ScummVM API documentation
Lure Namespace Reference

Classes

class  AnimationDecoder
 
class  AnimationSequence
 
struct  AnimSoundSequence
 
class  AudioInitIcon
 
struct  BarEntry
 
class  BarmanLists
 
class  CharacterEntry
 
class  CharacterScheduleEntry
 
class  CharacterScheduleList
 
struct  CharacterScheduleResource
 
class  CharacterScheduleSet
 
class  CopyProtectionDialog
 
class  CurrentActionEntry
 
class  CurrentActionStack
 
class  Debugger
 
struct  DestStructure
 
class  Dialog
 
class  Disk
 
class  Events
 
struct  FighterRecord
 
class  FightsManager
 
struct  FileEntry
 
class  Game
 
class  Hotspot
 
class  HotspotActionData
 
class  HotspotActionList
 
struct  HotspotActionResource
 
class  HotspotActionSet
 
class  HotspotAnimData
 
struct  HotspotAnimResource
 
class  HotspotData
 
class  HotspotDataList
 
class  HotspotList
 
class  HotspotOverrideData
 
struct  HotspotOverrideResource
 
struct  HotspotResource
 
class  HotspotScript
 
class  HotspotTickHandlers
 
class  Introduction
 
class  LureEngine
 
struct  LureGameDescription
 
class  Memory
 
class  MemoryBlock
 
class  Menu
 
class  MenuRecord
 
struct  MenuRecordBounds
 
struct  MenuRecordLanguage
 
class  MidiDriver_ADLIB_Lure
 
class  MidiMusic
 
class  Mouse
 
class  MovementData
 
class  MovementDataList
 
struct  MovementResource
 
class  Palette
 
class  PaletteCollection
 
class  PathFinder
 
class  PausedCharacter
 
class  PausedCharacterList
 
class  PictureDecoder
 
struct  PlayerNewPosition
 
class  PopupMenu
 
class  RandomActionList
 
class  RandomActionSet
 
class  Resources
 
class  RestartRestoreDialog
 
class  Room
 
class  RoomData
 
class  RoomDataList
 
struct  RoomExitCoordinateData
 
struct  RoomExitCoordinateEntryResource
 
struct  RoomExitCoordinateResource
 
class  RoomExitCoordinates
 
class  RoomExitCoordinatesList
 
class  RoomExitData
 
class  RoomExitHotspotData
 
struct  RoomExitHotspotResource
 
class  RoomExitIndexedHotspotData
 
class  RoomExitIndexedHotspotList
 
struct  RoomExitIndexedHotspotResource
 
class  RoomExitJoinData
 
class  RoomExitJoinList
 
struct  RoomExitJoinResource
 
struct  RoomExitJoinStruct
 
class  RoomExitList
 
struct  RoomExitResource
 
class  RoomLayer
 
class  RoomPathsData
 
struct  RoomRect
 
struct  RoomResource
 
struct  RoomTranslationRecord
 
class  SaveRestoreDialog
 
class  Screen
 
class  Script
 
class  SequenceDelayData
 
class  SequenceDelayList
 
struct  ServeEntry
 
struct  SoundDescResource
 
class  SoundManager
 
class  StringData
 
class  StringList
 
class  Support
 
class  Surface
 
class  TalkData
 
struct  TalkDataHeaderResource
 
class  TalkDataList
 
struct  TalkDataResource
 
class  TalkDialog
 
struct  TalkDialogDetails
 
class  TalkEntryData
 
class  TalkHeaderData
 
struct  TalkHeaderResource
 
struct  TalkResponseResource
 
class  ValueTableData
 
struct  VersionStructure
 
class  WalkingActionEntry
 

Typedefs

typedef void(HotspotTickHandlers::* HandlerMethodPtr) (Hotspot &h)
 
typedef TalkEntryDataTalkSelections[4]
 
typedef Common::List< Common::SharedPtr< RoomExitHotspotData > > RoomExitHotspotList
 
typedef uint16 RoomPathsDecompressedData[42 *26]
 
typedef Common::List< Common::SharedPtr< HotspotOverrideData > > HotspotOverrideList
 
