/* 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. * */ #include "gob/gob.h" #include "gob/inter.h" #include "gob/global.h" #include "gob/util.h" #include "gob/draw.h" #include "gob/game.h" #include "gob/script.h" #include "gob/hotspots.h" #include "gob/sound/sound.h" namespace Gob { #define OPCODEVER Inter_LittleRed #define OPCODEDRAW(i, x) _opcodesDraw[i]._OPCODEDRAW(OPCODEVER, x) #define OPCODEFUNC(i, x) _opcodesFunc[i]._OPCODEFUNC(OPCODEVER, x) #define OPCODEGOB(i, x) _opcodesGob[i]._OPCODEGOB(OPCODEVER, x) Inter_LittleRed::Inter_LittleRed(GobEngine *vm) : Inter_v2(vm) { } void Inter_LittleRed::setupOpcodesDraw() { Inter_v2::setupOpcodesDraw(); } void Inter_LittleRed::setupOpcodesFunc() { Inter_v2::setupOpcodesFunc(); OPCODEFUNC(0x14, oLittleRed_keyFunc); OPCODEFUNC(0x3D, oLittleRed_playComposition); } void Inter_LittleRed::setupOpcodesGob() { OPCODEGOB(1, o_gobNOP); // Sets some sound timer interrupt OPCODEGOB(2, o_gobNOP); // Sets some sound timer interrupt OPCODEGOB(500, o2_playProtracker); OPCODEGOB(501, o2_stopProtracker); } void Inter_LittleRed::oLittleRed_keyFunc(OpFuncParams ¶ms) { animPalette(); _vm->_draw->blitInvalidated(); handleBusyWait(); int16 cmd = _vm->_game->_script->readInt16(); int16 key; uint32 keyState; switch (cmd) { case -1: break; case 0: _vm->_draw->_showCursor &= ~2; _vm->_util->longDelay(1); key = _vm->_game->_hotspots->check(0, 0); storeKey(key); _vm->_util->clearKeyBuf(); break; case 1: _vm->_util->forceMouseUp(true); key = _vm->_game->checkKeys(&_vm->_global->_inter_mouseX, &_vm->_global->_inter_mouseY, &_vm->_game->_mouseButtons, 0); storeKey(key); break; case 2: _vm->_util->processInput(true); keyState = _vm->_util->getKeyState(); WRITE_VAR(0, keyState); _vm->_util->clearKeyBuf(); break; default: _vm->_sound->speakerOnUpdate(cmd); if (cmd < 20) { _vm->_util->delay(cmd); _noBusyWait = true; } else _vm->_util->longDelay(cmd); break; } } void Inter_LittleRed::oLittleRed_playComposition(OpFuncParams ¶ms) { o1_playComposition(params); _vm->_sound->blasterRepeatComposition(-1); } } // End of namespace Gob