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|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001/2002 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 "common/engine.h"
#include "common/gameDetector.h"
#include "common/file.h"
#include "common/map.h"
#include "common/str.h"
#include "common/timer.h"
#include "common/util.h"
class CharsetRenderer;
class GameDetector;
class NewGui;
class Dialog;
class ConsoleDialog;
class Scumm;
class IMuse;
class IMuseDigital;
class Actor;
class Sound;
class Bundle;
class ScummDebugger;
class Serializer;
struct FindObjectInRoom;
typedef ScummVM::Map<ScummVM::String, int> ObjectIDMap;
// Use g_scumm from error() ONLY
extern Scumm *g_scumm;
/* System Wide Constants */
enum {
NUM_SCRIPT_SLOT = 40,
NUM_LOCALSCRIPT = 60,
NUM_SHADOW_PALETTE = 8,
KEY_SET_OPTIONS = 3456 // WinCE
};
struct ScummPoint {
int x, y;
bool operator ==(const ScummPoint &p) const
{
return p.x == x && p.y == y;
}
bool operator !=(const ScummPoint &p) const
{
return p.x != x || p.y != y;
}
};
#include "gfx.h"
#include "boxes.h"
struct MemBlkHeader {
uint32 size;
};
struct VerbSlot;
struct ObjectData {
uint32 OBIMoffset;
uint32 OBCDoffset;
int16 walk_x, walk_y;
uint16 obj_nr;
int16 x_pos;
int16 y_pos;
uint16 width;
uint16 height;
byte actordir;
byte parent;
byte parentstate;
byte state;
byte fl_object_index;
};
struct ScriptSlot {
uint32 offs;
int32 delay;
uint16 number;
uint16 delayFrameCount;
byte status;
byte where;
byte unk1, unk2, freezeCount;
bool didexec;
byte cutsceneOverride;
};
struct NestedScript {
uint16 number;
uint8 where;
uint8 slot;
};
struct BlastText {
int16 xpos, ypos;
byte color;
byte charset;
bool center;
byte text[256];
};
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,
rtLast = 17,
rtNumTypes = 18
};
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
};
#define _maxRooms res.num[rtRoom]
#define _maxScripts res.num[rtScript]
#define _maxCostumes res.num[rtCostume]
#define _maxInventoryItems res.num[rtInventory]
#define _maxCharsets res.num[rtCharset]
#define _maxStrings res.num[rtString]
#define _maxVerbs res.num[rtVerb]
#define _maxActorNames res.num[rtActorName]
#define _maxBuffer res.num[rtBuffer]
#define _maxScaleTable res.num[rtScaleTable]
#define _maxTemp res.num[rtTemp]
#define _maxFLObject res.num[rtFlObject]
#define _maxMatrixes res.num[rtMatrix]
#define _maxBoxes res.num[rtBox]
#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]
#define ARRAY_HDR_SIZE 6
struct ArrayHeader {
int16 dim1_size;
int16 type;
int16 dim2_size;
byte data[1];
};
struct SentenceTab {
byte unk5;
byte unk2;
uint16 unk4;
uint16 unk3;
uint8 freezeCount;
};
// TODO / FIXME: next time save game format changes, Fingolfin would like to
// revise StringTab. In particular, all t_* fields can be removed, making some
// code a bit cleaner & easier to understand.
struct StringTab {
int16 t_xpos, t_ypos;
int16 t_right;
int16 xpos, ypos;
int16 right;
byte color, t_color;
byte charset, t_charset;
bool center, t_center;
bool overhead, t_overhead;
bool no_talk_anim, t_no_talk_anim;
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
WIO_INVENTORY = 0,
WIO_ROOM = 1,
WIO_GLOBAL = 2,
WIO_LOCAL = 3,
WIO_FLOBJECT = 4
};
enum MouseButtonStatus {
msDown = 1,
msClicked = 2
};
class Scumm : public Engine {
public:
/* Put often used variables at the top.
