scummvm/engines/scumm/scumm_v4.h
2014-02-18 02:39:38 +01:00

87 lines
2.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCUMM_SCRIPT_V4_H
#define SCUMM_SCRIPT_V4_H
#include "scumm/scumm_v5.h"
namespace Scumm {
/**
* Engine for version 4 SCUMM games; GF_SMALL_HEADER is always set for these.
*/
class ScummEngine_v4 : public ScummEngine_v5 {
friend class ScummEngine_v5;
public:
/**
* Prepared savegame used by the orginal save/load dialog.
* Must be valid as long as the savescreen is active. As we are not
* notified when the savescreen is closed, memory is only freed on a game
* reset, at the destruction of the engine or when the original save/load
* dialog is entered the next time.
*/
Common::SeekableReadStream *_savePreparedSavegame;
void prepareSavegame();
bool savePreparedSavegame(int slot, char *desc);
public:
ScummEngine_v4(OSystem *syst, const DetectorResult &dr);
virtual void resetScumm();
protected:
virtual void setupOpcodes();
virtual void scummLoop_handleSaveLoad();
virtual int readResTypeList(ResType type);
virtual void readIndexFile();
virtual void loadCharset(int no);
virtual void resetRoomObjects();
virtual void readMAXS(int blockSize);
virtual void readGlobalObjects();
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
void saveVars();
void loadVars();
void saveIQPoints();
void loadIQPoints(byte *ptr, int size);
void updateIQPoints();
/* Version 4 script opcodes */
void o4_ifState();
void o4_ifNotState();
void o4_oldRoomEffect();
void o4_pickupObject();
void o4_saveLoadGame();
void o4_saveLoadVars();
};
} // End of namespace Scumm
#endif