mirror of
https://github.com/libretro/scummvm.git
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aa3766018f
svn-id: r6726
301 lines
6.9 KiB
C++
301 lines
6.9 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "scumm.h"
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#include "intern.h"
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void Scumm::setupScummVars() {
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VAR_KEYPRESS = 0;
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VAR_EGO = 1;
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VAR_CAMERA_POS_X = 2;
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VAR_HAVE_MSG = 3;
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VAR_ROOM = 4;
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VAR_OVERRIDE = 5;
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VAR_MACHINE_SPEED = 6;
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VAR_ME = 7;
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VAR_NUM_ACTOR = 8;
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VAR_CURRENT_LIGHTS = 9;
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VAR_CURRENTDRIVE = 10;
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VAR_TMR_1 = 11;
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VAR_TMR_2 = 12;
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VAR_TMR_3 = 13;
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VAR_MUSIC_FLAG = 14;
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VAR_ACTOR_RANGE_MIN = 15;
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VAR_ACTOR_RANGE_MAX = 16;
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VAR_CAMERA_MIN_X = 17;
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VAR_CAMERA_MAX_X = 18;
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VAR_TIMER_NEXT = 19;
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VAR_VIRT_MOUSE_X = 20;
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VAR_VIRT_MOUSE_Y = 21;
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VAR_ROOM_RESOURCE = 22;
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VAR_LAST_SOUND = 23;
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VAR_CUTSCENEEXIT_KEY = 24;
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VAR_TALK_ACTOR = 25;
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VAR_CAMERA_FAST_X = 26;
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VAR_SCROLL_SCRIPT = 27;
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VAR_ENTRY_SCRIPT = 28;
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VAR_ENTRY_SCRIPT2 = 29;
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VAR_EXIT_SCRIPT = 30;
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VAR_EXIT_SCRIPT2 = 31;
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VAR_VERB_SCRIPT = 32;
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VAR_SENTENCE_SCRIPT = 33;
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VAR_HOOK_SCRIPT = 34;
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VAR_CUTSCENE_START_SCRIPT = 35;
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VAR_CUTSCENE_END_SCRIPT = 36;
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VAR_CHARINC = 37;
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VAR_WALKTO_OBJ = 38;
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VAR_DEBUGMODE = 39;
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VAR_HEAPSPACE = 40;
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VAR_RESTART_KEY = 42;
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VAR_PAUSE_KEY = 43;
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VAR_MOUSE_X = 44;
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VAR_MOUSE_Y = 45;
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VAR_TIMER = 46;
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VAR_TMR_4 = 47;
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VAR_SOUNDCARD = 48;
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VAR_VIDEOMODE = 49;
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VAR_SAVELOADDIALOG_KEY = 50;
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VAR_FIXEDDISK = 51;
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VAR_CURSORSTATE = 52;
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VAR_USERPUT = 53;
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VAR_SOUNDRESULT = 56;
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VAR_TALKSTOP_KEY = 57;
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VAR_59 = 59;
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VAR_SOUNDPARAM = 64;
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VAR_SOUNDPARAM2 = 65;
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VAR_SOUNDPARAM3 = 66;
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VAR_MOUSEPRESENT = 67;
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VAR_PERFORMANCE_1 = 68;
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VAR_PERFORMANCE_2 = 69; // Zak256 Note: Cashcard for Zak
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VAR_ROOM_FLAG = 70; // Zak256 Note: Cashcard for Annie
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VAR_GAME_LOADED = 71; // Zak256 Note: Cashcard for Melissa
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VAR_NEW_ROOM = 72; // Zak256 Note: Cashcard for Leslie
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VAR_VERSION = 75;
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VAR_V5_DRAWFLAGS = 9;
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VAR_MI1_TIMER = 14;
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VAR_V5_OBJECT_LO = 15;
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VAR_V5_OBJECT_HI = 16;
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VAR_V5_TALK_STRING_Y = 54;
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VAR_V5_CHARFLAG = 60;
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VAR_V6_SCREEN_WIDTH = 41;
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VAR_V6_SCREEN_HEIGHT = 54;
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VAR_V6_EMSSPACE = 76;
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VAR_V6_RANDOM_NR = 118;
