aboutsummaryrefslogtreecommitdiff
path: root/scumm/scumm.h
blob: cb4b187c7e2c05590bbff3e599c0c69bfb60d125 (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
/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2004 The ScummVM project
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 *
 */

#ifndef SCUMM_H
#define SCUMM_H

#include "base/engine.h"
#include "common/file.h"
#include "common/map.h"
#include "common/rect.h"
#include "common/str.h"

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

namespace GUI {
	class Dialog;
}
using GUI::Dialog;
class GameDetector;


namespace Scumm {

class Actor;
class BaseCostumeRenderer;
class CharsetRenderer;
class IMuse;
class IMuseDigital;
class Insane;
class MusicEngine;
class ScummEngine;
class ScummDebugger;
class Serializer;
class Sound;
class Win32ResExtractor;

struct Box;
struct BoxCoords;
struct FindObjectInRoom;
struct ScummGameSettings;

typedef Common::Map<Common::String, int> ObjectIDMap;

class ScummFile : public File {
private:
	byte _encbyte;
	uint32	_subFileStart;
	uint32	_subFileLen;
public:
	ScummFile();
	void setEnc(byte value);
	
	void setSubfileRange(uint32 start, uint32 len);
	void resetSubfile();

	bool open(const char *filename, AccessMode mode = kFileReadMode, const char *directory = NULL);
	bool openSubFile(const char *filename);

	bool eof();
	uint32 pos();
	uint32 size();
	void seek(int32 offs, int whence = SEEK_SET);
	uint32 read(void *ptr, uint32 size);
	uint32 write(const void *ptr, uint32 size);
};

// Use g_scumm from error() ONLY
extern ScummEngine *g_scumm;

/* System Wide Constants */
enum {
	NUM_LOCALSCRIPT = 60,
	NUM_SENTENCE = 6,
	NUM_SHADOW_PALETTE = 8,
	KEY_ALL_SKIP = 3457   // WinCE
};

/** SCUMM feature flags. */
enum GameFeatures {
	GF_NEW_OPCODES         = 1 << 0,
	GF_NEW_CAMERA          = 1 << 1,
	GF_NEW_COSTUMES        = 1 << 2,
	GF_DIGI_IMUSE          = 1 << 3,
	GF_USE_KEY             = 1 << 4,
	GF_DRAWOBJ_OTHER_ORDER = 1 << 5,
	GF_SMALL_HEADER        = 1 << 6,
	GF_SMALL_NAMES         = 1 << 7,
	GF_OLD_BUNDLE          = 1 << 8,
	GF_16COLOR             = 1 << 9,
	GF_OLD256              = 1 << 10,
	GF_AUDIOTRACKS         = 1 << 11,
	GF_NO_SCALING          = 1 << 12,
	GF_FEW_LOCALS          = 1 << 13,
	GF_HUMONGOUS           = 1 << 14,
	GF_MULTIPLE_VERSIONS   = 1 << 15,
	
	GF_FMTOWNS             = 1 << 17,
	GF_AMIGA               = 1 << 18,
	GF_NES                 = 1 << 19,
	GF_ATARI_ST            = 1 << 20,
	GF_MACINTOSH           = 1 << 21,
	GF_PC                  = 1 << 22,
	GF_WINDOWS             = 1 << 23,
	GF_DEMO                = 1 << 24,
	
	GF_EXTERNAL_CHARSET    = GF_SMALL_HEADER
};

enum ObjectClass {
	kObjectClassNeverClip = 20,
	kObjectClassAlwaysClip = 21,
	kObjectClassIgnoreBoxes = 22,
	kObjectClassYFlip = 29,
	kObjectClassXFlip = 30,
	kObjectClassPlayer = 31,	// Actor is controlled by the player
	kObjectClassUntouchable = 32
};

/* SCUMM Debug Channels */
void CDECL debugC(int level, const char *s, ...);

struct dbgChannelDesc {
	const char *channel, *desc;
	uint32 flag;
};

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
};


