/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef INTERN_H #define INTERN_H #include "scumm.h" class Scumm_v5 : public Scumm { protected: typedef void (Scumm_v5::*OpcodeProcV5)(); struct OpcodeEntryV5 { OpcodeProcV5 proc; const char *desc; }; const OpcodeEntryV5 *_opcodesV5; public: Scumm_v5(GameDetector *detector, OSystem *syst) : Scumm(detector, syst) {} protected: virtual void setupOpcodes(); virtual void executeOpcode(int i); virtual const char *getOpcodeDesc(int i); void decodeParseString(); int getWordVararg(int16 *ptr); int getVarOrDirectWord(byte mask); int getVarOrDirectByte(byte mask); /* Version 5 script opcodes */ void o5_actorFollowCamera(); void o5_actorFromPos(); void o5_actorSet(); void o5_add(); void o5_and(); void o5_animateActor(); void o5_badOpcode(); void o5_breakHere(); void o5_chainScript(); void o5_cursorCommand(); void o5_cutscene(); void o5_debug(); void o5_decrement(); void o5_delay(); void o5_delayVariable(); void o5_divide(); void o5_doSentence(); void o5_drawBox(); void o5_drawObject(); void o5_dummy(); void o5_endCutscene(); void o5_equalZero(); void o5_expression(); void o5_faceActor(); void o5_findInventory(); void o5_findObject(); void o5_freezeScripts(); void o5_getActorCostume(); void o5_getActorElevation(); void o5_getActorFacing(); void o5_getActorMoving(); void o5_getActorRoom(); void o5_getActorScale(); void o5_getActorWalkBox(); void o5_getActorWidth(); void o5_getActorX(); void o5_getActorY(); void o5_getAnimCounter(); void o5_getClosestObjActor(); void o5_getDist(); void o5_getInventoryCount(); void o5_getObjectOwner(); void o5_getObjectState(); void o5_getRandomNr(); void o5_isScriptRunning(); void o5_getVerbEntrypoint(); void o5_ifClassOfIs(); void o5_increment(); void o5_isActorInBox(); void o5_isEqual(); void o5_isGreater(); void o5_isGreaterEqual(); void o5_isLess(); void o5_isNotEqual(); void o5_ifState(); void o5_ifNotState(); void o5_isSoundRunning(); void o5_jumpRelative(); void o5_lessOrEqual(); void o5_lights(); void o5_loadRoom(); void o5_loadRoomWithEgo(); void o5_matrixOps(); void o5_move(); void o5_multiply(); void o5_notEqualZero(); void o5_or(); void o5_overRide(); void o5_panCameraTo(); void o5_pickupObject(); void o5_print(); void o5_printEgo(); void o5_pseudoRoom(); void o5_putActor(); void o5_putActorAtObject(); void o5_putActorInRoom(); void o5_quitPauseRestart(); void o5_resourceRoutines(); void o5_roomOps(); void o5_saveRestoreVerbs(); void o5_setCameraAt(); void o5_setClass(); void o5_setObjectName(); void o5_setOwnerOf(); void o5_setState(); void o5_setVarRange(); void o5_soundKludge(); void o5_startMusic(); void o5_startObject(); void o5_startScript(); void o5_startSound(); void o5_stopMusic(); void o5_stopObjectCode(); void o5_stopObjectScript(); void o5_stopScript(); void o5_stopSound(); void o5_stringOps(); void o5_subtract(); void o5_verbOps(); void o5_wait(); void o5_walkActorTo(); void o5_walkActorToActor(); void o5_walkActorToObject(); void o5_oldRoomEffect(); void o5_pickupObjectOld(); }; // FIXME - subclassing V2 from Scumm_v5 is a hack: V2 should have its own opcode table class Scumm_v2 : public Scumm_v5 { public: Scumm_v2(GameDetector *detector, OSystem *syst) : Scumm_v5(detector, syst) {} virtual void readIndexFile(); }; // FIXME - maybe we should move the opcodes from v5 to v3, and change the inheritance // accordingly - that would be more logical I guess. However, if you do so, take care // of preserving the right readIndexFile / loadCharset !!! class Scumm_v3 : public Scumm_v5 { public: Scumm_v3(GameDetector *detector, OSystem *syst) : Scumm_v5(detector, syst) {} void readIndexFile(); virtual void loadCharset(int no); }; class Scumm_v4 : public Scumm_v3 { public: Scumm_v4(GameDetector *detector, OSystem *syst) : Scumm_v3(detector, syst) {} void loadCharset(int no); }; class Scumm_v6 : public Scumm { protected: typedef void (Scumm_v6::*OpcodeProcV6)(); struct OpcodeEntryV6 { OpcodeProcV6 proc; const char *desc; }; const OpcodeEntryV6 *_opcodesV6; public: Scumm_v6(GameDetector *detector, OSystem *syst) : Scumm(detector, syst) {} protected: virtual void setupOpcodes(); virtual void executeOpcode(int i); virtual const char *getOpcodeDesc(int i); int popRoomAndObj(int *room); void decodeParseString(int a, int b); int getStackList(int16 *args, uint maxnum); /* Version 6 script opcodes */ void o6_setBlastObjectWindow(); void o6_pushByte(); void o6_pushWord(); void o6_pushByteVar(); void o6_pushWordVar(); void o6_invalid(); void