scummvm/scumm/vars.cpp

327 lines
7.5 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "intern.h"
void Scumm::setupScummVars() {
VAR_KEYPRESS = 0;
VAR_EGO = 1;
VAR_CAMERA_POS_X = 2;
VAR_HAVE_MSG = 3;
VAR_ROOM = 4;
VAR_OVERRIDE = 5;
VAR_MACHINE_SPEED = 6;
VAR_ME = 7;
VAR_NUM_ACTOR = 8;
VAR_CURRENT_LIGHTS = 9;
VAR_CURRENTDRIVE = 10;
VAR_TMR_1 = 11;
VAR_TMR_2 = 12;
VAR_TMR_3 = 13;
VAR_MUSIC_TIMER = 14;
VAR_ACTOR_RANGE_MIN = 15;
VAR_ACTOR_RANGE_MAX = 16;
VAR_CAMERA_MIN_X = 17;
VAR_CAMERA_MAX_X = 18;
VAR_TIMER_NEXT = 19;
VAR_VIRT_MOUSE_X = 20;
VAR_VIRT_MOUSE_Y = 21;
VAR_ROOM_RESOURCE = 22;
VAR_LAST_SOUND = 23;
VAR_CUTSCENEEXIT_KEY = 24;
VAR_TALK_ACTOR = 25;
VAR_CAMERA_FAST_X = 26;
VAR_SCROLL_SCRIPT = 27;
VAR_ENTRY_SCRIPT = 28;
VAR_ENTRY_SCRIPT2 = 29;
VAR_EXIT_SCRIPT = 30;
VAR_EXIT_SCRIPT2 = 31;
VAR_VERB_SCRIPT = 32;
VAR_SENTENCE_SCRIPT = 33;
VAR_INVENTORY_SCRIPT = 34;
VAR_CUTSCENE_START_SCRIPT = 35;
VAR_CUTSCENE_END_SCRIPT = 36;
VAR_CHARINC = 37;
VAR_WALKTO_OBJ = 38;
VAR_DEBUGMODE = 39;
VAR_HEAPSPACE = 40;
VAR_RESTART_KEY = 42;
VAR_PAUSE_KEY = 43;
VAR_MOUSE_X = 44;
VAR_MOUSE_Y = 45;
VAR_TIMER = 46;
VAR_TMR_4 = 47;
VAR_SOUNDCARD = 48;
VAR_VIDEOMODE = 49;
VAR_SAVELOADDIALOG_KEY = 50;
VAR_FIXEDDISK = 51;
VAR_CURSORSTATE = 52;
VAR_USERPUT = 53;
VAR_V5_TALK_STRING_Y = 54;
VAR_SOUNDRESULT = 56;
VAR_TALKSTOP_KEY = 57;
VAR_59 = 59;
VAR_NOSUBTITLES = 60; // for loomcd
VAR_SOUNDPARAM = 64;
VAR_SOUNDPARAM2 = 65;
VAR_SOUNDPARAM3 = 66;
VAR_MOUSEPRESENT = 67;
VAR_PERFORMANCE_1 = 68;
if (!(_features & GF_SMALL_HEADER)) {
VAR_PERFORMANCE_2 = 69; // Zak256 Note: Cashcard for Zak
VAR_ROOM_FLAG = 70; // Zak256 Note: Cashcard for Annie
VAR_GAME_LOADED = 71; // Zak256 Note: Cashcard for Melissa
VAR_NEW_ROOM = 72; // Zak256 Note: Cashcard for Leslie
}
VAR_VERSION = 75;
}
void Scumm_v2::setupScummVars() {
VAR_EGO = 0;
VAR_CAMERA_POS_X = 2;
VAR_HAVE_MSG = 3;
VAR_ROOM = 4;
VAR_OVERRIDE = 5;
VAR_MACHINE_SPEED = 6;
VAR_CHARCOUNT = 7;
VAR_ACTIVE_VERB = 8;
VAR_ACTIVE_OBJECT1 = 9;
VAR_ACTIVE_OBJECT2 = 10;
VAR_NUM_ACTOR = 11;
