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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.
*
*/
#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:
enum ObjectType {
kObjectTypeFG = 0, // foreground object
// - with owner/state, might (but has not to) be pickupable
// -> with entry in _objectOwner/StateTable
// -> all objects in _inventory have this type
// - image can be exchanged (background overlay)
kObjectTypeBG = 1, // background object
// - without owner/state, not pickupable (room only)
// -> without entry in _objectOwner/StateTable
// - image cannot be exchanged (part of background image)
kObjectTypeActor = 2 // object is an actor
};
protected:
byte _currentMode;
bool _verbExecuting; // is a verb executing
bool _verbPickup; // are we picking up an object during a verb execute
int _activeVerb;
int _activeObjectNr; // 1st Object Number
int _activeObjectType; // 1st Object Type (0: inventory (or room), 1: room)
int _activeObject2Nr; // 2nd Object Number
int _activeObject2Type; // 2nd Object Type (0: inventory (or room), 1: room, 2: actor)
bool _activeObjectObtained; // collected _activeobject?
bool _activeObject2Obtained; // collected _activeObject2?
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 scummLoop(int delta);
virtual void decodeParseString();
virtual void processInput();
virtual void runObject(int obj, int entry);
virtual void saveOrLoad(Serializer *s);
// V0 MM Verb commands
int getVerbPrepId();
int activeVerbPrep();
bool verbMove(int object, bool invObject);
bool verbMoveToActor(int actor);
bool verbObtain(int object);
bool verbExecutes(int object, bool inventory = false);
bool verbExec();
virtual void checkExecVerbs();
virtual void handleMouseOver(bool updateInventory);
int verbPrepIdType(int verbid);
void resetVerbs();
void setNewKidVerbs();
void drawSentenceObject(int object, int type);
void drawSentence();
void switchActor(int slot);
virtual int getVarOrDirectWord(byte mask);
virtual uint fetchScriptWord();
virtual int getActiveObject();
virtual void resetSentence(bool walking);
virtual bool areBoxesNeighbors(int box1nr, int box2nr);
virtual void setActiveInventory(int object);
bool ifEqualActiveObject2Common(bool ignoreType);
/* 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_ifEqualActiveObject2();
void o_ifNotEqualActiveObject2();
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();
byte VAR_ACTIVE_ACTOR;
byte VAR_IS_SOUND_RUNNING;
byte VAR_ACTIVE_VERB;
};
} // End of namespace Scumm
#endif
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