aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/scumm.h
blob: 3d16bea2b1a5db2e7ba9c8228cb2ecd5d8dd75f7 (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
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
/* 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 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/rect.h"
#include "common/str.h"
#include "graphics/surface.h"

#include "scumm/gfx.h"
#include "scumm/detection.h"
#include "scumm/script.h"

#include "sound/mididrv.h"

namespace GUI {
	class Dialog;
}
using GUI::Dialog;
namespace Common {
	class SeekableReadStream;
	class WriteStream;
}

namespace Scumm {

class Actor;
class BaseCostumeLoader;
class BaseCostumeRenderer;
class BaseScummFile;
class CharsetRenderer;
class IMuse;
class IMuseDigital;
class MusicEngine;
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
};

/**
 * Internal header for any memory block allocated by the resource manager.
 *
 * @todo Hide MemBlkHeader; no code outside the resource manager should
 * have to use it, ever. Currently script code needs it to detect whether
 * some scripts have moved (in fetchScriptByte()).
 */
struct MemBlkHeader {
	uint32 size;
};

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 behaviour
	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_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 AuxBlock {
	bool visible;
	Common::Rect r;

	void reset() {
		visible = false;
		r.left = r.top = 0;
		r.right = r.bottom = -1;
	}
};

struct AuxEntry {
	int actorNum;
	int subIndex;
};

// TODO: Rename InfoStuff to something more descriptive
struct InfoStuff {
	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 ResTypes {
	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,
	rtNumTypes = 22
};

enum {
	RES_INVALID_OFFSET = 0xFFFFFFFF
};

/**
 * The 'resource manager' class. Currently doesn't really deserve to be called
 * a 'class', at least until somebody gets around to OOfying this more.
 */
class ResourceManager {
	//friend class ScummDebugger;
	//friend class ScummEngine;
protected:
	ScummEngine *_vm;

public:
	byte mode[rtNumTypes];
	uint16 num[rtNumTypes];
	uint32 tags[rtNumTypes];
	const char *name[rtNumTypes];
	byte **address[rtNumTypes];
protected:
	byte *flags[rtNumTypes];
	byte *status[rtNumTypes];
public:
	byte *roomno[rtNumTypes];
	uint32 *roomoffs[rtNumTypes];
	uint32 *globsize[rtNumTypes];

protected:
	uint32 _allocatedSize;
	uint32 _maxHeapThreshold, _minHeapThreshold;
	byte _expireCounter;

public:
	ResourceManager(ScummEngine *vm);
	~ResourceManager();

	void setHeapThreshold(int min, int max);

	void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
	void freeResources();

	byte *createResource(int type, int index, uint32 size);
	void nukeResource(int type, int i);

	bool isResourceLoaded(int type, int index) const;

	void lock(int type, int i);
	void unlock(int type, int i);
	bool isLocked(int type, int i) const;

	void setModified(int type, int i);
	bool isModified(int type, int i) const;

	void increaseExpireCounter();
	void setResourceCounter(int type, int index, byte flag);
	void increaseResourceCounter();

	void resourceStats();

//protected:
	bool validateResource(const char *str, int type, int index) const;
protected:
	void expireResources(uint32 size);
};

/**
 * 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;
	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 != 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 char *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;
	Dialog *_scummMenuDialog;

	virtual int runDialog(Dialog &dialog);
	void confirmExitDialog();
	void confirmRestartDialog();
	void pauseDialog();
	void messageDialog(const char *message);
	void versionDialog();
	void scummMenuDialog();

	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;

	/* 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;

	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;

	/** 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;
	char _saveLoadFileName[32];
	char _saveLoadName[32];

	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 saveLoadResource(Serializer *ser, int type, int index);	// "Obsolete"
	void saveResource(Serializer *ser, int type, int index);
	void loadResource(Serializer *ser, int type, int index);

	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 char *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);

	bool loadInfosFromSlot(int slot, InfoStuff *stuff) {
		return loadInfosFromSlot(_targetName.c_str(), slot, stuff);
	}
	static bool loadInfosFromSlot(const char *target, int slot, InfoStuff *stuff);

protected:
	void saveInfos(Common::WriteStream* file);
	static bool loadInfos(Common::SeekableReadStream *file, InfoStuff *stuff);

	int32 _engineStartTime;
	int32 _pauseStartTime;

protected:
	/* Script VM - should be in Script class */
	uint32 _localScriptOffsets[1024];
	const byte *_scriptPointer, *_scriptOrgPointer;
	byte _opcode, _currentScript;
	const byte * const *_lastCodePtr;
	int _resultVarNumber, _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 getScriptEntryPoint();
	int getVerbEntrypoint(int obj, int entry);

	byte fetchScriptByte();
	virtual uint fetchScriptWord();
	virtual int fetchScriptWordSigned();
	uint fetchScriptDWord();
	int fetchScriptDWordSigned();
	void ignoreScriptWord() { fetchScriptWord(); }
	void ignoreScriptByte() { fetchScriptByte(); }
	virtual void getResultPos();
	void setResult(int result);
	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) const;
	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];
	byte *_heV7DiskOffsets;
	uint32 *_heV7RoomIntOffsets;
	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(int type, int i, const byte *ptr);
	virtual void readResTypeList(int id);
//	void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
//	byte *createResource(int type, int index, uint32 size);
	int loadResource(int type, int i);
//	void nukeResource(int type, int i);
	int getResourceSize(int type, int idx);

public:
	byte *getResourceAddress(int type, int i);
	virtual byte *getStringAddress(int i);
	byte *getStringAddressVar(int i);
	void ensureResourceLoaded(int type, int i);
	int getResourceRoomNr(int type, int index);

protected:
	int readSoundResource(int index);
	int readSoundResourceSmallHeader(int index);
	bool isResourceInUse(int type, int i) 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 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
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;
	int _inventoryOffset;
	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;

	Common::Rect _actorClipOverride;	// HE specific

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;

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;
	byte _grabbedCursor[8192];
	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 setC64Palette();
	void setNESPalette();
	void setAmigaPalette();
	void setHercPalette();
	void setCGAPalette();
	void setEGAPalette();
	void setV1Palette();

	void resetPalette();

	void setCurrentPalette(int pal);
	void setRoomPalette(int pal, int room);
	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:
	int convert16BitColor(uint16 color, uint8 r, uint8 g, uint8 b);
	int remapPaletteColor(int r, int g, int b, int threshold);		// Used by Actor::remapActorPalette
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;
	byte *_fmtownsBuf;
	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;
	int16 *_hePaletteCache;

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 _tempMusic;
	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 createBoxMatrix();
	bool areBoxesNeighbours(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();
	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;
};

} // End of namespace Scumm

#endif