60 static const char *
const animFilenames[] = {
61 "GUNFL00.WSA",
"GUNFL01.WSA",
"GUNFL02.WSA",
"GUNFL03.WSA",
"GUNFL04.WSA",
"GUNFL05.WSA",
"GUNFL06.WSA",
"GUNFL07.WSA",
62 "GUNFR00.WSA",
"GUNFR01.WSA",
"GUNFR02.WSA",
"GUNFR03.WSA",
"GUNFR04.WSA",
"GUNFR05.WSA",
"GUNFR06.WSA",
"GUNFR07.WSA" 65 setupSceneAnimObject(0x0E, 9, 0, 187, -1, -1, -1, -1, 0, 0, 0, -1, animFilenames[anim]);
131 static const char *
const animFilenames[] = {
132 "STUFL00.WSA",
"STUFL02.WSA",
"STUFL04.WSA",
"STUFL03.WSA",
"STUFL01.WSA",
133 "STUFR00.WSA",
"STUFR02.WSA",
"STUFR04.WSA",
"STUFR03.WSA",
"STUFR01.WSA" 136 setupSceneAnimObject(0x0F, 9, 0, 187, -1, -1, -1, -1, 0, 0, 0, -1, animFilenames[anim]);
225 for (
int i = 0; i < lastEntry; ++i)
231 for (
int i = 0; i <
count; ++i)
static const uint8 _goodConscienceFrameTable[]
bool _badConsciencePosition
bool _goodConsciencePosition
int setGameFlag(int flag)
bool _goodConscienceShown
void runAnimationScript(const char *filename, int allowSkip, int resetChar, int newShapes, int shapeUnload)
int resetGameFlag(int flag)
void changeChapter(int newChapter, int sceneId, int malcolmShapes, int facing)
void hideGoodConscience()
int initAnimationShapes(uint8 *filedata)
uint getRandomNumberRng(uint min, uint max)
Generates a random unsigned integer in the interval [min, max].
void setupSceneAnimObject(int anim, uint16 flags, int x, int y, int x2, int y2, int w, int h, int unk10, int specialSize, int unk14, int shape, const char *filename)
This is the namespace of the Kyra engine.
void delay(uint32 time, bool update=false, bool isMainLoop=false)
void updateSceneAnim(int anim, int newFrame)
void refreshAnimObjectsIfNeed()
static const uint8 _characterFrameTable[]
void setNextIdleAnimTimer()
uint8 * getPtrToShape(uint8 *shpFile, int shape)
void showGoodConscience()
uint8 * getTableEntry(uint8 *buffer, int id)
void uninitAnimationShapes(int count, uint8 *filedata)
void removeSceneAnimObject(int anim, int refresh)
Common::RandomSource _rnd
void updateCharacterAnim(int charId)
void objectChat(const char *text, int object, int vocHigh, int vocLow)
void snd_playSoundEffect(int item, int volume)
TalkObject * _talkObjectList
static const uint8 _badConscienceFrameTable[]