// Debug channel lookup table for Debugger console
static const dbgChannelDesc debugChannels[] = {
	{"SCRIPTS", "Track script execution", DEBUG_SCRIPTS},
	{"OPCODES", "Track opcode execution", DEBUG_OPCODES},
	{"IMUSE", "Track iMUSE events", DEBUG_IMUSE},
	{"RESOURCE", "Track resource loading/management", DEBUG_RESOURCE},
	{"VARS", "Track variable changes", DEBUG_VARS},
	{"ACTORS", "Actor-related debug", DEBUG_ACTORS},
	{"SOUND", "Sound related debug", DEBUG_SOUND},
	{"INSANE", "Track INSANE", DEBUG_INSANE},
	{"SMUSH", "Track SMUSH", DEBUG_SMUSH}
};

struct MemBlkHeader {
	uint32 size;
};

struct VerbSlot;
struct ObjectData;

struct BlastText {
	int16 xpos, ypos;
	Common::Rect rect;
	byte color;
	byte charset;
	bool center;
	byte text[256];
};

struct V2MouseoverBox {
	Common::Rect rect;
	byte color;
	byte hicolor;
};

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,
	rtRoomStart = 17,
	rtLast = 17,
	rtImage = 19,
	rtNumTypes = 20
};

enum {
	LIGHTMODE_dark			= 0,
	LIGHTMODE_actor_base	= 1,
	LIGHTMODE_screen		= 2,
	LIGHTMODE_flashlight	= 4,
	LIGHTMODE_actor_color	= 8
};

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_TENTACLE,
	GID_MONKEY2,
	GID_INDY4,
	GID_MONKEY,
	GID_SAMNMAX,
	GID_MONKEY_EGA,
	GID_PASS,
	GID_LOOM256,
	GID_ZAK256,
	GID_INDY3,
	GID_LOOM,
	GID_FT,
	GID_DIG,
	GID_MONKEY_VGA,
	GID_CMI,
	GID_MANIAC,
	GID_ZAK,
	GID_MONKEY_SEGA,
	GID_HEGAME,      // Generic name for all HE games with default behaviour
	GID_PUTTDEMO,
	GID_FBEAR,
	GID_FUNPACK,
	GID_FREDDEMO
};

#define _baseRooms res.address[rtRoom]
#define _baseScripts res.address[rtScript]
#define _baseInventoryItems res.address[rtInventory]
#define _baseFLObject res.address[rtFlObject]
#define _baseArrays res.address[rtString]

#define _roomFileOffsets res.roomoffs[rtRoom]

struct SentenceTab {
	byte verb;
	byte preposition;
	uint16 objectA;
	uint16 objectB;
	uint8 freezeCount;
};

struct StringSlot {
	int16 xpos;
	int16 ypos;
	int16 right;
	byte color;
	byte charset;
	bool center;
	bool overhead;
	bool no_talk_anim;
};

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 LangIndexNode {
	char tag[12+1];
	int32 offset;
};

class ScummEngine : public Engine {
	friend class ScummDebugger;
	friend class SmushPlayer;
	friend class Insane;
	friend class CharsetRenderer;
	friend class Win32ResExtractor;
	
	void errorString(const char *buf_input, char *buf_output);
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
	byte _gameId;
	byte _version;
	byte _heversion;
	uint32 _features;						// Should only be accessed for reading (TODO enforce it compiler-wise with making it private and creating an accessor)

	/** Random number generator */
	Common::RandomSource _rnd;

	/** Graphics manager */
	Gdi gdi;

protected:
	/** Central resource data. */
	struct {
		byte mode[rtNumTypes];
		uint16 num[rtNumTypes];
		uint32 tags[rtNumTypes];
		const char *name[rtNumTypes];
		byte **address[rtNumTypes];
		byte *flags[rtNumTypes];
		byte *roomno[rtNumTypes];
		uint32 *roomoffs[rtNumTypes];
		uint32 *globsize[rtNumTypes];
	} res;

	VirtualMachineState vm;

public:
	// Constructor / Destructor
	ScummEngine(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs);
	virtual ~ScummEngine();

	// Init functions
	void scummInit();
	void initScummVars();
	virtual void setupScummVars();