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VAR_V6_SOUNDMODE = 9;
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}
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void Scumm_v6::setupScummVars() {
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// Many vars are the same as in V5 games, so just call the inherited method first
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Scumm::setupScummVars();
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VAR_TIMEDATE_YEAR = 119;
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VAR_TIMEDATE_MONTH = 129;
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VAR_TIMEDATE_DAY = 128;
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VAR_TIMEDATE_HOUR = 125;
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VAR_TIMEDATE_MINUTE = 126;
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}
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void Scumm_v7::setupScummVars() {
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VAR_MOUSE_X = 1;
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VAR_MOUSE_Y = 2;
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VAR_VIRT_MOUSE_X = 3;
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VAR_VIRT_MOUSE_Y = 4;
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VAR_V6_SCREEN_WIDTH = 5;
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VAR_V6_SCREEN_HEIGHT = 6;
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VAR_CAMERA_POS_X = 7;
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VAR_CAMERA_POS_Y = 8;
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VAR_OVERRIDE = 9;
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VAR_ROOM = 10;
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VAR_ROOM_RESOURCE = 11;
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VAR_TALK_ACTOR = 12;
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VAR_HAVE_MSG = 13;
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VAR_TIMER = 14;
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VAR_TMR_4 = 15;
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VAR_LEFTBTN_DOWN = 22;
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VAR_RIGHTBTN_DOWN = 23;
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VAR_LEFTBTN_HOLD = 24;
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VAR_RIGHTBTN_HOLD = 25;
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VAR_PERFORMANCE_1 = 26;
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VAR_PERFORMANCE_2 = 27;
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VAR_GAME_LOADED = 29;
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VAR_V6_RANDOM_NR = 34;
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VAR_NEW_ROOM = 35;
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VAR_WALKTO_OBJ = 36;
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VAR_CAMERA_DEST_X = 38;
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VAR_CAMERA_DEST_Y = 39;
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VAR_CAMERA_FOLLOWED_ACTOR = 40;
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VAR_SCROLL_SCRIPT = 50;
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VAR_ENTRY_SCRIPT = 51;
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VAR_ENTRY_SCRIPT2 = 52;
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VAR_EXIT_SCRIPT = 53;
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VAR_EXIT_SCRIPT2 = 54;
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VAR_VERB_SCRIPT = 55;
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VAR_SENTENCE_SCRIPT = 56;
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VAR_HOOK_SCRIPT = 57;
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VAR_CUTSCENE_START_SCRIPT = 58;
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VAR_CUTSCENE_END_SCRIPT = 59;
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VAR_UNK_SCRIPT = 60;
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VAR_UNK_SCRIPT_2 = 61;
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VAR_CUTSCENEEXIT_KEY = 62;
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VAR_RESTART_KEY = 63; // ???
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VAR_PAUSE_KEY = 64;
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VAR_SAVELOADDIALOG_KEY = 65; // ???
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VAR_TALKSTOP_KEY = 66;
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VAR_TIMER_NEXT = 97;
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VAR_TMR_1 = 98;
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VAR_TMR_2 = 99;
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VAR_TMR_3 = 100;
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VAR_CAMERA_MIN_X = 101;
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VAR_CAMERA_MAX_X = 102;
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VAR_CAMERA_MIN_Y = 103;
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VAR_CAMERA_MAX_Y = 104;
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VAR_CAMERA_THRESHOLD_X = 105;
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VAR_CAMERA_THRESHOLD_Y = 106;
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VAR_CAMERA_SPEED_X = 107;
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VAR_CAMERA_SPEED_Y = 108;
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VAR_CAMERA_ACCEL_X = 109;
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VAR_CAMERA_ACCEL_Y = 110;
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VAR_EGO = 111;
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VAR_CURSORSTATE = 112;
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VAR_USERPUT = 113;
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VAR_DEFAULT_TALK_DELAY = 114;
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VAR_CHARINC = 115;
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VAR_DEBUGMODE = 116;
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VAR_CHARSET_MASK = 119;
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VAR_VIDEONAME = 123;
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VAR_CUSTOMSCALETABLE = 131;
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//VAR_V5_DRAWFLAGS = 9;
