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https://github.com/libretro/scummvm.git
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cb65489197
Add Snail during the process and revise or expand a lot of other parts of the engine.
123 lines
7.7 KiB
C++
123 lines
7.7 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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*
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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, 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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*/
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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 Janus 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_main.h"
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namespace CGE2 {
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enum Action { kNear, kMTake, kFTake, kActions };
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enum SNCom {
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kSNCom0 = 128,
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kSNNop, // NOP instrukcja "pusta" :: do nothing
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kSNUse, // USE <spr> <cav>|<lab> hint for using
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kSNPause, // PAUSE -1 <dly> oczekiwanie <dly>/72 sekund :: delay <dly>/72 seconds
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kSNInf, // INF -1 <ref> prezentacja tekstu o numerze <ref> :: show text referrenced by <ref>
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kSNCave, // CAVE -1 <cav> przejœcie na planszê <cav> :: go to board <cav>
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kSNSlave, // SLAVE
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kSNFocus, // FOCUS zmiana aktywnego bohatera (-1 cyklicznie) :: change active hero
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kSNSetX, // SETX <x> <idx> ustawienie przesuniêcia sprajtu :: set sprite shift in x axis
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kSNSetY, // SETX <y> <idx> ustawienie przesuniêcia sprajtu :: set sprite shift in y axis
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kSNSetZ, // SETX <z> <idx> ustawienie przesuniêcia sprajtu :: set sprite shift in z axis
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kSNAdd, // ADD <idx1> <idx2> suma dwóch wektorów :: sum vectors
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kSNSub, // SUB <idx1> <idx2> ró¿nica dwóch wektorów :: subtract vectors
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kSNMul, // MUL <idx> <nr> iloczyn wektora przez liczbê :: multiply vector by number
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kSNDiv, // DIV <idx> <nr> iloraz wektora przez liczbê :: divide vector by number
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kSNIf, // IF
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kSNFlag, // FLAG <nr> <val> nadanie wartoœci znacznikowi <nr> :: set flag <nr> to <val>
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kSNFlash, // FLASH -1 0|1 rozjaœnienie ca³ego obrazu (tak/nie) :: lighten whole image (on/off)
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kSNLight, // LIGHT
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kSNCycle, // CYCLE <cnt> cykliczne przesuwanie <cnt> kolorow od 1 :: rotate <cnt> colors from 1
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kSNClear, // CLEAR -1 0 wyzerowanie kolejki kSNAIL :: clear kSNAIL queue
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kSNTalk, // TALK -1 0|1 zezwolenie na dialogi (tak/nie) :: enable speach (on/off)
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kSNMouse, // MOUSE -1 0|1 zezwolenie na mysz (tak/nie) :: enable mouse (on/off)
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kSNMap, // MAP 0|1 0 chwilowe wylaczenie mapy dla bohatera :: temporarily turn off map for hero
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kSNCount, // COUNT
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kSNMidi, // MIDI -1 <midi> muzyka MIDI nr <midi> (-1 = cisza) :: play MIDI referenced by <midi> (-1 = off)
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kSNSetDlg, // SETDLG 0..3 0..3 przelaczenie trybu mowy :: switch of speach mode
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kSNMskDlg, // MSKDLG 0..3 0..3 przelaczenie maski trybu mowy :: switch of speach mode mask
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kSNSpr,
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kSNWait, // WAIT <spr> <seq>|-1 oczekiwanie na SEQ <seq> (-1 = stoi) :: wait for SEQ <seq> (-1 = freeze)
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kSNHide, // HIDE <spr> 0|1 widzialnoϾ sprajtu :: visibility of sprite
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kSNRoom, // ROOM <hero> 0|1 dodatkowe miejsce w kieszeni (nie/tak) :: additional room in pocket (no/yes)
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kSNSay, // SAY <spr> <ref> wyg³oszenie tekstu o numerze <ref> :: say text referenced by <ref>
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kSNSound, // SOUND <spr> <ref> wyemitowanie efektu <ref> :: play sound effect referenced by <ref>