* That results in a shorter form of the opcode
* on some architectures. */
IMuse *_imuse;
IMuseDigital *_imuseDigital;
uint32 _features;
VerbSlot *_verbs;
ObjectData *_objs;
ScummDebugger *_debugger;
Bundle * _bundle;
Timer * _timer;
Sound * _sound;
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];
} res;
struct {
uint32 cutScenePtr[5];
byte cutSceneScript[5];
int16 cutSceneData[5];
int16 cutSceneScriptIndex;
byte cutSceneStackPointer;
ScriptSlot slot[NUM_SCRIPT_SLOT];
NestedScript nest[15];
int32 localvar[NUM_SCRIPT_SLOT][26];
} vm;
struct {
int16 x, y;
} mouse;
/* Init functions, etc */
byte _fastMode;
/* Scumm main loop */
void mainRun();
void scummInit();
int scummLoop(int delta);
void initScummVars();
void launch();
Scumm(GameDetector *detector, OSystem *syst);
virtual ~Scumm();
void go();
void waitForTimer(int msec_delay);
void updateCursor();
void animateCursor();
void updatePalette();
/* _insane vars */
int _smushFrameRate;
bool _insaneState;
bool _videoFinished;
const char *getGameDataPath() const { return _gameDataPath; }
void pauseGame(bool user);
void shutDown(int i);
void setOptions(void);
// GUI
NewGui *_newgui;
Dialog *_pauseDialog;
Dialog *_optionsDialog;
Dialog *_saveLoadDialog;
// Debugger access this one, too...
ConsoleDialog *_debuggerDialog;
int runDialog(Dialog *dialog);
void pauseDialog();
void saveloadDialog();
void optionsDialog();
char displayError(bool showCancel, const char *message, ...);
// Misc startup/event functions
void main();
void parseCommandLine(int argc, char **argv);
void showHelpAndExit();
bool detectGame();
void processKbd();
int checkKeyHit();
void convertKeysToClicks();
int keyScriptKey, keyScriptNo;
/* Random number generation */
RandomSource _rnd;
/* Core variable definitions */
byte _gameId;
/* Core class/array definitions */
Gdi gdi;
Actor *_actors; // Has NUM_ACTORS elements
uint16 *_inventory;
byte *_arrays;
uint16 *_newNames;
int32 *_vars;
int16 _varwatch;
byte *_bitVars;
/* Global resource tables */
int _numVariables, _numBitVariables, _numLocalObjects;
int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
int _numInventory, _numRooms, _numScripts, _numSounds;
int _numCharsets, _numCostumes, _numNewNames, _numGlobalScripts;
int NUM_ACTORS;
char *_audioNames;
int32 _numAudioNames;
/* Current objects - can go in their respective classes */
byte _curActor;
int _curVerb;
int _curVerbSlot;
int _curPalIndex;
byte _currentRoom;
bool _egoPositioned;
int _keyPressed;
uint16 _lastKeyHit;
uint16 _mouseButStat;
byte _leftBtnPressed, _rightBtnPressed;
int16 _virtual_mouse_x, _virtual_mouse_y;
int _bootParam;
bool _dumpScripts;
uint16 _debugMode, _soundCardType;
/* Not sure where this stuff goes */
byte isMaskActiveAt(int l, int t, int r, int b, byte *mem);
void startScene(int room, Actor *a, int b);
virtual void setupScummVars();
byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
ObjectIDMap _objectIDMap;
byte _numObjectsInRoom;
int8 _userPut;
int _resourceHeaderSize;
void clearClickedStatus();
void startManiac();
/* GUI class */
void drawString(int a);
int getKeyInput(int a);
/* Save/Load class - some of this may be GUI */
byte _saveLoadFlag, _saveLoadSlot;
uint32 _lastSaveTime;
bool _saveLoadCompatible;
char _saveLoadName[32];
bool saveState(int slot, bool compat, SaveFileManager *mgr);
bool loadState(int slot, bool compat, SaveFileManager *mgr);
bool saveState(int slot, bool compat)
{
SaveFileManager *mgr = _system->get_savefile_manager();
bool result = saveState(slot, compat, mgr);
delete mgr;
return result;
}
bool loadState(int slot, bool compat)
{
SaveFileManager *mgr = _system->get_savefile_manager();
bool result = loadState(slot, compat, mgr);
delete mgr;
return result;
}
void saveOrLoad(Serializer *s, uint32 savegameVersion);
bool getSavegameName(int slot, char *desc, SaveFileManager *mgr);
void makeSavegameName(char *out, int slot, bool compatible);
void saveLoadResource(Serializer *ser, int type, int index);
void listSavegames(bool *marks, int num, SaveFileManager *mgr);
/* Heap and memory management */
uint32 _maxHeapThreshold, _minHeapThreshold;
void checkRange(int max, int min, int no, const char *str);
void lock(int type, int i);
void unlock(int type, int i);
void heapClear(int mode);
void unkHeapProc2(int a, int b);
/* Script VM - should be in Script class */
uint32 _localScriptList[NUM_LOCALSCRIPT];
byte *_scriptPointer, *_scriptOrgPointer, *_scriptPointerStart;
byte _opcode, _numNestedScripts, _currentScript;
