mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
8a5705132d
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
90 lines
2.6 KiB
C++
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
|