	// Startup functions
	void launch();
	void go();

	// Scumm main loop
	void mainRun();
	int scummLoop(int delta);

	// Event handling
	void parseEvents();
	void waitForTimer(int msec_delay);
	void processKbd(bool smushMode);
	void clearClickedStatus();

	// Misc utility functions
	uint32 _debugFlags;
	const char *getGameName() const { return _gameName.c_str(); }

	// Cursor/palette
	void updateCursor();
	void animateCursor();
	void updatePalette();

	/**
	 * Flag which signals that the SMUSH video playback should end now
	 * (e.g. because it was aborted by the user or it's simply finished).
	 */
	bool _smushVideoShouldFinish;
	/** This flag is a hack to allow the pause dialog to pause SMUSH playback, too. */
	bool _smushPaused;
	/** This flag tells IMuseDigital that INSANE is running. */
	bool _insaneRunning;

protected:
	Insane *_insane;

public:
	void pauseGame();
	void restart();
	void shutDown();

	/** We keep running until this is set to true. */
	bool _quit;

protected:
	Dialog *_pauseDialog;
	Dialog *_versionDialog;
	Dialog *_optionsDialog;
	Dialog *_mainMenuDialog;

protected:
	int runDialog(Dialog &dialog);
	void confirmexitDialog();
	void confirmrestartDialog();
	void pauseDialog();
	void versionDialog();
	void mainMenuDialog();
public:
	void optionsDialog();	// Used by MainMenuDialog::handleCommand()
protected:
	char displayMessage(const char *altButton, const char *message, ...);

protected:
	byte _fastMode;

	Actor *_actors;	// Has _numActors elements
	
	byte *_arraySlot;
	uint16 *_inventory;
	uint16 *_newNames;
	uint16 *_images;
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 *_scummVars;
	byte *_bitVars;

	/* Global resource tables */
	int _numVariables, _numBitVariables, _numLocalObjects;
	int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
	int _numInventory, _numRooms, _numScripts, _numSounds;
	int _numNewNames, _numGlobalScripts;
	int _numActors, _numImages;
public:
	int _numCostumes;	// FIXME - should be protected, used by Actor::remapActorPalette
	int _numCharsets;	// FIXME - should be protected, used by CharsetRenderer

	int getNumSounds() const { return _numSounds; }
	BaseCostumeRenderer* _costumeRenderer;
	
	char *_audioNames;
	int32 _numAudioNames;

protected:
	/* Current objects - can go in their respective classes */
	byte _curActor;
	int _curVerb;
	int _curVerbSlot;
	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

protected:
	int _keyPressed;
	uint16 _lastKeyHit;
	bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)

	Common::Point _mouse;
	Common::Point _virtualMouse;

	uint16 _mouseButStat;
	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 _saveLoadName[32];

	bool saveState(int slot, bool compat);
	bool loadState(int slot, bool compat);
	void saveOrLoad(Serializer *s, uint32 savegameVersion);
	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);
	void makeSavegameName(char *out, int slot, bool compatible);

	int getKeyState(int key);

public:
	bool getSavegameName(int slot, char *desc);
	void listSavegames(bool *marks, int num);
	
	void requestSave(int slot, const char *name, bool compatible = false);
	void requestLoad(int slot);

	void lock(int type, int i);
	void unlock(int type, int i);

protected:
	/* Heap and memory management */
	uint32 _maxHeapThreshold, _minHeapThreshold;

	/* Script VM - should be in Script class */
	uint32 _localScriptList[NUM_LOCALSCRIPT];
	const byte *_scriptPointer, *_scriptOrgPointer;
	byte _opcode, _currentScript;
	uint16 _curExecScript;
	const byte * const *_lastCodePtr;
	int _resultVarNumber, _scummStackPos;
	int _vmStack[150];
	int _keyScriptKey, _keyScriptNo;
	
	virtual void setupOpcodes() = 0;
	virtual void executeOpcode(byte i) = 0;
	virtual const char *getOpcodeDesc(byte i) = 0;