uint16 _curExecScript;
byte **_lastCodePtr;
int _resultVarNumber, _scummStackPos;
int _localParamList[16], _scummStack[150];
virtual void setupOpcodes() = 0;
virtual void executeOpcode(int i) = 0;
virtual const char *getOpcodeDesc(int i) = 0;
void initializeLocals(int slot, int *vars);
int getScriptSlot();
void runScript(int script, int a, int b, int *lvarptr);
void stopScriptNr(int script);
void runScriptNested(int script);
void executeScript();
void updateScriptPtr();
void getScriptBaseAddress();
void getScriptEntryPoint();
byte fetchScriptByte();
virtual uint fetchScriptWord();
virtual int fetchScriptWordSigned();
void ignoreScriptWord() { fetchScriptWord(); }
void ignoreScriptByte() { fetchScriptByte(); }
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 runHook(int i);
bool isScriptInUse(int script);
void freezeScripts(int scr);
void unfreezeScripts();
void runAllScripts();
void cutscene(int *args);
void endCutscene();
void exitCutscene();
void runExitScript();
void runEntryScript();
void beginOverride();
void endOverride();
void killAllScriptsExceptCurrent();
void killScriptsAndResources();
void checkAndRunSentenceScript();
void decreaseScriptDelay(int amount);
bool isScriptRunning(int script);
bool isRoomScriptRunning(int script);
void copyScriptString(byte *dst);
int resStrLen(const byte *src) const;
void doSentence(int c, int b, int a);
void setStringVars(int i);
/* Script VM or Object class? */
void stopObjectCode();
void stopObjectScript(int script);
/* Should be in Resource class */
byte _encbyte;
File _fileHandle;
uint32 _fileOffset;
char *_exe_name; // This is the name we use for opening resource files
char *_game_name; // This is the game the user calls it, so use for saving
bool _dynamicRoomOffsets;
byte _resourceMapper[128];
uint32 _allocatedSize;
byte _expire_counter;
void allocateArrays();
void openRoom(int room);
void closeRoom();
void deleteRoomOffsets();
void readRoomsOffsets();
void askForDisk(const char *filename, int disknum);
bool openResourceFile(const char *filename);
void loadPtrToResource(int type, int i, byte *ptr);
void readResTypeList(int id, uint32 tag, const char *name);
char *resTypeFromId(int id);
void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
byte *createResource(int type, int index, uint32 size);
void nukeResource(int type, int i);
byte *getResourceAddress(int type, int i);
byte *getStringAddress(int i);
byte *getStringAddressVar(int i);
void ensureResourceLoaded(int type, int i);
int loadResource(int type, int i);
int getResourceRoomNr(int type, int index);
int readSoundResource(int type, int index);
int readSoundResourceSmallHeader(int type, int index);
void setResourceCounter(int type, int index, byte flag);
bool validateResource(const char *str, int type, int index);
void increaseResourceCounter();
bool isResourceInUse(int type, int i);
bool isResourceLoaded(int type, int index);
void initRoomSubBlocks();
void loadRoomObjects();
void loadRoomObjectsSmall();
void readArrayFromIndexFile();
void readMAXS();
bool isGlobInMemory(int type, int index);
virtual void readIndexFile();
virtual void loadCharset(int i);
void nukeCharset(int i);
int _lastLoadedRoom, _roomResource;
byte *findResourceData(uint32 tag, byte *ptr);
int getResourceDataSize(byte *ptr);
int getArrayId();
void nukeArray(int a);
int defineArray(int a, int b, int c, int d);
int readArray(int array, int index, int base);
void writeArray(int array, int index, int base, int value);
void resourceStats();
void expireResources(uint32 size);
void freeResources();
void destroy();
void dumpResource(char *tag, int index, byte *ptr);
/* Should be in Object class */
byte OF_OWNER_ROOM;
int getInventorySlot();
void SamInventoryHack(int obj); // FIXME: Sam and Max hack
int findInventory(int owner, int index);
int getInventoryCount(int owner);
void setupRoomObject(ObjectData *od, byte *room, byte *searchptr = NULL);
void removeObjectFromRoom(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();
bool getClass(int obj, int cls);
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);
void putOwner(int obj, int owner);
void setOwnerOf(int obj, int owner);
void clearOwnerOf(int obj);
int getObjectRoom(int obj);
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);
int whereIsObject(int object);
int findObject(int x, int y);
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
int getObjectOrActorXY(int object, int &x, int &y); // Object and Actor...
