mirror of
https://github.com/libretro/scummvm.git
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174 lines
4.4 KiB
C++
174 lines
4.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SCUMM_SCRIPT_V0_H
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#define SCUMM_SCRIPT_V0_H
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#include "scumm/scumm_v2.h"
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namespace Scumm {
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/**
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* Engine for Apple II and Commodore 64 versions of Maniac Mansion
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*/
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class ScummEngine_v0 : public ScummEngine_v2 {
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protected:
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enum CurrentMode {
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kModeCutscene = 0, // cutscene active
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kModeKeypad = 1, // kid selection / dial pad / save-load dialog
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kModeNoNewKid = 2, // verb "new kid" disabled (e.g. when entering lab)
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kModeNormal = 3 // normal playing mode
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};
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enum WalkToObjectState {
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kWalkToObjectStateDone = 0,
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kWalkToObjectStateWalk = 1,
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kWalkToObjectStateTurn = 2
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};
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protected:
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byte _currentMode;
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byte _currentLights;
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int _activeVerb; // selected verb
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int _activeObject; // 1st selected object (see OBJECT_V0())
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int _activeObject2; // 2nd selected object or actor (see OBJECT_V0())
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int _cmdVerb; // script verb
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int _cmdObject; // 1st script object (see OBJECT_V0())
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int _cmdObject2; // 2nd script object or actor (see OBJECT_V0())
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int _sentenceNestedCount;
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int _walkToObject;
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int _walkToObjectState;
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bool _redrawSentenceLine;
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public:
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ScummEngine_v0(OSystem *syst, const DetectorResult &dr);
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virtual void resetScumm();
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protected:
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virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
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virtual void setupOpcodes();
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virtual void setupScummVars();
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virtual void resetScummVars();
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virtual void scummLoop(int delta);
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virtual void decodeParseString();
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virtual void processInput();
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virtual void saveOrLoad(Serializer *s);
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virtual bool objIsActor(int obj);
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virtual int objToActor(int obj);
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virtual int actorToObj(int actor);
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// V0 MM Verb commands
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int getVerbPrepId();
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int activeVerbPrep();
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void walkToActorOrObject(int object);
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void verbExec();
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virtual void runSentenceScript();
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virtual void checkAndRunSentenceScript();
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bool checkPendingWalkAction();
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bool checkSentenceComplete();
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virtual void checkExecVerbs();
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virtual void handleMouseOver(bool updateInventory);
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int verbPrepIdType(int verbid);
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void resetVerbs();
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void clearSentenceLine();
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void flushSentenceLine();
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void drawSentenceObject(int object);
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void drawSentenceLine();
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void setMode(byte mode);
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void switchActor(int slot);
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virtual int getVarOrDirectWord(byte mask);
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virtual uint fetchScriptWord();
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virtual int getActiveObject();
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void resetSentence();
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virtual bool areBoxesNeighbors(int box1nr, int box2nr);
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bool ifEqualActiveObject2Common(bool checkType);
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virtual int getCurrentLights() const;
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/* Version 0 script opcodes */
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void o_stopCurrentScript();
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void o_walkActorToObject();
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void o_loadSound();
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void o_getActorMoving();
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void o_animateActor();
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void o_putActorAtObject();
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void o_pickupObject();
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void o_setObjectName();
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void o_lockSound();
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void o_lockCostume();
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void o_loadCostume();
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void o_loadRoom();
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void o_loadRoomWithEgo();
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void o_lockScript();
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void o_loadScript();
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void o_lockRoom();
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void o_setMode();
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void o_lights();
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void o_unlockCostume();
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void o_unlockScript();
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void o_decrement();
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void o_nop();
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void o_getObjectOwner();
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void o_getActorBitVar();
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void o_setActorBitVar();
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void o_getBitVar();
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void o_setBitVar();
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void o_doSentence();
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void o_ifEqualActiveObject2();
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void o_ifNotEqualActiveObject2();
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void o_getClosestActor();
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void o_printEgo();
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void o_print();
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void o_unlockRoom();
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void o_unlockSound();
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void o_cutscene();
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void o_endCutscene();
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void o_setOwnerOf();
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byte VAR_ACTIVE_OBJECT2;
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byte VAR_IS_SOUND_RUNNING;
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byte VAR_ACTIVE_VERB;
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};
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} // End of namespace Scumm
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#endif
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