	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);
	void stopScript(int script);
	void nukeArrays(int script);

protected:
	void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1);
	void runScriptNested(int script);
	void executeScript();
	void updateScriptPtr();
	void runInventoryScript(int i);
	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();
	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 */
	ScummFile _fileHandle;
	uint32 _fileOffset;
public:
	/** The name of the (macintosh/rescumm style) container file, if any. */
	Common::String _containerFile;
	
	bool openFile(ScummFile &file, const char *filename);

protected:
	int _resourceHeaderSize;
	Common::String _gameName;	// This is the name we use for opening resource files
	Common::String _targetName;	// This is the game the user calls it, so use for saving
	bool _dynamicRoomOffsets;
	byte _resourceMapper[128];
	uint32 _allocatedSize;
	byte _expire_counter;
	byte *_HEV7RoomOffsets;
	uint32 *_HEV7RoomIntOffsets;
	const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
	uint32 _resourceLastSearchSize;    // FIXME: need to put it to savefile?

	void allocateArrays();
	void openRoom(int room);
	void closeRoom();
	void deleteRoomOffsets();
	void readRoomsOffsets();
	void askForDisk(const char *filename, int disknum);
	bool openResourceFile(const char *filename, byte encByte);

	void loadPtrToResource(int type, int i, const byte *ptr);
	void readResTypeList(int id, uint32 tag, const char *name);
	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:
	bool isResourceLoaded(int type, int index) const;
	byte *getResourceAddress(int type, int i);
	byte *getStringAddress(int i);
	byte *getStringAddressVar(int i);
	void ensureResourceLoaded(int type, int i);
	int getResourceRoomNr(int type, int index);

protected:
	int readSoundResource(int type, int index);
	int convert_extraflags(byte *ptr, byte * src_ptr);
	void convertMac0Resource(int type, int index, byte *ptr, int size);
	void convertADResource(int type, int index, byte *ptr, int size);
	int readSoundResourceSmallHeader(int type, int index);
	void setResourceCounter(int type, int index, byte flag);
	bool validateResource(const char *str, int type, int index) const;
	void increaseResourceCounter();
	bool isResourceInUse(int type, int i) const;
	void initRoomSubBlocks();
	void clearRoomObjects();
	void loadRoomObjects();
	void loadRoomObjectsSmall();
	void loadRoomObjectsOldBundle();

	virtual void readArrayFromIndexFile();
	virtual void readMAXS(int blockSize);
	virtual void readIndexFile();
	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);

protected:
	void resourceStats();
	void expireResources(uint32 size);
	void freeResources();

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;
	ObjectIDMap _objectIDMap;
	byte _numObjectsInRoom;

	void setupRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
	void markObjectRectAsDirty(int obj);
	void loadFlObject(uint object, uint room);
	void nukeFlObjects(int min, int max);
	int findFlObjectSlot();
	int findLocalObjectSlot();
	void addObjectToInventory(uint obj, uint room);
	void fixObjectFlags();
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 clearDrawObjectQueue();
	void processDrawQue();

	uint32 getOBCDOffs(int object) const;
	byte *getOBCDFromObject(int obj);
	const byte *getOBIMFromObject(const ObjectData &od);
	const byte *getObjectImage(const byte *ptr, int state);

	int getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e, int f);


protected:
	/* Should be in Verb class */
	uint16 _verbMouseOver;
	int _inventoryOffset;
	int8 _userPut;
	uint16 _userState;

	void redrawVerbs();
	void checkExecVerbs();
	void verbMouseOver(int verb);
	int checkMouseOver(int x, int y) const;
	void drawVerb(int verb, int mode);
	void runInputScript(int a, int cmd, 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);


