mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
b8ee574e40
svn-id: r51974
207 lines
4.8 KiB
C++
207 lines
4.8 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef SCUMM_SCRIPT_V5_H
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#define SCUMM_SCRIPT_V5_H
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#include "scumm/scumm.h"
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namespace Scumm {
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class ScummEngine_v5 : public ScummEngine {
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protected:
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uint16 _cursorImages[4][17];
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byte _cursorHotspots[2 * 4];
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struct {
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int x, y, w, h;
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byte *buffer;
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uint16 xStrips, yStrips;
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bool isDrawn;
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} _flashlight;
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char _saveLoadVarsFilename[256];
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enum {
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PARAM_1 = 0x80,
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PARAM_2 = 0x40,
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PARAM_3 = 0x20
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};
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int _resultVarNumber;
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public:
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ScummEngine_v5(OSystem *syst, const DetectorResult &dr);
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void clearFlashlight();
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virtual void resetCursors();
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protected:
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virtual void setupOpcodes();
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virtual void scummLoop_handleActors();
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virtual void scummLoop_handleSaveLoad();
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virtual void setupScummVars();
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virtual void resetScummVars();
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virtual void decodeParseString();
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virtual void saveOrLoad(Serializer *s);
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virtual void readMAXS(int blockSize);
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int getWordVararg(int *ptr);
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virtual int getVar();
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virtual int getVarOrDirectByte(byte mask);
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virtual int getVarOrDirectWord(byte mask);
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virtual void getResultPos();
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void setResult(int result);
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virtual void animateCursor();
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virtual void setBuiltinCursor(int index);
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void redefineBuiltinCursorFromChar(int index, int chr);
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void redefineBuiltinCursorHotspot(int index, int x, int y);
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void drawFlashlight();
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/**
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* Fetch the next script word, then if cond is *false*, perform a relative jump.
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* So this corresponds to a "jne" jump instruction.
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*/
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void jumpRelative(bool cond);
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/* Version 5 script opcodes */
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void o5_actorFollowCamera();
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void o5_actorFromPos();
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void o5_actorOps();
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void o5_add();
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void o5_and();
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void o5_animateActor();
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void o5_breakHere();
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void o5_chainScript();
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void o5_cursorCommand();
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void o5_cutscene();
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void o5_debug();
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void o5_decrement();
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void o5_delay();
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void o5_delayVariable();
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void o5_divide();
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void o5_doSentence();
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void o5_drawBox();
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void o5_drawObject();
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void o5_dummy();
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void o5_endCutscene();
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void o5_equalZero();
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void o5_expression();
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void o5_faceActor();
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void o5_findInventory();
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void o5_findObject();
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void o5_freezeScripts();
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void o5_getActorCostume();
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void o5_getActorElevation();
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void o5_getActorFacing();
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void o5_getActorMoving();
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void o5_getActorRoom();
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void o5_getActorScale();
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void o5_getActorWalkBox();
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void o5_getActorWidth();
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void o5_getActorX();
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void o5_getActorY();
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void o5_getAnimCounter();
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void o5_getClosestObjActor();
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void o5_getDist();
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void o5_getInventoryCount();
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void o5_getObjectOwner();
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void o5_getObjectState();
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void o5_getRandomNr();
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void o5_getStringWidth();
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void o5_getVerbEntrypoint();
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void o5_ifClassOfIs();
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void o5_increment();
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void o5_isActorInBox();
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void o5_isEqual();
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void o5_isGreater();
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void o5_isGreaterEqual();
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void o5_isLess();
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void o5_isLessEqual();
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void o5_isNotEqual();
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void o5_isScriptRunning();
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void o5_isSoundRunning();
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void o5_jumpRelative();
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void o5_lights();
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void o5_loadRoom();
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void o5_loadRoomWithEgo();
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void o5_matrixOps();
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void o5_move();
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void o5_multiply();
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void o5_notEqualZero();
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void o5_or();
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void o5_beginOverride();
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void o5_panCameraTo();
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void o5_pickupObject();
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void o5_print();
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void o5_printEgo();
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void o5_pseudoRoom();
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void o5_putActor();
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void o5_putActorAtObject();
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void o5_putActorInRoom();
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void o5_systemOps();
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void o5_resourceRoutines();
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void o5_roomOps();
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void o5_saveRestoreVerbs();
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void o5_setCameraAt();
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void o5_setClass();
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void o5_setObjectName();
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void o5_setOwnerOf();
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void o5_setState();
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void o5_setVarRange();
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void o5_soundKludge();
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void o5_startMusic();
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void o5_startObject();
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void o5_startScript();
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void o5_startSound();
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void o5_stopMusic();
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void o5_stopObjectCode();
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void o5_stopObjectScript();
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void o5_stopScript();
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void o5_stopSound();
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void o5_stringOps();
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void o5_subtract();
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void o5_verbOps();
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void o5_wait();
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void o5_walkActorTo();
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void o5_walkActorToActor();
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void o5_walkActorToObject();
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};
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} // End of namespace Scumm
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#endif
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