typedef Common::List< Common::SharedPtr< HotspotAnimData > > HotspotAnimList
 
typedef Common::List< Common::SharedPtr< TalkHeaderData > > TalkHeaderList
 
typedef Common::List< Common::SharedPtr< TalkEntryData > > TalkEntryList
 
typedef Common::List< uint16 > CharacterScheduleOffsets
 

Enumerations

enum  AnimAbortType { ABORT_NONE, ABORT_END_INTRO, ABORT_NEXT_SCENE }
 
enum  { GF_FLOPPY = 1 << 0, GF_EGA = 1 << 1, GF_KONAMI = 1 << 2, GF_LNGUNK = 1 << 3 }
 
enum  KeyStatus { KS_UP, KS_KEYDOWN_1, KS_KEYDOWN_2 }
 
enum  GameState {
  GS_ERROR = 1, GS_TICK = 2, GS_TOCK = 4, GS_PROT = 8,
  GS_RESTART = 0x10, GS_CAUGHT = 0x20, GS_RESTORE = 0x40, GS_FLOPPY = 0x80,
  GS_RESTORE_RESTART = 0x50
}
 
enum  PathFinderResult {
  PF_UNFINISHED, PF_OK, PF_DEST_OCCUPIED, PF_PART_PATH,
  PF_NO_WALK
}
 
enum  HotspotPrecheckResult {
  PC_EXECUTE, PC_NOT_IN_ROOM, PC_FAILED, PC_WAIT,
  PC_EXCESS
}
 
enum  BarPlaceResult { BP_KEEP_TRYING, BP_GOT_THERE, BP_FAIL }
 
enum  LureLanguage {
  LANG_IT_ITA = 10, LANG_FR_FRA = 6, LANG_DE_DEU = 7, LANG_ES_ESP = 17,
  LANG_EN_ANY = 3, LANG_RU_RUS = 3, LANG_EN_KONAMI = 4, LANG_UNKNOWN = -1
}
 
enum  LUREActions {
  kActionNone, kActionSaveGame, kActionRestoreGame, kActionRestartGame,
  kActionQuitGame, kActionEscape, kActionFightMoveLeft, kActionFightMoveRight,
  kActionFightCursorLeftTop, kActionFightCursorLeftMiddle, kActionFightCursorLeftBottom, kActionFightCursorRightTop,
  kActionFightCursorRightMiddle, kActionFightCursorRightBottom, kActionIndexNext, kActionIndexPrevious,
  kActionIndexSelect, kActionYes, kActionNo
}
 
enum  {
  kLureDebugScripts = 1 << 0, kLureDebugAnimations = 1 << 1, kLureDebugHotspots = 1 << 2, kLureDebugFights = 1 << 3,
  kLureDebugSounds = 1 << 4, kLureDebugStrings = 1 << 5
}
 
enum  { GI_LURE = 0 }
 
enum  Action {
  NONE = 0, GET = 1, DROP = 0, PUSH = 3,
  PULL = 4, OPERATE = 5, OPEN = 6, CLOSE = 7,
  LOCK = 8, UNLOCK = 9, USE = 10, GIVE = 11,
  TALK_TO = 12, TELL = 13, BUY = 14, LOOK = 15,
  LOOK_AT = 16, LOOK_THROUGH = 17, ASK = 18, EAT = 0,
  DRINK = 20, STATUS = 21, GO_TO = 22, RETURN = 23,
  BRIBE = 24, EXAMINE = 25, NPC_SET_ROOM_AND_OFFSET = 28, NPC_TALK_TO_PLAYER = 29,
  NPC_EXEC_SCRIPT = 30, NPC_RESET_PAUSED_LIST = 31, NPC_SET_RAND_DEST = 32, NPC_WALKING_CHECK = 33,
  NPC_SET_SUPPORT_OFFSET = 34, NPC_SUPPORT_OFFSET_COND = 35, NPC_DISPATCH_ACTION = 36, NPC_TALK_NPC_TO_NPC = 37,
  NPC_PAUSE = 38, NPC_START_TALKING = 39, NPC_JUMP_ADDRESS = 40
}
 
enum  CursorType {
  CURSOR_ARROW = 0, CURSOR_DISK = 1, CURSOR_TIME_START = 2, CURSOR_TIME_END = 9,
  CURSOR_CROSS = 10, CURSOR_UP_ARROW = 11, CURSOR_DOWN_ARROW = 12, CURSOR_LEFT_ARROW = 13,
  CURSOR_RIGHT_ARROW = 14, CURSOR_CAMERA = 15, CURSOR_TALK = 16, CURSOR_MENUBAR = 17,
  CURSOR_FIGHT_UPPER = 23, CURSOR_FIGHT_MIDDLE = 24, CURSOR_FIGHT_LOWER = 25
}
 