o6_byteArrayRead(); void o6_wordArrayRead(); void o6_byteArrayIndexedRead(); void o6_wordArrayIndexedRead(); void o6_dup(); void o6_pop(); void o6_not(); void o6_eq(); void o6_neq(); void o6_gt(); void o6_lt(); void o6_le(); void o6_ge(); void o6_add(); void o6_sub(); void o6_mul(); void o6_div(); void o6_land(); void o6_lor(); void o6_writeByteVar(); void o6_writeWordVar(); void o6_byteArrayWrite(); void o6_wordArrayWrite(); void o6_byteArrayIndexedWrite(); void o6_wordArrayIndexedWrite(); void o6_byteVarInc(); void o6_wordVarInc(); void o6_byteArrayInc(); void o6_wordArrayInc(); void o6_byteVarDec(); void o6_wordVarDec(); void o6_byteArrayDec(); void o6_wordArrayDec(); void o6_jumpTrue(); void o6_jumpFalse(); void o6_jump(); void o6_startScriptEx(); void o6_startScript(); void o6_startObject(); void o6_setObjectState(); void o6_setObjectXY(); void o6_stopObjectCode(); void o6_endCutscene(); void o6_cutscene(); void o6_stopMusic(); void o6_freezeUnfreeze(); void o6_cursorCommand(); void o6_breakHere(); void o6_ifClassOfIs(); void o6_setClass(); void o6_getState(); void o6_setState(); void o6_setOwner(); void o6_getOwner(); void o6_startSound(); void o6_stopSound(); void o6_startMusic(); void o6_stopObjectScript(); void o6_panCameraTo(); void o6_actorFollowCamera(); void o6_setCameraAt(); void o6_loadRoom(); void o6_stopScript(); void o6_walkActorToObj(); void o6_walkActorTo(); void o6_putActorInRoom(); void o6_putActorAtObject(); void o6_faceActor(); void o6_animateActor(); void o6_doSentence(); void o6_pickupObject(); void o6_loadRoomWithEgo(); void o6_getRandomNumber(); void o6_getRandomNumberRange(); void o6_getActorMoving(); void o6_isScriptRunning(); void o6_getActorRoom(); void o6_getObjectX(); void o6_getObjectY(); void o6_getObjectOldDir(); void o6_getObjectNewDir(); void o6_getActorWalkBox(); void o6_getActorCostume(); void o6_findInventory(); void o6_getInventoryCount(); void o6_getVerbFromXY(); void o6_beginOverride(); void o6_endOverride(); void o6_setObjectName(); void o6_isSoundRunning(); void o6_setBoxFlags(); void o6_createBoxMatrix(); void o6_resourceRoutines(); void o6_roomOps(); void o6_actorOps(); void o6_verbOps(); void o6_getActorFromXY(); void o6_findObject(); void o6_pseudoRoom(); void o6_getActorElevation(); void o6_getVerbEntrypoint(); void o6_arrayOps(); void o6_saveRestoreVerbs(); void o6_drawBox(); void o6_getActorWidth(); void o6_wait(); void o6_getActorScaleX(); void o6_getActorAnimCounter1(); void o6_soundKludge(); void o6_isAnyOf(); void o6_quitPauseRestart(); void o6_isActorInBox(); void o6_delay(); void o6_delayLonger(); void o6_delayVeryLong(); void o6_stopSentence(); void o6_print_0(); void o6_print_1(); void o6_print_2(); void o6_print_3(); void o6_printActor(); void o6_printEgo(); void o6_talkActor(); void o6_talkEgo(); void o6_dim(); void o6_dummy(); void o6_startObjectQuick(); void o6_startScriptQuick(); void o6_dim2(); void o6_abs(); void o6_distObjectObject(); void o6_distObjectPt(); void o6_distPtPt(); void o6_miscOps(); void o6_delayFrames(); void o6_pickOneOf(); void o6_pickOneOfDefault(); void o6_jumpToScript(); void o6_isRoomScriptRunning(); void o6_kernelFunction(); void o6_getAnimateVariable(); void o6_drawBlastObject(); void o6_getActorLayer(); void o6_unknownCD(); void o6_bor(); void o6_band(); }; class Scumm_v7 : public Scumm_v6 { public: Scumm_v7(GameDetector *detector, OSystem *syst) : Scumm_v6(detector, syst) {} protected: virtual void setupScummVars(); }; class Scumm_v8 : public Scumm_v6 { protected: typedef void (Scumm_v8::*OpcodeProcV8)(); struct OpcodeEntryV8 { OpcodeProcV8 proc; const char *desc; }; const OpcodeEntryV8 *_opcodesV8; public: Scumm_v8(GameDetector *detector, OSystem *syst) : Scumm_v6(detector, syst) {} protected: virtual void setupOpcodes(); virtual void executeOpcode(int i); virtual const char *getOpcodeDesc(int i); virtual void setupScummVars(); virtual uint fetchScriptWord(); virtual int fetchScriptWordSigned(); virtual int readVar(uint var); virtual void writeVar(uint var, int value); void decodeParseString(int m, int n); /* Version 8 script opcodes */ void o8_mod(); void o8_wait(); void o8_dim(); void o8_dim2(); void o8_arrayOps(); void o8_printLine(); void o8_printCursor(); void o8_printDebug(); void o8_printSystem(); void o8_cursorCommand(); void o8_resourceRoutines(); void o8_roomOps(); void o8_actorOps(); void o8_cameraOps(); void o8_verbOps(); void o8_soundKludge(); void o8_system(); void o8_kludge(); void o8_kludge2(); }; #endif