int getObjActToObjActDist(int a, int b); // Not sure how to handle
byte *getObjOrActorName(int obj); // these three..
void addObjectToDrawQue(int object);
void clearDrawObjectQueue();
void processDrawQue();
uint32 getOBCDOffs(int object);
byte *getOBCDFromObject(int obj);
int getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e, int f);
/* Should be in Costume class */
void cost_decodeData(Actor *a, int frame, uint usemask);
int cost_frameToAnim(Actor *a, int frame);
/* Should be in Verb class */
uint16 _verbMouseOver;
int _inventoryOffset;
void redrawVerbs();
void checkExecVerbs();
void verbMouseOver(int verb);
int checkMouseOver(int x, int y);
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 getVerbEntrypoint(int obj, int entry);
int getVerbSlot(int id, int mode);
void killVerb(int slot);
void runVerbCode(int script, int entry, int a, int b, int *vars);
void setVerbObject(uint room, uint object, uint verb);
/* Should be in Actor class */
Actor *derefActor(int id);
Actor *derefActorSafe(int id, const char *errmsg);
void showActors();
uint32 *_classData;
int getAngleFromPos(int x, int y);
void walkActors();
void playActorSounds();
void setActorRedrawFlags(bool fg, bool bg);
void resetActorBgs();
void processActors();
int getActorFromPos(int x, int y);
void actorFollowCamera(int act);
bool isCostumeInUse(int i);
/* Actor talking stuff */
byte _actorToPrintStrFor;
int _sentenceNum;
SentenceTab _sentence[6];
StringTab _string[6];
void actorTalk();
void stopTalk();
/* Akos Class */
bool akos_increaseAnims(byte *akos, Actor *a);
bool akos_increaseAnim(Actor *a, int i, byte *aksq, uint16 *akfo, int numakfo);
void akos_queCommand(byte cmd, Actor *a, int param_1, int param_2);
bool akos_compare(int a, int b, byte cmd);
void akos_decodeData(Actor *a, int frame, uint usemask);
int akos_frameToAnim(Actor *a, int frame);
bool akos_hasManyDirections(Actor *a);
/* Should be in Graphics class? */
uint16 _screenB, _screenH;
int _scrHeight, _scrWidth, _realHeight, _realWidth;
VirtScreen virtscr[4]; // Virtual screen areas
CameraData camera; // 'Camera' - viewport
ColorCycle _colorCycle[16]; // Palette cycles
uint32 _ENCD_offs, _EXCD_offs;
uint32 _CLUT_offs;
uint32 _IM00_offs, _PALS_offs;
//ender: fullscreen
bool _fullRedraw, _BgNeedsRedraw, _shakeEnabled, _verbRedraw;
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;
} _flashlight;
uint16 _flashlightXStrips, _flashlightYStrips;
bool _flashlightIsDrawn;
void getGraphicsPerformance();
void initScreens(int a, int b, int w, int h);
void initVirtScreen(int slot, int number, int top, int width, int height, bool twobufs, bool scrollable);
void initBGBuffers(int height);
void initCycl(byte *ptr); // Color cycle
void createSpecialPalette(int16 a, int16 b, int16 c, int16 d, int16 e, int16 colorMin, int16 colorMax);
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(int left, int top, int right, int bottom, byte backColor = 0);
void redrawBGStrip(int start, int num);