	// TODO: This should be moved into ScummEngine_v2 if possible
	V2MouseoverBox v2_mouseover_boxes[7];
	int8 v2_mouseover_box;

	void initV2MouseOver();
	void checkV2MouseOver(Common::Point pos);
	void checkV2Inventory(int x, int y);
	void redrawV2Inventory();

public:
	/* Should be in Actor class */
	Actor *derefActor(int id, const char *errmsg = 0) const;
	Actor *derefActorSafe(int id, const char *errmsg) const;

	uint32 *_classData;

	int getAngleFromPos(int x, int y) const;

protected:
	void walkActors();
	void playActorSounds();
	void setActorRedrawFlags();
	void putActors();
	void showActors();
	void setupV1ActorTalkColor();
	void resetActorBgs();
	void processActors();
	void processUpperActors();
	int getActorFromPos(int x, int y);
	
	bool isCostumeInUse(int i) const;

public:
	/* Actor talking stuff */
	byte _actorToPrintStrFor, _V1_talkingActor;
	int _sentenceNum;
	SentenceTab _sentence[NUM_SENTENCE];
	StringTab _string[6];
	int16 _talkDelay;
	void actorTalk(const byte *msg);
	void stopTalk();
	int getTalkingActor();		// Wrapper around VAR_TALK_ACTOR for V1 Maniac
	void setTalkingActor(int variable);

	// Costume class
	void cost_decodeData(Actor *a, int frame, uint usemask);
	int cost_frameToAnim(Actor *a, int frame);

	// Akos Class
	bool akos_increaseAnims(const byte *akos, Actor *a);
	bool akos_increaseAnim(Actor *a, int i, const byte *aksq, const uint16 *akfo, int numakfo);
	void akos_queCommand(byte cmd, Actor *a, int param_1, int param_2);
	void akos_decodeData(Actor *a, int frame, uint usemask);
	int akos_frameToAnim(Actor *a, int frame);
	bool akos_hasManyDirections(int costume);

protected:
	/* Should be in Graphics class? */
	uint16 _screenB, _screenH;
	int _roomHeight, _roomWidth;
public:
	int _screenHeight, _screenWidth;
	VirtScreen virtscr[4];		// Virtual screen areas
	CameraData camera;			// 'Camera' - viewport
protected:
	ColorCycle _colorCycle[16];	// Palette cycles

	uint32 _ENCD_offs, _EXCD_offs;
	uint32 _CLUT_offs, _EPAL_offs;
	uint32 _IM00_offs, _PALS_offs;

	StripTable *_roomStrips;

	//ender: fullscreen
	bool _fullRedraw, _BgNeedsRedraw;
	bool _screenEffectFlag, _completeScreenRedraw;

	struct {
		int hotspotX, hotspotY, width, height;
		byte animate, animateIndex;
		int8 state;
	} _cursor;
	byte _grabbedCursor[8192];
	byte _currentCursor;

	byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
	bool _doEffect;
	
	struct {
		int x, y, w, h;
		byte *buffer;
		uint16 xStrips, yStrips;
		bool isDrawn;
	} _flashlight;
	
public:
	bool isLightOn() const;
	
protected:
	void initScreens(int b, int h);
	void initVirtScreen(VirtScreenNumber slot, int number, int top, int width, int height, bool twobufs, bool scrollable);
	void initBGBuffers(int height);
	void initCycl(const byte *ptr);	// Color cycle

	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 restoreBG(Common::Rect rect, byte backColor = 0);
	void redrawBGStrip(int start, int num);	
	void redrawBGAreas();	
	
	void cameraMoved();
	void setCameraAtEx(int at);
	virtual void setCameraAt(int pos_x, int pos_y);
	virtual void setCameraFollows(Actor *a);
	virtual void moveCamera();
	virtual void panCameraTo(int x, int y);
	void clampCameraPos(Common::Point *pt);
	void actorFollowCamera(int act);

	const byte *getPalettePtr(int palindex);
	void setupAmigaPalette();
	void setupEGAPalette();
	void setupV1ManiacPalette();
	void setupV1ZakPalette();
	void setPalette(int pal);
	void setPaletteFromPtr(const byte *ptr);
	void setPaletteFromRes();
	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);
	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 remapPaletteColor(int r, int g, int b, uint threshold);		// Used by Actor::remapActorPalette
protected:
	void moveMemInPalRes(int start, int end, byte direction);
	void setupShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
	void setupShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
	void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
	void desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor);

