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authorMax Horn2002-12-22 23:51:04 +0000
committerMax Horn2002-12-22 23:51:04 +0000
commit09baac729f97321f980264de0a046534a6cfe622 (patch)
tree04cc3e39ddfd308f78ff3a553a273a41324f5598 /scumm/intern.h
parent1804f44af149c6f47c64703747e68182e63fc7af (diff)
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why not reuse the V6 opcode implementations, it would seems many of them are identical in V8. Or maybe V8 actually uses 32 bit ops in some places, but then we can still deal with that once we are actually in the position to try run any scripts :-)
svn-id: r6062
Diffstat (limited to 'scumm/intern.h')
-rw-r--r--scumm/intern.h30
1 files changed, 2 insertions, 28 deletions
diff --git a/scumm/intern.h b/scumm/intern.h
index 452e04faeb..68e5992def 100644
--- a/scumm/intern.h
+++ b/scumm/intern.h
@@ -376,7 +376,7 @@ protected:
virtual void setupScummVars();
};
-class Scumm_v8 : public Scumm
+class Scumm_v8 : public Scumm_v6
{
protected:
typedef void (Scumm_v8::*OpcodeProcV8)();
@@ -388,7 +388,7 @@ protected:
const OpcodeEntryV8 *_opcodesV8;
public:
- Scumm_v8(GameDetector *detector, OSystem *syst) : Scumm(detector, syst) {}
+ Scumm_v8(GameDetector *detector, OSystem *syst) : Scumm_v6(detector, syst) {}
protected:
virtual void setupOpcodes();
@@ -400,41 +400,15 @@ protected:
void o8_unknown();
void o8_invalid();
- void o8_pushNumber();
- void o8_pushVariable();
- void o8_arrayRead();
- void o8_arrayIndexedRead();
- void o8_dup();
void o8_pop();
- void o8_not();
- void o8_eq();
- void o8_neq();
- void o8_gt();
- void o8_lt();
- void o8_le();
- void o8_ge();
- void o8_add();
- void o8_sub();
- void o8_mul();
- void o8_div();
- void o8_land();
- void o8_lor();
- void o8_band();
- void o8_bor();
void o8_mod();
- void o8_jump();
- void o8_breakHere();
void o8_wait();
- void o8_cutscene();
- void o8_endCutscene();
void o8_cursorCommand();
void o8_resourceRoutines();
void o8_roomOps();
void o8_actorSet();
void o8_cameraStuff();
void o8_verbOps();
- void o8_startScript();
- void o8_startObject();
};