VAR_CURRENT_LIGHTS = 12;
VAR_CURRENTDRIVE = 13;
VAR_MUSIC_TIMER = 17;
VAR_VERB_ALLOWED = 18;
VAR_ACTOR_RANGE_MIN = 19;
VAR_ACTOR_RANGE_MAX = 20;
VAR_CURSORSTATE = 21;
VAR_CAMERA_MIN_X = 23;
VAR_CAMERA_MAX_X = 24;
VAR_TIMER_NEXT = 25;
VAR_SENTENCE_VERB = 26;
VAR_SENTENCE_OBJECT1 = 27;
VAR_SENTENCE_OBJECT2 = 28;
VAR_SENTENCE_PREPOSITION = 29;
VAR_VIRT_MOUSE_X = 30;
VAR_VIRT_MOUSE_Y = 31;
VAR_CLICK_AREA = 32;
VAR_ROOM_RESOURCE = 36;
VAR_LAST_SOUND = 37;
VAR_BACKUP_VERB = 38;
VAR_KEYPRESS = 39;
VAR_CUTSCENEEXIT_KEY = 40;
VAR_TALK_ACTOR = 41;
}
void Scumm_v6::setupScummVars() {
// Many vars are the same as in V5 games, so just call the inherited method first
Scumm::setupScummVars();
VAR_V6_SCREEN_WIDTH = 41;
VAR_V6_SCREEN_HEIGHT = 54;
VAR_V6_EMSSPACE = 76;
VAR_V6_RANDOM_NR = 118;
VAR_V6_SOUNDMODE = 9;
VAR_TIMEDATE_YEAR = 119;
VAR_TIMEDATE_MONTH = 129;
VAR_TIMEDATE_DAY = 128;
VAR_TIMEDATE_HOUR = 125;
VAR_TIMEDATE_MINUTE = 126;
}
void Scumm_v7::setupScummVars() {
VAR_MOUSE_X = 1;
VAR_MOUSE_Y = 2;
VAR_VIRT_MOUSE_X = 3;
VAR_VIRT_MOUSE_Y = 4;
VAR_V6_SCREEN_WIDTH = 5;
VAR_V6_SCREEN_HEIGHT = 6;
VAR_CAMERA_POS_X = 7;
VAR_CAMERA_POS_Y = 8;
VAR_OVERRIDE = 9;
VAR_ROOM = 10;
VAR_ROOM_RESOURCE = 11;
VAR_TALK_ACTOR = 12;
VAR_HAVE_MSG = 13;
VAR_TIMER = 14;
VAR_TMR_4 = 15;
VAR_LEFTBTN_DOWN = 22;
VAR_RIGHTBTN_DOWN = 23;
VAR_LEFTBTN_HOLD = 24;
VAR_RIGHTBTN_HOLD = 25;
VAR_PERFORMANCE_1 = 26;
VAR_PERFORMANCE_2 = 27;
VAR_GAME_LOADED = 29;
VAR_V6_EMSSPACE = 32;
VAR_V6_RANDOM_NR = 34;
VAR_NEW_ROOM = 35;
VAR_WALKTO_OBJ = 36;
VAR_CAMERA_DEST_X = 38;
VAR_CAMERA_DEST_Y = 39;
VAR_CAMERA_FOLLOWED_ACTOR = 40;
VAR_SCROLL_SCRIPT = 50;
VAR_ENTRY_SCRIPT = 51;
VAR_ENTRY_SCRIPT2 = 52;
VAR_EXIT_SCRIPT = 53;
VAR_EXIT_SCRIPT2 = 54;
VAR_VERB_SCRIPT = 55;
VAR_SENTENCE_SCRIPT = 56;
VAR_INVENTORY_SCRIPT = 57;
VAR_CUTSCENE_START_SCRIPT = 58;
VAR_CUTSCENE_END_SCRIPT = 59;
VAR_SAVELOAD_SCRIPT = 60;
VAR_SAVELOAD_SCRIPT2 = 61;
VAR_CUTSCENEEXIT_KEY = 62;
VAR_RESTART_KEY = 63; // ???
VAR_PAUSE_KEY = 64;
VAR_SAVELOADDIALOG_KEY = 65; // ???
