scummvm/engines/cge2/snail.h
Tomasz Długosz eaab877d66 JANITORIAL: fix the name of original author of cge and cge2
The first name is Janusz, not Janus.
The correct name was used in AUTHORS and credits.
In case of doubts, see his personal webpage: https://www.jbw.pl/ - name is in the page footer
2020-04-18 20:59:57 +02:00

130 lines
5.4 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_SNAIL_H
#define CGE2_SNAIL_H
#include "cge2/cge2.h"
namespace CGE2 {
#define kCommandFrameRate 80
#define kCommandFrameDelay (1000 / kCommandFrameRate)
#define kNoByte -1 // Recheck this! We have no proof for it's original value.
enum CommandType {
kCmdCom0 = 128,
kCmdNop, // NOP :: do nothing
kCmdUse, // USE <spr> <cav>|<lab> :: hint for using
kCmdPause, // PAUSE -1 <dly> :: delay <dly>/72 seconds
kCmdInf, // INF -1 <ref> :: show text referrenced by <ref>
kCmdCave, // CAVE -1 <cav> :: go to board <cav>
kCmdSetX, // SETX <x> <idx> :: set sprite shift in x axis
kCmdSetY, // SETX <y> <idx> :: set sprite shift in y axis
kCmdSetZ, // SETX <z> <idx> :: set sprite shift in z axis
kCmdAdd, // ADD <idx1> <idx2> :: sum vectors
kCmdFlash, // FLASH -1 0|1 :: lighten whole image (on/off)
kCmdCycle, // CYCLE <cnt> :: rotate <cnt> colors from 1
kCmdClear, // CLEAR -1 0 :: clear kCmdAIL queue
kCmdMouse, // MOUSE -1 0|1 :: enable mouse (on/off)
kCmdMap, // MAP 0|1 0 :: temporarily turn off map for hero
kCmdMidi, // MIDI -1 <midi> :: play MIDI referenced by <midi> (-1 = off)
kCmdSpr,
kCmdWait, // WAIT <spr> <seq>|-1 :: wait for SEQ <seq> (-1 = freeze)
kCmdHide, // HIDE <spr> 0|1 :: visibility of sprite
kCmdRoom, // ROOM <hero> 0|1 :: additional room in pocket (no/yes)
kCmdSay, // SAY <spr> <ref> :: say text referenced by <ref>
kCmdSound, // SOUND <spr> <ref> :: play sound effect referenced by <ref>
kCmdKill, // KILL <spr> 0 :: remove sprite
kCmdRSeq, // RSEQ <spr> <nr> :: relative jump SEQ <nr> lines
kCmdSeq, // SEQ <spr> <seq> :: jump to certain SEQ
kCmdSend, // SEND <spr> <cav> :: move sprite to board <cav>
kCmdSwap, // SWAP <spr1> spr2> :: sprite exchange
kCmdKeep, // KEEP <spr> <seq> :: take sprite into pocket and jump to <seq>
kCmdGive, // GIVE <spr> <seq> :: remove sprite from pocket and jump to <seq>
kCmdGetPos, // GETPOS <spr> <idx> :: take sprite's position
kCmdGoto, // GOTO <spr> <idx> :: move sprite to position
kCmdPort, // PORT <spr> 0|1 :: clear/set "takeability" of sprite
kCmdNext, // NEXT <spr> <nr> :: jump to <nr> - NEAR or TAKE
kCmdNNext, // NNEXT <spr> <nr> :: jump to <nr> - NEAR
kCmdMTNext, // MTNEXT <spr> <nr> :: jump to <nr> - TAKE
kCmdFTNext, // FTNEXT <spr> <nr> :: jump to <nr> - TAKE
kCmdRNNext, // RNNEXT <spr> <nr> :: relative jump to <nr> - NEAR
kCmdRMTNext, // RMTNEXT <spr> <nr> :: relative jump to <nr> - TAKE
kCmdRFTNext, // RFTNEXT <spr> <nr> :: relative jump to <nr> - TAKE
kCmdRMNear, // RMNEAR <spr> 0 :: remove NEAR list
kCmdRMMTake, // RMMTAKE <spr> 0 :: remove TAKE list
kCmdRMFTake, // RMFTAKE <spr> 0 :: remove TAKE list
kCmdSetRef, // SETREF <spr> <ref> :: change reference of sprite <spr> to <ref>
kCmdWalk, // WALKTO <hero> <ref>|<point> :: go close to the sprite or point
kCmdReach, // REACH <hero> <ref>|<m> :: reach the sprite or point with <m> method
kCmdCover, // COVER <sp1> <sp2> :: cover sprite <sp1> with sprite <sp2>
kCmdUncover, // UNCOVER <sp1> <sp2> :: restore the state before COVER
kCmdExec,
kCmdGhost
};
class CommandHandler {
public:
struct Command {
CommandType _commandType;
byte _lab;
int _ref;
int _val;
void *_spritePtr;
CallbackType _cbType;
} *_commandList;
static const char *_commandText[];
bool _talkEnable;
CommandHandler(CGE2Engine *vm, bool turbo);
~CommandHandler();
void runCommand();
void addCommand(CommandType com, int ref, int val, void *ptr);
void addCallback(CommandType com, int ref, int val, CallbackType cbType);
void insertCommand(CommandType com, int ref, int val, void *ptr);
bool idle();
void clear();
int getComId(const char *com);
const char *getComStr(CommandType cmdType);
private:
CGE2Engine *_vm;
bool _turbo;
uint8 _head;
uint8 _tail;
bool _textDelay;
uint32 _timerExpiry; // "pause" in the original.
};
} // End of namespace CGE2
#endif