scummvm/engines/scumm/script_v3.cpp
Max Horn 8a5705132d SCUMM: More finely differentiate opcode tables between v3, v4 and v5
This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.

svn-id: r52130
2010-08-16 19:58:01 +00:00

90 lines
2.6 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.
*
* $URL$
* $Id$
*
*/
#include "scumm/scumm_v3.h"
#include "scumm/actor.h"
namespace Scumm {
#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v3, x)
void ScummEngine_v3::setupOpcodes() {
ScummEngine_v4::setupOpcodes();
if (!(_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
OPCODE(0x30, o3_setBoxFlags);
OPCODE(0xb0, o3_setBoxFlags);
}
OPCODE(0x3b, o3_waitForActor);
OPCODE(0xbb, o3_waitForActor);
OPCODE(0x4c, o3_waitForSentence);
}
void ScummEngine_v3::o3_setBoxFlags() {
int a, b;
a = getVarOrDirectByte(PARAM_1);
b = fetchScriptByte();
setBoxFlags(a, b);
}
void ScummEngine_v3::o3_waitForActor() {
// This opcode was a NOP in LOOM. Also, we cannot directly use
// o2_waitForActor because there the _scriptPointer is different (it
// assumes that getVar reads only a single byte, which is correct
// for v2 but not for v3). Of course we could copy the code here to
// o2_waitForActor and then merge the two, but right now I am
// keeping this as it is.
if (_game.id == GID_INDY3) {
const byte *oldaddr = _scriptPointer - 1;
Actor *a = derefActor(getVarOrDirectByte(PARAM_1), "o3_waitForActor");
if (a->_moving) {
_scriptPointer = oldaddr;
o5_breakHere();
}
}
}
void ScummEngine_v3::o3_waitForSentence() {
// FIXME/TODO: Can we merge this with o2_waitForSentence? I think
// the code here is actually incorrect, and the code in
// o2_waitForSentence correct, but somebody should check the
// disassembly for Indy and Loom.
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
_scriptPointer--;
o5_breakHere();
}
} // End of namespace Scumm