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kSNTime, // TIME <spr> 0 wyg³oszenie bie¿¹cego czasu :: say current time
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kSNKill, // KILL <spr> 0 usuniêcie sprajtu :: remove sprite
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kSNRSeq, // RSEQ <spr> <nr> wzglêdny skok SEQ o <nr> :: relative jump SEQ <nr> lines
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kSNSeq, // SEQ <spr> <seq> skok do SEQ <seq> :: jump to certain SEQ
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kSNSend, // SEND <spr> <cav> przeniesienie sprajtu na planszê <cav> :: move sprite to board <cav>
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kSNSwap, // SWAP <spr1> spr2> zamiana sprajtów :: sprite exchange
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kSNKeep, // KEEP <spr> <seq> sprajt do kieszeni ze skokiem do <seq> :: take sprite into pocket and jump to <seq>
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kSNGive, // GIVE <spr> <seq> sprajt z kieszeni ze skokiem do <seq> :: remove sprite from pocket and jump to <seq>
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kSNGetPos, // GETPOS <spr> <idx> pobranie pozycji sprajtu :: take sprite's position
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kSNGoto, // GOTO <spr> <idx> przesuniêcie sprajtu na dana pozycje :: move sprite to position
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kSNMoveX, // MOVEX <spr> <dx> przesuniêcie wzglêdne po osi X :: relative move along X axis
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kSNMoveY, // MOVEY <spr> <dy> przesuniêcie wzglêdne po osi Y :: relative move along Y axis
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kSNMoveZ, // MOVEZ <spr> <dz> przesuniêcie wzglêdne po osi Z :: relative move along Z axis
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kSNTrans, // TRANS <spr> 0|1 ustalenie przezroczystoœci logicznej :: clear/set logical transparency
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kSNPort, // PORT <spr> 0|1 ustalenie "bralnoœci" sprajtu :: clear/set "takeability" of sprite
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kSNNext, // NEXT <spr> <nr> skok do <nr> - NEAR lub TAKE :: jump to <nr> - NEAR or TAKE
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kSNNNext, // NNEXT <spr> <nr> skok do <nr> - NEAR :: jump to <nr> - NEAR
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kSNMTNext, // MTNEXT <spr> <nr> skok do <nr> - TAKE :: jump to <nr> - TAKE
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kSNFTNext, // FTNEXT <spr> <nr> skok do <nr> - TAKE :: jump to <nr> - TAKE
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kSNRNNext, // RNNEXT <spr> <nr> skok wzglêdny do <nr> - NEAR :: relative jump to <nr> - NEAR
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kSNRMTNext, // RMTNEXT <spr> <nr> skok wzglêdny do <nr> - TAKE :: relative jump to <nr> - TAKE
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kSNRFTNext, // RFTNEXT <spr> <nr> skok wzglêdny do <nr> - TAKE :: relative jump to <nr> - TAKE
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kSNRMNear, // RMNEAR <spr> 0 usuniêcie listy NEAR :: remove NEAR list
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kSNRMMTake, // RMMTAKE <spr> 0 usuniêcie listy TAKE :: remove TAKE list
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kSNRMFTake, // RMFTAKE <spr> 0 usuniêcie listy TAKE :: remove TAKE list
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kSNSetRef, // RETREF <spr> <ref> zmiana numeru <ref> sprajta <spr> :: change reference of sprite <spr> to <ref>
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kSNBackPt, // BACKPT <spr> 0 wmalowanie sprajtu w t³o :: paint sprite onto the background
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kSNWalk, // WALK <hero> <ref>|<point> podejd¿ do sprajtu lub punktu :: go close to the sprite or point
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kSNReach, // REACH <hero> <ref>|<m> siêgnij do <ref> lub sposobem <m> :: reach the sprite or point with <m> method
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kSNCover, // COVER <sp1> <sp2> przykrycie sprajtu <sp1> sprajtem <sp2> :: cover sprite <sp1> with sprite <sp2>
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kSNUncover, // UNCOVER <sp1> <sp2> odtworzenie sytuacji sprzed COVER :: restore the state before COVER
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kSNDim,
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kSNExec,
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kSNStep,
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kSNGhost,
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kSNNOne = kNoByte
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};
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class Snail {
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static const char *comTxt[];
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public:
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static int com(const char *com);
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};
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} // End of namespace CGE2
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#endif
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