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$Id$

Cross-reference for functions and variables for the original source code and
the ScummVM implementation.


BANKS
=====
erase()						Graphics::bankErase
loadbank()					Graphics::bankLoad
overpack()					Graphics::bankOverpack
unpack()					Graphics::bankUnpack


COMMAND
=======
ALTER_DEFAULT()				Command::alterDefault
CLEAR_COMMAND()				Command::clear
EXECUTE_ACTION()			Command::executeCurrentAction
FIND_DEFAULT()				Command::findDefault
LOOK()						Command::look
LOOK_ICON()					Command::lookCurrentIcon
LOOK_ITEM()					Command::lookCurrentItem
LOOK_ROOM()					Command::lookCurrentRoom
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
-
ACTION						Command::_currentAction
ACTION2						Command::_selectedAction
CLEVEL						Command::_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::_command
DEFCOMM						Command::_defaultVerb
MKEY						Command::_mouseKey
OLDVERB,VERB				Command::_*verb*
OLDNOUN,NOUN				Command::_*noun*
NOUN2						Command::_selectedNoun
PARSE						Command::_parse
SUBJ1,SUBJ2,SUBJECT			Command::_subject*


CREDIT SCRIPTING SYSTEM
=======================
Cinit()
Ctext()
Cupdate()
-
Ccol
Ccount
Cfp
Cflag
Cfontsize
Cjustify
Cpausecount
Czone


CUTAWAY
=======
action_special_move			Cutaway::actionSpecialMove
CUTAWAY()					Cutaway::run
MAKE_COMPLEX_ANIM()			Cutaway::makeComplexAnimation
SCENE_START()
SCENE_END()
-
CUTJOEF
CUTON
CUTQUIT						Cutaway::_quit (rename and move to Logic?)
FINAL_ROOM					Cutaway::_finalRoom
IROOM						Cutaway::_initialRoom
OBJ_CUT
OBJ_ANIM
OLDBANK
PERSON_DATA
SCENE
TROOM						Cutaway::_temporaryRoom


DEBUG
=====
cd_sample_check()
debuginfo()
select_new_room()
-
AREAVAR						(boolean, if true display objects/areas boxes)


GAME SETTINGS
=============
-
config_request
MUSICTOGGLE					GameSettings::musicToggle
SFXTOGGLE					GameSettings::sfxToggle
TALKSPD						GameSettings::talkSpeed
TEXTTOGGLE					GameSettings::textToggle
VersionStr					Logic::language (add more functions if needed)
VOICETOGGLE					GameSettings::speechToggle


GRAPHICS
========
bob()						Graphics::bobDraw
Box()
calc_screen_scroll()		Display::horizontalScrollUpdate
CHECK_PARALLAX()			Graphics::bobCustomParallax
clearallbobs()				Graphics::bobClearAll
clearbob()					Graphics::bobClear
clearpanel()				Display::prepareUpdate
drawbobs()					Graphics::bobDrawAll
drawbackdrop()				Display::prepareUpdate
drawpanel()					Display::prepareUpdate
drawscreen()				Display::update
freeallframes()				Graphics::frameEraseAll(true)
freeframes()				Graphics::frameEraseAll(false)
invbob()					Graphics::bobDrawInventoryItem
loadbackdrop()				Graphics::loadBackdrop
loadfont()					TextRenderer::init
loadpanel()					Graphics::loadPanel
MAKE_SPEAK_BOB				Graphics::bobSetText
makeanim()					Graphics::bobAnimNormal
movebob()					Graphics::bobMove
pastebob()					Graphics::bobPaste
requestor()
shrinkbob()					Graphics::bobShrink
sortbobs()					Graphics::bobSortAll
stringanim()				Graphics::bobAnimString
-
bobs						Graphics::_bobs
cambob						Graphics::_cameraBob
clothespal					Display::PAL_JOE_CLOTHES
dresspal					Display::PAL_JOE_DRESS
sortedbobs					Graphics::_sortedBobs


INPUT
=====
check_keys()				Input::checkKeys()
get_key()					*not needed*
-
drawmouseflag
key_commands				Input::?
key_language				Input::?
KEYVERB						Input::_keyVerb
MouseButton					Input::_mouseButton
mouseflag
no_check_keys				Input::_noCheckKeys


INVENTORY
=========
DEL_ITEM_NUM()				Logic::inventoryDeleteItem // TODO
INS_ITEM_NUM()				Logic::inventoryInsertItem // TODO
INVDWN()					Logic::inventoryScroll // TODO
INVENTORY()					Logic::inventoryRefresh
INVUP()						Logic::inventoryScroll // TODO
SETUP_ITEMS()				Logic::inventorySetup
-
INV1,INV2,INV3,INV4			Logic::_inventoryItem


JOE
===
FACE_JOE()					Logic::joeFace
GRAB_DIR()					Logic::joeGrabDirection
GRAB_JOE()					Logic::joeGrab
SETUP_HERO()				Logic::joeSetupInRoom
SETUP_JOE()					Logic::joeSetup
USE_UNDERWEAR()				Logic::joeUseUnderwear
USE_CLOTHES()				Logic::joeUseClothes
USE_DRESS()					Logic::joeUseDress
WALK()						Logic::joeWalkTo
-
JOE_RESPstr 				Logic::_joeResponse
JOEF,JX,JY,JDIR				Logic::_joe.*
JOEWALK						Logic::_joe.walk (legal values = 0,1,2,3)


JOURNAL
=======
prompt_do()
USE_JOURNAL()				Graphics::useJournal
-
choice
decbase
in_journal