VAR_TALKSTOP_KEY = 67;
VAR_KEYPRESS = 118;
VAR_TIMER_NEXT = 97;
VAR_TMR_1 = 98;
VAR_TMR_2 = 99;
VAR_TMR_3 = 100;
VAR_CAMERA_MIN_X = 101;
VAR_CAMERA_MAX_X = 102;
VAR_CAMERA_MIN_Y = 103;
VAR_CAMERA_MAX_Y = 104;
VAR_CAMERA_THRESHOLD_X = 105;
VAR_CAMERA_THRESHOLD_Y = 106;
VAR_CAMERA_SPEED_X = 107;
VAR_CAMERA_SPEED_Y = 108;
VAR_CAMERA_ACCEL_X = 109;
VAR_CAMERA_ACCEL_Y = 110;
VAR_EGO = 111;
VAR_CURSORSTATE = 112;
VAR_USERPUT = 113;
VAR_DEFAULT_TALK_DELAY = 114;
VAR_CHARINC = 115;
VAR_DEBUGMODE = 116;
VAR_CHARSET_MASK = 119;
VAR_VIDEONAME = 123;
VAR_CUSTOMSCALETABLE = 131;
VAR_STRING2DRAW = 130;
}
void Scumm_v8::setupScummVars() {
// VAR_ROOM_HEIGHT = 1;
// VAR_ROOM_WIDTH = 2;
VAR_MOUSE_X = 3;
VAR_MOUSE_Y = 4;
VAR_VIRT_MOUSE_X = 5;
VAR_VIRT_MOUSE_Y = 6;
VAR_CURSORSTATE = 7;
VAR_USERPUT = 8;
VAR_CAMERA_POS_X = 9;
VAR_CAMERA_POS_Y = 10;
VAR_CAMERA_DEST_X = 11;
VAR_CAMERA_DEST_Y = 12;
VAR_CAMERA_FOLLOWED_ACTOR = 13;
VAR_TALK_ACTOR = 14;
VAR_HAVE_MSG = 15;
VAR_MOUSE_BUTTONS = 16;
VAR_RIGHTBTN_HOLD = 17; // TODO: Guess (used in room 10 script 2004, and ship-to-ship combat)
VAR_MOUSE_HOLD = 18;
VAR_TIMEDATE_YEAR = 24;
VAR_TIMEDATE_MONTH = 25;
VAR_TIMEDATE_DAY = 26;
VAR_TIMEDATE_HOUR = 27;
VAR_TIMEDATE_MINUTE = 28;
VAR_TIMEDATE_SECOND = 29;
VAR_OVERRIDE = 30;
VAR_ROOM = 31;
//VAR_VOICE_MODE = 39; // 0 is voice, 1 is voice+text, 2 is text only
VAR_GAME_LOADED = 40;
VAR_LANGUAGE = 41;
VAR_CURRENTDISK = 42;
VAR_SCROLL_SCRIPT = 50; // FIXME - guess based on where this is in V7
VAR_ENTRY_SCRIPT = 51;
VAR_ENTRY_SCRIPT2 = 52;
VAR_EXIT_SCRIPT = 53;
VAR_EXIT_SCRIPT2 = 54;
VAR_VERB_SCRIPT = 55;
VAR_SENTENCE_SCRIPT = 56;
VAR_INVENTORY_SCRIPT = 57;
VAR_CUTSCENE_START_SCRIPT = 58;
VAR_CUTSCENE_END_SCRIPT = 59;
VAR_CUTSCENEEXIT_KEY = 62; // FIXME - guess based on script-1 (could also be 68)
VAR_PAUSE_KEY = 64;
VAR_SAVELOADDIALOG_KEY = 65;
VAR_TALKSTOP_KEY = 67;
// FIXME - HACK: no clue where these really are located, but we need to put them
// somewhere so that camera clamping works. So for now just assume they are on their
// V6 positions (which is somewhat unlikely, considering most stuff moved...)
VAR_CAMERA_MIN_X = 101;
VAR_CAMERA_MAX_X = 102;
VAR_CAMERA_MIN_Y = 103;
VAR_CAMERA_MAX_Y = 104;
VAR_CAMERA_THRESHOLD_X = 105;
VAR_CAMERA_THRESHOLD_Y = 106;
VAR_CAMERA_SPEED_X = 107;
VAR_CAMERA_SPEED_Y = 108;
VAR_CAMERA_ACCEL_X = 109;
VAR_CAMERA_ACCEL_Y = 110;
VAR_CUSTOMSCALETABLE = 111; // FIXME - guess
VAR_TIMER_NEXT = 112;
VAR_TMR_1 = 113;
VAR_TMR_2 = 114;
VAR_TMR_3 = 115;
VAR_EGO = 126;
VAR_DEBUGMODE = 130;
VAR_KEYPRESS = 132;
VAR_CHARINC = 221;
}