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