void redrawBGAreas();
void moveCamera();
void cameraMoved();
void setCameraAtEx(int at);
void setCameraAt(int pos_x, int pos_y);
void panCameraTo(int x, int y);
void setCameraFollows(Actor *a);
void clampCameraPos(ScummPoint *pt);
byte *getPalettePtr();
void setPalette(int pal);
void setPaletteFromPtr(byte *ptr);
void setPaletteFromRes();
void setPalColor(int index, int r, int g, int b);
void setDirtyColors(int min, int max);
byte *findPalInPals(byte *pal, int index);
void swapPalColors(int a, int b);
void copyPalColor(int dst, int src);
void cyclePalette();
void stopCycle(int i);
void palManipulateInit(int start, int end, int string_id, int time);
void palManipulate();
int remapPaletteColor(int r, int g, int b, uint threshold);
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);
void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setShake(int mode);
void setCursor(int cursor);
void setCursorImg(uint img, uint room, uint imgindex);
void setCursorHotspot2(int x, int y);
void grabCursor(int x, int y, int w, int h);
void grabCursor(byte *ptr, int width, int height);
void makeCursorColorTransparent(int a);
void setupCursor() { _cursor.animate = 1; }
void decompressDefaultCursor(int index);
void useIm01Cursor(byte *im, int w, int h);
void useBompCursor(byte *im, int w, int h);
void updateDirtyRect(int virt, int left, int right, int top, int bottom, int dirtybit);
void setDirtyRange(int slot, int a, int height);
void drawDirtyScreenParts();
void updateDirtyScreen(int slot);
VirtScreen *findVirtScreen(int y);
void setVirtscreenDirty(VirtScreen *vs, int left, int top, int right, int bottom);
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);
void blit(byte *dst, byte *src, int w, int h);
// bomp
void decompressBomp(byte *dst, byte *src, int w, int h);
void drawBomp(BompDrawData *bd, int decode_mode, int mask);
int32 setupBompScale(byte *scalling, int32 size, byte scale);
void bompScaleFuncX(byte *line_buffer, byte *scalling_x_ptr, byte skip, int32 size);
int32 bompDecodeLineMode0(byte *src, byte *line_buffer, int32 size);
int32 bompDecodeLineMode1(byte *src, byte *line_buffer, int32 size);
int32 bompDecodeLineMode3(byte *src, byte *line_buffer, int32 size);
void bompApplyMask(byte *line_buffer, byte *mask_out, byte bits, int32 size);
void bompApplyShadow0(byte *line_buffer, byte *dst, int32 size);
void bompApplyShadow1(byte *line_buffer, byte *dst, int32 size);
void bompApplyShadow3(byte *line_buffer, byte *dst, int32 size);
void bompApplyActorPalette(byte *line_buffer, int32 size);
int32 _bompScaleRight, _bompScaleBottom;
byte *_bompScallingXPtr, *_bompScallingYPtr;
byte *_bompMaskPtr;
byte *_bompActorPalletePtr;
uint _shakeFrame;
int _screenStartStrip, _screenEndStrip;
int _screenLeft, _screenTop;
int _blastObjectQueuePos;
BlastObject _blastObjectQueue[128];
int _blastTextQueuePos;
BlastText _blastTextQueue[32]; // FIXME - how many blast texts can there be at once?
