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/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef SCUMM_SCRIPT_V0_H
#define SCUMM_SCRIPT_V0_H
#include "scumm/scumm_v2.h"
namespace Scumm {
/**
* Engine for Apple II and Commodore 64 versions of Maniac Mansion
*/
class ScummEngine_v0 : public ScummEngine_v2 {
protected:
int _currentMode;
public:
ScummEngine_v0(OSystem *syst, const DetectorResult &dr);
virtual void resetScumm();
protected:
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
virtual void setupOpcodes();
virtual void setupScummVars();
virtual void resetScummVars();
virtual void decodeParseString();
virtual void processInput();
virtual void saveOrLoad(Serializer *s);
virtual void checkExecVerbs();
virtual void handleMouseOver(bool updateInventory);
void resetVerbs();
void setNewKidVerbs();
void drawSentence();
void switchActor(int slot);
virtual int getVarOrDirectWord(byte mask);
virtual uint fetchScriptWord();
virtual int getActiveObject();
virtual void resetSentence();
/* Version C64 script opcodes */
void o_stopCurrentScript();
void o_loadSound();
void o_getActorMoving();
void o_animateActor();
void o_putActorAtObject();
void o_pickupObject();
void o_setObjectName();
void o_lockSound();
void o_lockCostume();
void o_loadCostume();
void o_loadRoom();
void o_loadRoomWithEgo();
void o_lockScript();
void o_loadScript();
void o_lockRoom();
void o_cursorCommand();
void o_lights();
void o_unlockCostume();
void o_unlockScript();
void o_decrement();
void o_nop();
void o_getActorBitVar();
void o_setActorBitVar();
void o_getBitVar();
void o_setBitVar();
void o_doSentence();
void o_unknown2();
void o_ifActiveObject();
void o_getClosestObjActor();
void o_printEgo_c64();
void o_print_c64();
void o_unlockRoom();
void o_unlockSound();
void o_cutscene();
void o_endCutscene();
void o_beginOverride();
void o_setOwnerOf();
};
} // End of namespace Scumm
#endif
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