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VAR_MI1_TIMER = 14;
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VAR_V5_OBJECT_LO = 15;
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VAR_V5_OBJECT_HI = 16;
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VAR_V5_TALK_STRING_Y = 54;
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VAR_V5_CHARFLAG = 60;
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VAR_V6_EMSSPACE = 32;
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VAR_STRING2DRAW = 130;
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}
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void Scumm_v8::setupScummVars() {
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// VAR_ROOM_HEIGHT = 1;
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// VAR_ROOM_WIDTH = 2;
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VAR_MOUSE_X = 3;
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VAR_MOUSE_Y = 4;
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VAR_VIRT_MOUSE_X = 5;
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VAR_VIRT_MOUSE_Y = 6;
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VAR_CURSORSTATE = 7;
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VAR_USERPUT = 8;
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VAR_CAMERA_POS_X = 9;
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VAR_CAMERA_POS_Y = 10;
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VAR_CAMERA_DEST_X = 11;
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VAR_CAMERA_DEST_Y = 12;
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VAR_CAMERA_FOLLOWED_ACTOR = 13;
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VAR_TALK_ACTOR = 14;
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VAR_HAVE_MSG = 15;
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VAR_MOUSE_BUTTONS = 16;
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VAR_RIGHTBTN_HOLD = 17; // TODO: Guess (used in room 10 script 2004, and ship-to-ship combat)
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VAR_MOUSE_HOLD = 18;
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VAR_TIMEDATE_YEAR = 24;
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VAR_TIMEDATE_MONTH = 25;
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VAR_TIMEDATE_DAY = 26;
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VAR_TIMEDATE_HOUR = 27;
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VAR_TIMEDATE_MINUTE = 28;
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VAR_TIMEDATE_SECOND = 29;
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VAR_OVERRIDE = 30;
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VAR_ROOM = 31;
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//VAR_VOICE_MODE = 39; // 0 is voice, 1 is voice+text, 2 is text only
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VAR_GAME_LOADED = 40;
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VAR_LANGUAGE = 41;
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VAR_CURRENTDISK = 42;
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VAR_SCROLL_SCRIPT = 50; // FIXME - guess based on where this is in V7
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VAR_ENTRY_SCRIPT = 51;
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VAR_ENTRY_SCRIPT2 = 52;
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VAR_EXIT_SCRIPT = 53;
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VAR_EXIT_SCRIPT2 = 54;
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VAR_VERB_SCRIPT = 55;
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VAR_SENTENCE_SCRIPT = 56;
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VAR_HOOK_SCRIPT = 57;
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VAR_CUTSCENE_START_SCRIPT = 58;
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VAR_CUTSCENE_END_SCRIPT = 59;
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VAR_CUTSCENEEXIT_KEY = 62; // FIXME - guess based on script-1 (could also be 68)
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VAR_PAUSE_KEY = 64;
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VAR_SAVELOADDIALOG_KEY = 65;
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VAR_TALKSTOP_KEY = 67;
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// FIXME - HACK: no clue where these really are located, but we need to put them
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// somewhere so that camera clamping works. So for now just assume they are on their
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// V6 positions (which is somewhat unlikely, considering most stuff moved...)
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VAR_CAMERA_MIN_X = 101;
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VAR_CAMERA_MAX_X = 102;
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VAR_CAMERA_MIN_Y = 103;
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VAR_CAMERA_MAX_Y = 104;
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VAR_CAMERA_THRESHOLD_X = 105;
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VAR_CAMERA_THRESHOLD_Y = 106;
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VAR_CAMERA_SPEED_X = 107;
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VAR_CAMERA_SPEED_Y = 108;
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VAR_CAMERA_ACCEL_X = 109;
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VAR_CAMERA_ACCEL_Y = 110;
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VAR_CUSTOMSCALETABLE = 111; // FIXME - guess
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VAR_TIMER_NEXT = 112;
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VAR_TMR_1 = 113;
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VAR_TMR_2 = 114;
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VAR_TMR_3 = 115;
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VAR_EGO = 126;
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VAR_DEBUGMODE = 130;
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VAR_KEYPRESS = 132;
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VAR_CHARINC = 221;
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}
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