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https://github.com/libretro/scummvm.git
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8a5705132d
This has been tested and verified as much as I can, but has a small risk of leading to (easily fixable) regressions. svn-id: r52130
90 lines
2.6 KiB
C++
90 lines
2.6 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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#include "scumm/scumm_v3.h"
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#include "scumm/actor.h"
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namespace Scumm {
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#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v3, x)
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void ScummEngine_v3::setupOpcodes() {
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ScummEngine_v4::setupOpcodes();
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if (!(_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
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OPCODE(0x30, o3_setBoxFlags);
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OPCODE(0xb0, o3_setBoxFlags);
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}
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OPCODE(0x3b, o3_waitForActor);
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OPCODE(0xbb, o3_waitForActor);
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OPCODE(0x4c, o3_waitForSentence);
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}
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void ScummEngine_v3::o3_setBoxFlags() {
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int a, b;
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a = getVarOrDirectByte(PARAM_1);
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b = fetchScriptByte();
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setBoxFlags(a, b);
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}
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void ScummEngine_v3::o3_waitForActor() {
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// This opcode was a NOP in LOOM. Also, we cannot directly use
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// o2_waitForActor because there the _scriptPointer is different (it
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// assumes that getVar reads only a single byte, which is correct
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// for v2 but not for v3). Of course we could copy the code here to
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// o2_waitForActor and then merge the two, but right now I am
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// keeping this as it is.
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if (_game.id == GID_INDY3) {
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const byte *oldaddr = _scriptPointer - 1;
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Actor *a = derefActor(getVarOrDirectByte(PARAM_1), "o3_waitForActor");
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if (a->_moving) {
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_scriptPointer = oldaddr;
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o5_breakHere();
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}
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}
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}
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void ScummEngine_v3::o3_waitForSentence() {
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// FIXME/TODO: Can we merge this with o2_waitForSentence? I think
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// the code here is actually incorrect, and the code in
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// o2_waitForSentence correct, but somebody should check the
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// disassembly for Indy and Loom.
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if (_sentenceNum) {
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if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
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return;
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} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
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return;
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_scriptPointer--;
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o5_breakHere();
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}
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} // End of namespace Scumm
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