scummvm/engines/scumm/scumm_v0.h
2012-02-13 13:38:25 +11:00

174 lines
4.4 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.
*
*/
#ifndef SCUMM_SCRIPT_V0_H
#define SCUMM_SCRIPT_V0_H
#include "scumm/scumm_v2.h"
namespace Scumm {
/**
* Engine for Apple II and Commodore 64 versions of Maniac Mansion
*/
class ScummEngine_v0 : public ScummEngine_v2 {
protected:
enum CurrentMode {
kModeCutscene = 0, // cutscene active
kModeKeypad = 1, // kid selection / dial pad / save-load dialog
kModeNoNewKid = 2, // verb "new kid" disabled (e.g. when entering lab)
kModeNormal = 3 // normal playing mode
};
enum WalkToObjectState {
kWalkToObjectStateDone = 0,
kWalkToObjectStateWalk = 1,
kWalkToObjectStateTurn = 2
};
protected:
byte _currentMode;
byte _currentLights;
int _activeVerb; // selected verb
int _activeObject; // 1st selected object (see OBJECT_V0())
int _activeObject2; // 2nd selected object or actor (see OBJECT_V0())
int _cmdVerb; // script verb
int _cmdObject; // 1st script object (see OBJECT_V0())
int _cmdObject2; // 2nd script object or actor (see OBJECT_V0())
int _sentenceNestedCount;
int _walkToObject;
int _walkToObjectState;
bool _redrawSentenceLine;
public:
ScummEngine_v0(OSystem *syst, const DetectorResult &dr);
virtual void resetScumm();
protected:
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
virtual void setupOpcodes();
virtual void setupScummVars();
virtual void resetScummVars();
virtual void scummLoop(int delta);
virtual void decodeParseString();
virtual void processInput();
virtual void saveOrLoad(Serializer *s);
virtual bool objIsActor(int obj);
virtual int objToActor(int obj);
virtual int actorToObj(int actor);
// V0 MM Verb commands
int getVerbPrepId();
int activeVerbPrep();
void walkToActorOrObject(int object);
void verbExec();
virtual void runSentenceScript();
virtual void checkAndRunSentenceScript();
bool checkPendingWalkAction();
bool checkSentenceComplete();
virtual void checkExecVerbs();
virtual void handleMouseOver(bool updateInventory);
int verbPrepIdType(int verbid);
void resetVerbs();
void clearSentenceLine();
void flushSentenceLine();
void drawSentenceObject(int object);
void drawSentenceLine();
void setMode(byte mode);
void switchActor(int slot);
virtual int getVarOrDirectWord(byte mask);
virtual uint fetchScriptWord();
virtual int getActiveObject();
void resetSentence();
virtual bool areBoxesNeighbors(int box1nr, int box2nr);
bool ifEqualActiveObject2Common(bool checkType);
virtual int getCurrentLights() const;
/* Version 0 script opcodes */
void o_stopCurrentScript();
void o_walkActorToObject();
void o_loadSound();
void o_getActorMoving();
void o_animateActor();
void o_putActorAtObject();
void o_pickupObject();
void o_setObjectName();
void o_lockSound();
void o_lockCostume();
void o_loadCostume();
void o_loadRoom();
void o_loadRoomWithEgo();
void o_lockScript();
void o_loadScript();
void o_lockRoom();
void o_setMode();
void o_lights();
void o_unlockCostume();
void o_unlockScript();
void o_decrement();
void o_nop();
void o_getObjectOwner();
void o_getActorBitVar();
void o_setActorBitVar();
void o_getBitVar();
void o_setBitVar();
void o_doSentence();
void o_ifEqualActiveObject2();
void o_ifNotEqualActiveObject2();
void o_getClosestActor();
void o_printEgo();
void o_print();
void o_unlockRoom();
void o_unlockSound();
void o_cutscene();
void o_endCutscene();
void o_setOwnerOf();
byte VAR_ACTIVE_OBJECT2;
byte VAR_IS_SOUND_RUNNING;
byte VAR_ACTIVE_VERB;
};
} // End of namespace Scumm
#endif