUSIC_TIMER;
byte VAR_ACTOR_RANGE_MIN;
byte VAR_ACTOR_RANGE_MAX;
byte VAR_CAMERA_MIN_X;
byte VAR_CAMERA_MAX_X;
byte VAR_TIMER_NEXT;
byte VAR_VIRT_MOUSE_X;
byte VAR_VIRT_MOUSE_Y;
byte VAR_ROOM_RESOURCE;
byte VAR_LAST_SOUND;
byte VAR_CUTSCENEEXIT_KEY;
byte VAR_OPTIONS_KEY;
byte VAR_TALK_ACTOR;
byte VAR_CAMERA_FAST_X;
byte VAR_SCROLL_SCRIPT;
byte VAR_ENTRY_SCRIPT;
byte VAR_ENTRY_SCRIPT2;
byte VAR_EXIT_SCRIPT;
byte VAR_EXIT_SCRIPT2;
byte VAR_VERB_SCRIPT;
byte VAR_SENTENCE_SCRIPT;
byte VAR_INVENTORY_SCRIPT;
byte VAR_CUTSCENE_START_SCRIPT;
byte VAR_CUTSCENE_END_SCRIPT;
byte VAR_CHARINC;
byte VAR_WALKTO_OBJ;
byte VAR_DEBUGMODE;
byte VAR_HEAPSPACE;
byte VAR_RESTART_KEY;
byte VAR_PAUSE_KEY;
byte VAR_MOUSE_X;
byte VAR_MOUSE_Y;
byte VAR_TIMER;
byte VAR_TIMER_TOTAL;
byte VAR_SOUNDCARD;
byte VAR_VIDEOMODE;
byte VAR_MAINMENU_KEY;
byte VAR_FIXEDDISK;
byte VAR_CURSORSTATE;
byte VAR_USERPUT;
byte VAR_SOUNDRESULT;
byte VAR_TALKSTOP_KEY;
byte VAR_FADE_DELAY;
byte VAR_NOSUBTITLES;
// V5+
byte VAR_SOUNDPARAM;
byte VAR_SOUNDPARAM2;
byte VAR_SOUNDPARAM3;
byte VAR_INPUTMODE;
byte VAR_MEMORY_PERFORMANCE;
byte VAR_VIDEO_PERFORMANCE;
byte VAR_ROOM_FLAG;
byte VAR_GAME_LOADED;
byte VAR_NEW_ROOM;
// V4/V5
byte VAR_V5_TALK_STRING_Y;
// V6+
byte VAR_ROOM_WIDTH;
byte VAR_ROOM_HEIGHT;
byte VAR_SUBTITLES;
byte VAR_V6_EMSSPACE;
// V7/V8 specific variables
byte VAR_CAMERA_POS_Y;
byte VAR_CAMERA_MIN_Y;
byte VAR_CAMERA_MAX_Y;
byte VAR_CAMERA_THRESHOLD_X;
byte VAR_CAMERA_THRESHOLD_Y;
byte VAR_CAMERA_SPEED_X;
byte VAR_CAMERA_SPEED_Y;
byte VAR_CAMERA_ACCEL_X;
byte VAR_CAMERA_ACCEL_Y;
byte VAR_CAMERA_DEST_X;
byte VAR_CAMERA_DEST_Y;
byte VAR_CAMERA_FOLLOWED_ACTOR;
// V7/V8 specific variables
byte VAR_VERSION_KEY;
byte VAR_DEFAULT_TALK_DELAY;
byte VAR_CUSTOMSCALETABLE;
byte VAR_BLAST_ABOVE_TEXT;
byte VAR_VOICE_MODE;
byte VAR_MUSIC_BUNDLE_LOADED;
byte VAR_VOICE_BUNDLE_LOADED;
byte VAR_LEFTBTN_DOWN; // V7/V8
byte VAR_RIGHTBTN_DOWN; // V7/V8
byte VAR_LEFTBTN_HOLD; // V6/V72HE/V7/V8
byte VAR_RIGHTBTN_HOLD; // V6/V72HE/V7/V8
byte VAR_SAVELOAD_SCRIPT; // V6/V7 (not HE)
byte VAR_SAVELOAD_SCRIPT2; // V6/V7 (not HE)
// V6/V7 specific variables (FT & Sam & Max specific)
byte VAR_CHARSET_MASK;
// V6 specific variables
byte VAR_V6_SOUNDMODE;
// V1/V2 specific variables
byte VAR_CHARCOUNT;
byte VAR_VERB_ALLOWED;
byte VAR_ACTIVE_VERB;
byte VAR_ACTIVE_OBJECT1;
byte VAR_ACTIVE_OBJECT2;
// HE specific variables
byte VAR_REDRAW_ALL_ACTORS; // Used in setActorRedrawFlags()
byte VAR_SKIP_RESET_TALK_ACTOR; // Used in setActorCostume()
byte VAR_SOUND_CHANNEL; // Used in o_startSound()
byte VAR_TALK_CHANNEL; // Used in startHETalkSound()
byte VAR_SOUNDCODE_TMR; // Used in processSoundCode()
byte VAR_RESERVED_SOUND_CHANNELS; // Used in findFreeSoundChannel()
byte VAR_MAIN_SCRIPT; // Used in scummLoop()
byte VAR_SCRIPT_CYCLE; // Used in runScript()/runObjectScript()
byte VAR_NUM_SCRIPT_CYCLES; // Used in runAllScripts()
// Exists both in V7 and in V72HE:
byte VAR_NUM_GLOBAL_OBJS;
// FM-Towns specific
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
public:
bool towns_isRectInStringBox(int x1, int y1, int x2, int y2);
byte _townsPaletteFlags;
byte _townsCharsetColorMap[16];
Graphics::FontSJIS *_cjkFont;
uint16 _cjkChar;
protected:
void towns_drawStripToScreen(VirtScreen *vs, int dstX, int dstY, int srcX, int srcY, int w, int h);
#ifdef USE_RGB_COLOR
void towns_setPaletteFromPtr(const byte *ptr, int numcolor = -1);
void towns_setTextPaletteFromPtr(const byte *ptr);
#endif
void towns_setupPalCycleField(int x1, int y1, int x2, int y2);
void towns_processPalCycleField();
void towns_resetPalCycleFields();
void towns_restoreCharsetBg();
Common::Rect _cyclRects[16];
int _numCyclRects;
Common::Rect _curStringRect;
byte _townsOverrideShadowColor;
byte _textPalette[48];
byte _townsClearLayerFlag;
byte _townsActiveLayerFlags;
static const uint8 _townsLayer2Mask[];
TownsScreen *_townsScreen;
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
};
} // End of namespace Scumm
#endif
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