scummvm/engines/gob/inter_littlered.cpp
2021-12-26 18:48:43 +01:00

118 lines
2.9 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "gob/gob.h"
#include "gob/inter.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/script.h"
#include "gob/hotspots.h"
#include "gob/sound/sound.h"
namespace Gob {
#define OPCODEVER Inter_LittleRed
#define OPCODEDRAW(i, x) _opcodesDraw[i]._OPCODEDRAW(OPCODEVER, x)
#define OPCODEFUNC(i, x) _opcodesFunc[i]._OPCODEFUNC(OPCODEVER, x)
#define OPCODEGOB(i, x) _opcodesGob[i]._OPCODEGOB(OPCODEVER, x)
Inter_LittleRed::Inter_LittleRed(GobEngine *vm) : Inter_v2(vm) {
}
void Inter_LittleRed::setupOpcodesDraw() {
Inter_v2::setupOpcodesDraw();
}
void Inter_LittleRed::setupOpcodesFunc() {
Inter_v2::setupOpcodesFunc();
OPCODEFUNC(0x14, oLittleRed_keyFunc);
OPCODEFUNC(0x3D, oLittleRed_playComposition);
}
void Inter_LittleRed::setupOpcodesGob() {
OPCODEGOB(1, o_gobNOP); // Sets some sound timer interrupt
OPCODEGOB(2, o_gobNOP); // Sets some sound timer interrupt
OPCODEGOB(500, o2_playProtracker);
OPCODEGOB(501, o2_stopProtracker);
}
void Inter_LittleRed::oLittleRed_keyFunc(OpFuncParams &params) {
animPalette();
_vm->_draw->blitInvalidated();
handleBusyWait();
int16 cmd = _vm->_game->_script->readInt16();
int16 key;
uint32 keyState;
switch (cmd) {
case -1:
break;
case 0:
_vm->_draw->_showCursor &= ~2;
_vm->_util->longDelay(1);
key = _vm->_game->_hotspots->check(0, 0);
storeKey(key);
_vm->_util->clearKeyBuf();
break;
case 1:
_vm->_util->forceMouseUp(true);
key = _vm->_game->checkKeys(&_vm->_global->_inter_mouseX,
&_vm->_global->_inter_mouseY, &_vm->_game->_mouseButtons, 0);
storeKey(key);
break;
case 2:
_vm->_util->processInput(true);
keyState = _vm->_util->getKeyState();
WRITE_VAR(0, keyState);
_vm->_util->clearKeyBuf();
break;
default:
_vm->_sound->speakerOnUpdate(cmd);
if (cmd < 20) {
_vm->_util->delay(cmd);
_noBusyWait = true;
} else
_vm->_util->longDelay(cmd);
break;
}
}
void Inter_LittleRed::oLittleRed_playComposition(OpFuncParams &params) {
o1_playComposition(params);
_vm->_sound->blasterRepeatComposition(-1);
}
} // End of namespace Gob