enum  PaletteSource { DEFAULT, RGB, RGB64, EGA }
 
enum  TalkState {
  TALK_NONE, TALK_START, TALK_SELECT, TALK_RESPOND,
  TALK_RESPONSE_WAIT, TALK_RESPOND_2, TALK_RESPOND_3
}
 
enum  SoundDescFlags { SF_IN_USE = 1, SF_RESTORE = 2 }
 
enum  Direction {
  UP, DOWN, LEFT, RIGHT,
  NO_DIRECTION
}
 
enum  CharacterMode {
  CHARMODE_NONE, CHARMODE_HESITATE, CHARMODE_IDLE, CHARMODE_PAUSED,
  CHARMODE_WAIT_FOR_PLAYER, CHARMODE_CONVERSING, CHARMODE_PLAYER_WAIT, CHARMODE_WAIT_FOR_INTERACT,
  CHARMODE_INTERACTING, CHARMODE_SPECIAL_PLAYER
}
 
enum  BlockedState { BS_NONE, BS_INITIAL, BS_FINAL }
 
enum  VariantBool { VB_INITIAL, VB_FALSE, VB_TRUE }
 
enum  CurrentAction {
  NO_ACTION, START_WALKING, DISPATCH_ACTION, EXEC_HOTSPOT_SCRIPT,
  PROCESSING_PATH, WALKING
}
 
enum  RandomActionType { REPEATABLE, REPEAT_ONCE, REPEAT_ONCE_DONE }
 
enum  BarmanGraphicType { BG_RANDOM = 0, BG_BEER = 1, BG_EXTRA1 = 2, BG_EXTRA2 = 3 }
 
enum  BarmanAction {
  WALK_AROUND = 1, POLISH_BAR = 2, WAIT = 3, WAIT_DIALOG = 4,
  SERVE_BEER = 5
}
 
enum  StringEnum {
  S_CREDITS = 25, S_RESTART_GAME = 26, S_SAVE_GAME = 27, S_RESTORE_GAME = 28,
  S_QUIT = 29, S_FAST_TEXT = 30, S_SLOW_TEXT = 31, S_SOUND_ON = 32,
  S_SOUND_OFF = 33, S_ACTION_NOTHING = 34, S_FOR = 35, S_TO = 36,
  S_ON = 37, S_AND_THEN = 38, S_FINISH = 39, S_CONFIRM_YN = 40,
  S_YOU_ARE_CARRYING = 41, S_INV_NOTHING = 42, S_YOU_HAVE = 43, S_GROAT = 44,
  S_GROATS = 45, S_ARTICLE_LIST = 46
}
 
enum  FieldName {
  ROOM_NUMBER = 0, CHARACTER_HOTSPOT_ID = 1, USE_HOTSPOT_ID = 2, ACTIVE_HOTSPOT_ID = 3,
  SEQUENCE_RESULT = 4, GENERAL = 5, GIVE_TALK_INDEX = 6, NEW_ROOM_NUMBER = 7,
  OLD_ROOM_NUMBER = 8, CELL_DOOR_STATE = 9, TORCH_HIDE = 10, PRISONER_DEAD = 15,
  BOTTLE_FILLED = 18, TALK_INDEX = 19, SACK_CUT = 20, ROOM_EXIT_ANIMATION = 76,
  AREA_FLAG = 82
}
 
enum  CursorState {
  CS_NONE, CS_ACTION, CS_SEQUENCE, CS_TALKING,
  CS_BUMPED
}
 

Functions

Common::String getSaveName (Common::InSaveFile *in)
 

Variables

const char * directionList [5]
 
struct Lure::VersionStructure PACKED_STRUCT
 
const int actionNumParams [NPC_JUMP_ADDRESS+1]
 
const RoomTranslationRecord roomTranslations []
 

Detailed Description

This is the namespace of the Lure engine.

Status of this engine: Complete

Games using this engine:

  • Lure of the Temptress

Enumeration Type Documentation

◆ Direction

Enumeration used for direction facings