	void setCursor(int cursor);
	void setCursorImg(uint img, uint room, uint imgindex);
	void setCursorHotspot(int x, int y);
	void grabCursor(int x, int y, int w, int h);
	void grabCursor(byte *ptr, int width, int height);
	void grabCursorFromBuffer(byte *ptr, int width, int height);
	void makeCursorColorTransparent(int a);
	void setupCursor();
	void decompressDefaultCursor(int index);
	void useIm01Cursor(const byte *im, int w, int h);
	void useBompCursor(const byte *im, int w, int h);


public:
	void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
	void markRectAsDirty(VirtScreenNumber virt, Common::Rect rect, int dirtybit = 0) {
		markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
	}
protected:
	void drawDirtyScreenParts();
	void updateDirtyScreen(VirtScreenNumber slot);

public:
	VirtScreen *findVirtScreen(int y);
	byte *getMaskBuffer(int x, int y, int z);

protected:
	void drawFlashlight();
	
	void fadeIn(int effect);
	void fadeOut(int effect);

	void unkScreenEffect5(int a);
	void unkScreenEffect6();
	void transitionEffect(int a);
	void dissolveEffect(int width, int height);
	void scrollEffect(int dir);

	// bomp
public:
	byte *_bompActorPalettePtr;
	void drawBomp(const BompDrawData &bd, bool mirror);

protected:
	bool _shakeEnabled;
	uint _shakeFrame;
	void setShake(int mode);

public:
	int _screenStartStrip, _screenEndStrip;
	int _screenTop;

protected:
	int _blastObjectQueuePos; 
	BlastObject _blastObjectQueue[128];

	int _blastTextQueuePos;
	BlastText _blastTextQueue[50];

	void enqueueText(const byte *text, int x, int y, byte color, byte charset, bool center);
	void drawBlastTexts();
	void removeBlastTexts();

	void enqueueObject(int objectNumber, int objectX, int objectY, int objectWidth,
	                   int objectHeight, int scaleX, int scaleY, int image, int mode);
	void clearEnqueue() { _blastObjectQueuePos = 0; }
	void drawBlastObjects();
	void drawBlastObject(BlastObject *eo);
	void removeBlastObjects();
	void removeBlastObject(BlastObject *eo);

	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
	 * restoreBG(), 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 _HEV7ActorPalette[256];
	byte _proc_special_palette[256];
	byte _roomPalette[256];
	byte *_shadowPalette;
	int _heSndSoundFreq, _heSndOffset, _heSndTimer, _heSndSoundId, _heSndLoop;

protected:
	int _shadowPaletteSize;
	byte _currentPalette[3 * 256];

	int _palDirtyMin, _palDirtyMax;

	byte _palManipStart, _palManipEnd;
	uint16 _palManipCounter;
	byte *_palManipPalette;
	byte *_palManipIntermediatePal;

	byte _haveMsg;
	bool _useTalkAnims;
	uint16 _defaultTalkDelay;
	int tempMusic;
	int _saveSound;
	bool _native_mt32;
	int _midiDriver; // Use the MD_ values from mididrv.h
	bool _copyProtection;
	bool _demoMode;
	bool _confirmExit;

public:
	uint16 _extraBoxFlags[65];

	byte getNumBoxes();
	byte *getBoxMatrixBaseAddr();
	int getPathToDestBox(byte from, byte to);
	void getGates(int trap1, int trap2, Common::Point gateA[2], Common::Point gateB[2]);
	bool inBoxQuickReject(int box, int x, int y, int threshold);
	int getClosestPtOnBox(int box, int x, int y, int16& outX, int16& outY);
	int getSpecialBox(int param1, int param2);
	
	void setBoxFlags(int box, int val);
	void setBoxScale(int box, int b);

	bool checkXYInBoxBounds(int box, int x, int y);
	uint distanceFromPt(int x, int y, int ptx, int pty);
	void getBoxCoordinates(int boxnum, BoxCoords *bc);
	byte getMaskFromBox(int box);
	Box *getBoxBaseAddr(int box);
	byte getBoxFlags(int box);
	int getBoxScale(int box);

	int getScale(int box, 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];
protected:
	byte _charsetColor;
	byte _charsetData[15][16];

