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https://github.com/libretro/scummvm.git
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87 lines
2.5 KiB
C++
87 lines
2.5 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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#ifndef SCUMM_SCRIPT_V4_H
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#define SCUMM_SCRIPT_V4_H
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#include "scumm/scumm_v5.h"
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namespace Scumm {
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/**
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* Engine for version 4 SCUMM games; GF_SMALL_HEADER is always set for these.
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*/
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class ScummEngine_v4 : public ScummEngine_v5 {
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friend class ScummEngine_v5;
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public:
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/**
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* Prepared savegame used by the orginal save/load dialog.
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* Must be valid as long as the savescreen is active. As we are not
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* notified when the savescreen is closed, memory is only freed on a game
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* reset, at the destruction of the engine or when the original save/load
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* dialog is entered the next time.
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*/
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Common::SeekableReadStream *_savePreparedSavegame;
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void prepareSavegame();
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bool savePreparedSavegame(int slot, char *desc);
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public:
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ScummEngine_v4(OSystem *syst, const DetectorResult &dr);
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virtual void resetScumm();
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protected:
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virtual void setupOpcodes();
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virtual void scummLoop_handleSaveLoad();
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virtual int readResTypeList(ResType type);
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virtual void readIndexFile();
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virtual void loadCharset(int no);
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virtual void resetRoomObjects();
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virtual void readMAXS(int blockSize);
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virtual void readGlobalObjects();
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virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
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void saveVars();
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void loadVars();
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void saveIQPoints();
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void loadIQPoints(byte *ptr, int size);
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void updateIQPoints();
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/* Version 4 script opcodes */
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void o4_ifState();
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void o4_ifNotState();
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void o4_oldRoomEffect();
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void o4_pickupObject();
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void o4_saveLoadGame();
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void o4_saveLoadVars();
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};
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} // End of namespace Scumm
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#endif
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