mirror of
https://github.com/libretro/scummvm.git
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129 lines
5.3 KiB
C++
129 lines
5.3 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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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
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*/
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#ifndef CGE2_SNAIL_H
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#define CGE2_SNAIL_H
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#include "cge2/cge2.h"
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namespace CGE2 {
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#define kCommandFrameRate 80
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#define kCommandFrameDelay (1000 / kCommandFrameRate)
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#define kNoByte -1 // Recheck this! We have no proof for it's original value.
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enum CommandType {
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kCmdCom0 = 128,
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kCmdNop, // NOP :: do nothing
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kCmdUse, // USE <spr> <cav>|<lab> :: hint for using
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kCmdPause, // PAUSE -1 <dly> :: delay <dly>/72 seconds
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kCmdInf, // INF -1 <ref> :: show text referrenced by <ref>
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kCmdCave, // CAVE -1 <cav> :: go to board <cav>
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kCmdSetX, // SETX <x> <idx> :: set sprite shift in x axis
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kCmdSetY, // SETX <y> <idx> :: set sprite shift in y axis
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kCmdSetZ, // SETX <z> <idx> :: set sprite shift in z axis
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kCmdAdd, // ADD <idx1> <idx2> :: sum vectors
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kCmdFlash, // FLASH -1 0|1 :: lighten whole image (on/off)
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kCmdCycle, // CYCLE <cnt> :: rotate <cnt> colors from 1
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kCmdClear, // CLEAR -1 0 :: clear kCmdAIL queue
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kCmdMouse, // MOUSE -1 0|1 :: enable mouse (on/off)
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kCmdMap, // MAP 0|1 0 :: temporarily turn off map for hero
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kCmdMidi, // MIDI -1 <midi> :: play MIDI referenced by <midi> (-1 = off)
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kCmdSpr,
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kCmdWait, // WAIT <spr> <seq>|-1 :: wait for SEQ <seq> (-1 = freeze)
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kCmdHide, // HIDE <spr> 0|1 :: visibility of sprite
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kCmdRoom, // ROOM <hero> 0|1 :: additional room in pocket (no/yes)
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kCmdSay, // SAY <spr> <ref> :: say text referenced by <ref>
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kCmdSound, // SOUND <spr> <ref> :: play sound effect referenced by <ref>
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kCmdKill, // KILL <spr> 0 :: remove sprite
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kCmdRSeq, // RSEQ <spr> <nr> :: relative jump SEQ <nr> lines
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kCmdSeq, // SEQ <spr> <seq> :: jump to certain SEQ
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kCmdSend, // SEND <spr> <cav> :: move sprite to board <cav>
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kCmdSwap, // SWAP <spr1> spr2> :: sprite exchange
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kCmdKeep, // KEEP <spr> <seq> :: take sprite into pocket and jump to <seq>
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kCmdGive, // GIVE <spr> <seq> :: remove sprite from pocket and jump to <seq>
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kCmdGetPos, // GETPOS <spr> <idx> :: take sprite's position
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kCmdGoto, // GOTO <spr> <idx> :: move sprite to position
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kCmdPort, // PORT <spr> 0|1 :: clear/set "takeability" of sprite
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kCmdNext, // NEXT <spr> <nr> :: jump to <nr> - NEAR or TAKE
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kCmdNNext, // NNEXT <spr> <nr> :: jump to <nr> - NEAR
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kCmdMTNext, // MTNEXT <spr> <nr> :: jump to <nr> - TAKE
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kCmdFTNext, // FTNEXT <spr> <nr> :: jump to <nr> - TAKE
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kCmdRNNext, // RNNEXT <spr> <nr> :: relative jump to <nr> - NEAR
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kCmdRMTNext, // RMTNEXT <spr> <nr> :: relative jump to <nr> - TAKE
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kCmdRFTNext, // RFTNEXT <spr> <nr> :: relative jump to <nr> - TAKE
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kCmdRMNear, // RMNEAR <spr> 0 :: remove NEAR list
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kCmdRMMTake, // RMMTAKE <spr> 0 :: remove TAKE list
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kCmdRMFTake, // RMFTAKE <spr> 0 :: remove TAKE list
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kCmdSetRef, // SETREF <spr> <ref> :: change reference of sprite <spr> to <ref>
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kCmdWalk, // WALKTO <hero> <ref>|<point> :: go close to the sprite or point
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kCmdReach, // REACH <hero> <ref>|<m> :: reach the sprite or point with <m> method
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kCmdCover, // COVER <sp1> <sp2> :: cover sprite <sp1> with sprite <sp2>
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kCmdUncover, // UNCOVER <sp1> <sp2> :: restore the state before COVER
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kCmdExec,
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kCmdGhost
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};
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class CommandHandler {
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public:
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struct Command {
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CommandType _commandType;
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byte _lab;
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int _ref;
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int _val;
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void *_spritePtr;
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CallbackType _cbType;
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} *_commandList;
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static const char *_commandText[];
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bool _talkEnable;
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CommandHandler(CGE2Engine *vm, bool turbo);
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~CommandHandler();
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void runCommand();
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void addCommand(CommandType com, int ref, int val, void *ptr);
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void addCallback(CommandType com, int ref, int val, CallbackType cbType);
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void insertCommand(CommandType com, int ref, int val, void *ptr);
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bool idle();
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void clear();
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int getComId(const char *com);
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const char *getComStr(CommandType cmdType);
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private:
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CGE2Engine *_vm;
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bool _turbo;
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uint8 _head;
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uint8 _tail;
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bool _textDelay;
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uint32 _timerExpiry; // "pause" in the original.
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};
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} // End of namespace CGE2
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#endif
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