	int _charsetBufPos;
	byte _charsetBuffer[512];

	bool _keepText;

	void initCharset(int charset);

	void CHARSET_1();
	void drawString(int a, const byte *msg);
	void unkMessage1(const byte *msg);
	void unkMessage2(const byte *msg);

	int addMessageToStack(const byte *msg, byte *dst, int dstSize);
	int addIntToStack(byte *dst, int dstSize, int var);
	int addVerbToStack(byte *dst, int dstSize, int var);
	int addNameToStack(byte *dst, int dstSize, int var);
	int addStringToStack(byte *dst, int dstSize, int var);

public:
	Common::Language _language;
protected:
	bool _existLanguageFile;
	char *_languageBuffer;
	LangIndexNode *_languageIndex;
	int _languageIndexSize;
	char _lastStringTag[12+1];

	void loadLanguageBundle();
	void playSpeech(const byte *ptr);
public:
	void translateText(const byte *text, byte *trans_buff);	// Used by class ScummDialog

	// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
	bool _CJKMode;
	int _2byteHeight;
	int _2byteWidth;
	byte *get2byteCharPtr(int idx);

protected:
	byte *_2byteFontPtr;

	
#if defined(SCUMM_LITTLE_ENDIAN)
	uint32 fileReadDword() { return _fileHandle.readUint32LE(); }
#elif defined(SCUMM_BIG_ENDIAN)
	uint32 fileReadDword() { return _fileHandle.readUint32BE(); }
#endif

public:

	/* Scumm Vars */
	byte VAR_LANGUAGE;
	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;	// How about merging this with VAR_CURRENTDISK?
	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_TMR_4;
	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;

	byte VAR_SOUNDPARAM;
	byte VAR_SOUNDPARAM2;
	byte VAR_SOUNDPARAM3;
	byte VAR_MOUSEPRESENT;
	byte VAR_MEMORY_PERFORMANCE;
	byte VAR_VIDEO_PERFORMANCE;
	byte VAR_ROOM_FLAG;
	byte VAR_GAME_LOADED;
	byte VAR_NEW_ROOM;
	byte VAR_VERSION_KEY;

	byte VAR_V5_TALK_STRING_Y;

	byte VAR_V6_SCREEN_WIDTH;
	byte VAR_V6_SCREEN_HEIGHT;
	byte VAR_V6_EMSSPACE;

	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;

	byte VAR_LEFTBTN_DOWN;
	byte VAR_RIGHTBTN_DOWN;
	byte VAR_LEFTBTN_HOLD;
	byte VAR_RIGHTBTN_HOLD;
	byte VAR_MOUSE_BUTTONS;
	byte VAR_MOUSE_HOLD;
	byte VAR_SAVELOAD_SCRIPT;
	byte VAR_SAVELOAD_SCRIPT2;

	byte VAR_DEFAULT_TALK_DELAY;
	byte VAR_CHARSET_MASK;

	byte VAR_CUSTOMSCALETABLE;
	byte VAR_V6_SOUNDMODE;

	byte VAR_CHARCOUNT;
	byte VAR_VERB_ALLOWED;
	byte VAR_ACTIVE_VERB;
	byte VAR_ACTIVE_OBJECT1;
	byte VAR_ACTIVE_OBJECT2;
	byte VAR_CLICK_AREA;

	byte VAR_BLAST_ABOVE_TEXT;
	byte VAR_VOICE_MODE;
	byte VAR_NUM_GLOBAL_OBJS;
	byte VAR_MUSIC_BUNDLE_LOADED;
	byte VAR_VOICE_BUNDLE_LOADED;
};

// This is a constant lookup table of reverse bit masks
extern const byte revBitMask[8];

/* Direction conversion functions (between old dir and new dir format) */
int newDirToOldDir(int dir);
int oldDirToNewDir(int dir);

int normalizeAngle(int angle);
int fromSimpleDir(int dirtype, int dir);
int toSimpleDir(int dirtype, int dir);

void checkRange(int max, int min, int no, const char *str);

const char *tag2str(uint32 tag);

} // End of namespace Scumm

#endif