LOGIC
=====
CHECK_PLAYER()				Logic::checkPlayer
DISP_OBJECTS()				Logic::roomSetupObjects
DISP_ROOM()					Logic::roomDisplay
FIND_BOB()					Logic::findBob
FIND_FRAME()				Logic::findFrame
FIND_GRAPHIC()				Logic::graphicData
FIND_SCALE()				Logic::findScale
FIND_VERB()					Logic::findVerb
P3_COPY_FROM()				Logic::objectCopy
R_MAP()						(handle map 'm1')
REDISP_OBJECT()				Logic::roomRefreshObject
restart_game()
SETUP_BOBS()				Graphics::bobSetupControl
SETUP_FURNITURE()			Logic::roomSetupFurniture
SETUP_ROOM()				QueenEngine::roomChanged
SETUP_SCREENS()				*not needed* (only calls Graphics::loadPanel)
SETUP_VARS()				*not needed* (equivalent to Command::clear(), SCENE=0, clear(gamestate))
update() 					Logic::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
AREA						Logic::_area
AREAMAX						Logic::_areaMax
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
NEW_ANIM					Logic::_newAnim
OBJ_DESC_DATA				Logic::_objectDescription
OBJ_DESC_MAX				Logic::_numObjDesc
OBJECT_BOX					Logic::_objectBox
OBJECT_DATA					Logic::_objectData
OBJECT_DESCRstr				Logic::_objDescription
OBJECT_NAMEstr				Logic::_objName
OBJMAX						Logic::_objMax
OBJTOT						Logic::_numObjects
OLDROOM,ROOM,NEW_ROOM  		Logic::_*oom
ROOMTOT						Logic::_numRooms
ROOM_DATA					Logic::_roomData
ROOM_NAMEstr				Logic::_roomName
VERB_NAMEstr				Verb::_verbName
WALK_OFF_DATA				Logic::_walkOffData
WALK_OFF_MAX				Logic::_numWalkOffs


PERSONS
=======
ALLOCATE_PERSON				Logic::personAllocate
CREATE_ANIM()				Logic::animCreate
SET_PERSON_DATA				Logic::personSetData
SETUP_PERSON				Logic::personSetup
OBJ_PERSON					Logic::objectForPerson
-
PERSON_FACE
PERSON_FACE_MAX
PERSON_FRAMES				Logic::_personFrames
P_ANIMstr					Person.anim
P_BANK						Person.bankNum
P_NAMEstr					Person.name
P_STAND,P_BNUM,P_ROOM		Person.actor->*
P_X,P_Y,P_COLOR				Person.actor->*
P_VALUE,P_GAMES				Person.actor->*


RESOURCE
========
tflen() 					Resource::fileSize
topen()						Resource::loadFile
tseek() 					*not needed*


SAVE/LOAD SYSTEM
================
game_load()
game_save()
-
walkgameload


SCREEN
======
changejoepal()				Display::palSetJoe
check_colors()				Display::palCustomColors
dynalum()					Dynalum::update
fadein()					Display::palFadeIn
fadeout()					Display::palFadeOut
flashspecial()				Display::palCustomFlash
palscroll()					Display::palScroll
putcharacter()				TextRenderer::drawChar
setpal()					Display::palSet
-
BDxres						Display::_bdWidth
BDyres						Display::_bdHeight
COMPANEL
font						TextRenderer::FONT
font_sizes					TextRenderer::charWidth
FULLSCREEN					Graphics::_fullscreen
nopalscroll					Display::_pals.scrollable
palette						Graphics::_paletteRoom
panelflag					Graphics::_panelFlag
scrollx						Display::_horizontalScroll
tpal						Graphics::_paletteScreen


SOUND
=====
alter_current_volume()
playsong()
sfxbusy()
sfxplay()
-
bamflag
bamindex
CURRSONG
SFXNAME						Logic::_sfxName
tmpbamflag
VOLUME


STATE
=====
ALTER_STATE()				State::alterState*
FIND_STATE()				State::findState*
-


TALK
====
FIND_SACTION()				Talk::findSpeechParameters
MOVE_SPEAK
SPEAK						Talk::speak
SPEAK_SUB					Talk::speakSegment
talk						Talk::talk
TALK_PROC					Talk::talk
-
A1,A12
actiondata					Talk::_speechParameters
HEAD
JMAX
JOE2str
JOEKEYstr
LEVEL
LEVELMAX
OLDLEVEL
OLDS
OWALK
PERstr
PERSON2str
PKEYstr
TALKHEAD
TALKQUIT
TALKstr
TALK_SELECTED


TEXTS
=====
blanktexts()				Graphics::textClear
drawtext()					Graphics::textDrawAll
Ink() 						Graphics::textCurrentColor
menutext()
MIDDLE() 					Graphics::textCenterX / Graphics::textSetCentered
text()						Graphics::textSet
textlen() 					Graphics::textWidth
-
textcol						Graphics::_curTextColor
texts						Graphics::_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::joeMove
MOVE_OTHER()				Walk::personMove
-
AREALIST					Walk::_areaList
AREASTRIKE					Walk::_areaStrike
movdata						Walk::_moveData
WALK_DATA					Walk::_walkData
WALKI						Walk::_walkDataCount


ZONES
=====
ClearZones()				Logic::zoneClearAll
SETUP_PANEL_ZONES()			Logic::zoneSetupPanel
SETUP_ZONES()				Logic::zoneSetup
SetZone()					Logic::zoneSet
zone()						Logic::zoneIn / Logic::zoneInArea
-
zones						Logic::_zones


(UNSORTED)
==========
in()						defs.h InRange() macro
find_cd_cut()				findCdCut
find_cd_desc()				*not needed, see 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


(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
SFACTOR, // shrink factor, used to scale (down) the bobs
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