void enqueueText(byte *text, int x, int y, byte color, byte charset, bool center);
void drawBlastTexts();
void removeBlastTexts() { _blastTextQueuePos = 0; }
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];
byte _palManipStart, _palManipEnd;
uint16 _palManipCounter;
byte *_palManipPalette;
byte *_palManipIntermediatePal;
/* 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];
byte *_shadowPalette;
int _shadowPaletteSize;
byte _currentPalette[3 * 256];
byte _proc_special_palette[256];
int _palDirtyMin, _palDirtyMax;
byte _haveMsg;
bool _useTalkAnims;
uint16 _defaultTalkDelay;
bool _use_adlib;
int tempMusic;
bool _silentDigitalImuse;
int _saveSound;
int current_cd_sound;
/* Walkbox / Navigation class */
int _maxBoxVertexHeap, _boxPathVertexHeapIndex, _boxMatrixItem;
byte *_boxPathVertexHeap, *_boxMatrixPtr1, *_boxMatrixPtr3;
uint16 _extraBoxFlags[65];
PathNode *unkMatrixProc2(PathVertex *vtx, int i);
bool areBoxesNeighbours(int i, int j);
void addToBoxMatrix(byte b);
bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3);
void *addToBoxVertexHeap(int size);
PathVertex *addPathVertex();
bool checkXYInBoxBounds(int box, int x, int y);
uint distanceFromPt(int x, int y, int ptx, int pty);
ScummPoint closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y);
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);
void setScaleItem(int slot, int a, int b, int c, int d);
// V8 scaling stuff: should be in V8 class
struct ScaleSlot {
int x1, y1, scale1;
int x2, y2, scale2;
};
ScaleSlot _scaleSlots[20]; // FIXME - not sure if this limit is right, but based on my observations it is
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
void setBoxScaleSlot(int box, int slot);
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
int getPathToDestBox(byte from, byte to);
bool findPathTowards(Actor *a, byte box, byte box2, byte box3, int16 &foundPathX, int16 &foundPathY);
void findPathTowardsOld(Actor *a, byte box, byte box2, byte box3, ScummPoint gateLoc[5]);
void getGates(int trap1, int trap2, ScummPoint gateA[2], ScummPoint gateB[2]);
bool inBoxQuickReject(int box, int x, int y, int threshold);
AdjustBoxResult getClosestPtOnBox(int box, int x, int y);
int getSpecialBox(int param1, int param2);
void setBoxFlags(int box, int val);
void setBoxScale(int box, int b);
void createBoxMatrix();
/* String class */
CharsetRenderer *_charset;
byte _charsetColor;
byte _charsetColorMap[16];
byte _charsetData[15][16];
int _charsetBufPos;
byte _charsetBuffer[512];
bool _noSubtitles; // Skip all subtitles?
void initCharset(int charset);
void restoreCharsetBg();
int hasCharsetMask(int x, int y, int x2, int y2);
void CHARSET_1();
void description();
void drawDescString(byte *msg);
byte *addMessageToStack(byte *msg);
void addIntToStack(int var);
void addVerbToStack(int var);
void addNameToStack(int var);
void addStringToStack(int var);
void unkMessage1();
void unkMessage2();
void clearMsgQueue();
int _numInMsgStack;
byte *_msgPtrToAdd;
byte *_messagePtr;
int16 _talkDelay;
bool _keepText;
bool _existLanguageFile;
char *_languageBuffer;
void loadLanguageBundle();
void translateText(byte *text, byte *trans_buff);
byte _transText[256];
#if defined(SCUMM_LITTLE_ENDIAN)
uint32 fileReadDword() { return _fileHandle.readUint32LE(); }
#elif defined(SCUMM_BIG_ENDIAN)
uint32 fileReadDword() { return _fileHandle.readUint32BE(); }
#endif
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);
/* Scumm Vars */
byte VAR_KEYPRESS;
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_FLAG;
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_HOOK_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_SAVELOADDIALOG_KEY;
byte VAR_FIXEDDISK;
byte VAR_CURSORSTATE;
byte VAR_USERPUT;
byte VAR_SOUNDRESULT;
byte VAR_TALKSTOP_KEY;
byte VAR_59;
byte VAR_SOUNDPARAM;
byte VAR_SOUNDPARAM2;
byte VAR_SOUNDPARAM3;
byte VAR_MOUSEPRESENT;
byte VAR_PERFORMANCE_1;
byte VAR_PERFORMANCE_2;
byte VAR_ROOM_FLAG;
byte VAR_GAME_LOADED;
byte VAR_NEW_ROOM;
byte VAR_VERSION;
byte VAR_V5_DRAWFLAGS;
byte VAR_MI1_TIMER;
byte VAR_V5_OBJECT_LO;
byte VAR_V5_OBJECT_HI;
byte VAR_V5_TALK_STRING_Y;
byte VAR_V5_CHARFLAG;
byte VAR_V6_SCREEN_WIDTH;
byte VAR_V6_SCREEN_HEIGHT;
byte VAR_V6_EMSSPACE;
byte VAR_V6_RANDOM_NR;
byte VAR_STRING2DRAW;
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_UNK_SCRIPT;
byte VAR_UNK_SCRIPT_2;
byte VAR_DEFAULT_TALK_DELAY;
byte VAR_CHARSET_MASK;
byte VAR_CUSTOMSCALETABLE;
byte VAR_VIDEONAME;
byte VAR_V6_SOUNDMODE;
};
// 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);
#endif
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