scummvm/engines/scumm/scumm_v5.h
Tobias Gunkel de0b5f7674 SCUMM: use command stack and SentenceTab in mm c64
- MM C64 uses command stack (SentenceTab, doSentence()) now
- _cmdObject... added for current SentenceTab. The _active... variables are only used to build a sentence in the inventory but never by a script.
-> many routines are not needed anymore and are removed
2012-02-11 08:28:22 +01:00

206 lines
4.8 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCUMM_SCRIPT_V5_H
#define SCUMM_SCRIPT_V5_H
#include "scumm/scumm.h"
namespace Scumm {
class ScummEngine_v5 : public ScummEngine {
protected:
uint16 _cursorImages[4][17];
byte _cursorHotspots[2 * 4];
struct {
int x, y, w, h;
byte *buffer;
uint16 xStrips, yStrips;
bool isDrawn;
} _flashlight;
char _saveLoadVarsFilename[256];
enum {
PARAM_1 = 0x80,
PARAM_2 = 0x40,
PARAM_3 = 0x20
};
int _resultVarNumber;
public:
ScummEngine_v5(OSystem *syst, const DetectorResult &dr);
void clearFlashlight();
virtual void resetCursors();
protected:
virtual void setupOpcodes();
virtual void scummLoop_handleActors();
virtual void scummLoop_handleSaveLoad();
virtual void setupScummVars();
virtual void resetScummVars();
virtual void decodeParseString();
virtual void saveOrLoad(Serializer *s);
virtual void readMAXS(int blockSize);
int getWordVararg(int *ptr);
virtual int getVar();
virtual int getVarOrDirectByte(byte mask);
virtual int getVarOrDirectWord(byte mask);
virtual void getResultPos();
void setResult(int result);
virtual void animateCursor();
virtual void setBuiltinCursor(int index);
void redefineBuiltinCursorFromChar(int index, int chr);
void redefineBuiltinCursorHotspot(int index, int x, int y);
void drawFlashlight();
void walkActorToActor(int actor, int toActor, int dist);
/**
* Fetch the next script word, then if cond is *false*, perform a relative jump.
* So this corresponds to a "jne" jump instruction.
*/
void jumpRelative(bool cond);
/* Version 5 script opcodes */
void o5_actorFollowCamera();
void o5_actorFromPos();
void o5_actorOps();
void o5_add();
void o5_and();
void o5_animateActor();
void o5_breakHere();
void o5_chainScript();
void o5_cursorCommand();
void o5_cutscene();
void o5_debug();
void o5_decrement();
void o5_delay();
void o5_delayVariable();
void o5_divide();
void o5_doSentence();
void o5_drawBox();
void o5_drawObject();
void o5_dummy();
void o5_endCutscene();
void o5_equalZero();
void o5_expression();
void o5_faceActor();
void o5_findInventory();
void o5_findObject();
void o5_freezeScripts();
void o5_getActorCostume();
void o5_getActorElevation();
void o5_getActorFacing();
void o5_getActorMoving();
void o5_getActorRoom();
void o5_getActorScale();
void o5_getActorWalkBox();
void o5_getActorWidth();
void o5_getActorX();
void o5_getActorY();
void o5_getAnimCounter();
void o5_getClosestObjActor();
void o5_getDist();
void o5_getInventoryCount();
void o5_getObjectOwner();
void o5_getObjectState();
void o5_getRandomNr();
void o5_getStringWidth();
void o5_getVerbEntrypoint();
void o5_ifClassOfIs();
void o5_increment();
void o5_isActorInBox();
void o5_isEqual();
void o5_isGreater();
void o5_isGreaterEqual();
void o5_isLess();
void o5_isLessEqual();
void o5_isNotEqual();
void o5_isScriptRunning();
void o5_isSoundRunning();
void o5_jumpRelative();
void o5_lights();
void o5_loadRoom();
void o5_loadRoomWithEgo();
void o5_matrixOps();
void o5_move();
void o5_multiply();
void o5_notEqualZero();
void o5_or();
void o5_beginOverride();
void o5_panCameraTo();
void o5_pickupObject();
void o5_print();
void o5_printEgo();
void o5_pseudoRoom();
void o5_putActor();
void o5_putActorAtObject();
void o5_putActorInRoom();
void o5_systemOps();
void o5_resourceRoutines();
void o5_roomOps();
void o5_saveRestoreVerbs();
void o5_setCameraAt();
void o5_setClass();
void o5_setObjectName();
void o5_setOwnerOf();
void o5_setState();
void o5_setVarRange();
void o5_soundKludge();
void o5_startMusic();
void o5_startObject();
void o5_startScript();
void o5_startSound();
void o5_stopMusic();
void o5_stopObjectCode();
void o5_stopObjectScript();
void o5_stopScript();
void o5_stopSound();
void o5_stringOps();
void o5_subtract();
void o5_verbOps();
void o5_wait();
void o5_walkActorTo();
void o5_walkActorToActor();
void o5_walkActorToObject();
};
} // End of namespace Scumm
#endif