aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/scumm_v0.h
blob: 4098d639c4c60e022a7c2381e7e453530077ad8f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
/* 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 CurrentMode {
		kModeCutscene = 0,   // cutscene active
		kModeKeypad = 1,     // kid selection / dial pad / save-load dialog
		kModeNoNewKid = 2,   // verb "new kid" disabled (e.g. when entering lab)
		kModeNormal = 3      // normal playing mode
	};

	enum WalkToObjectState {
		kWalkToObjectStateDone = 0,
		kWalkToObjectStateWalk = 1,
		kWalkToObjectStateTurn = 2
	};

protected:
	bool _drawDemo;
	byte _currentMode;
	byte _currentLights;

	int _activeVerb;		// selected verb
	int _activeObject;		// 1st selected object (see OBJECT_V0())
	int _activeObject2;		// 2nd selected object or actor (see OBJECT_V0())

	int _cmdVerb;			// script verb
	int _cmdObject;			// 1st script object (see OBJECT_V0())
	int _cmdObject2;		// 2nd script object or actor (see OBJECT_V0())
	int _sentenceNestedCount;

	int _walkToObject;
	int _walkToObjectState;
	bool _redrawSentenceLine;

public:
	ScummEngine_v0(OSystem *syst, const DetectorResult &dr);

	virtual void resetScumm();

	byte walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest);

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 saveOrLoad(Serializer *s);

	virtual bool objIsActor(int obj);
	virtual int objToActor(int obj);
	virtual int actorToObj(int actor);

	// V0 MM Verb commands
	int getVerbPrepId();
	int activeVerbPrep();
	void walkToActorOrObject(int object);
	void verbExec();

	virtual void runSentenceScript();
	virtual void checkAndRunSentenceScript();
	bool checkPendingWalkAction();
	bool checkSentenceComplete();
	virtual void checkExecVerbs();
	virtual void handleMouseOver(bool updateInventory);
	int verbPrepIdType(int verbid);
	void resetVerbs();
	void verbDemoMode();
	void verbDrawDemoString(int VerbDemoNumber);

	void clearSentenceLine();
	void flushSentenceLine();
	void drawSentenceObject(int object);
	void drawSentenceLine();

	void setMode(byte mode);

	void switchActor(int slot);

	virtual int getVarOrDirectWord(byte mask);
	virtual uint fetchScriptWord();

	virtual int getActiveObject();

	void resetSentence();

	bool areBoxesNeighbors(int box1nr, int box2nr);

	bool ifEqualActiveObject2Common(bool checkType);

	virtual int getCurrentLights() const;

	/* Version 0 script opcodes */
	void o_stopCurrentScript();
	void o_walkActorToObject();
	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_setMode();
	void o_lights();
	void o_unlockCostume();
	void o_unlockScript();
	void o_decrement();
	void o_nop();
	void o_getObjectOwner();
	void o_getActorBitVar();
	void o_setActorBitVar();
	void o_getBitVar();
	void o_setBitVar();
	void o_doSentence();
	void o_ifEqualActiveObject2();
	void o_ifNotEqualActiveObject2();
	void o_getClosestActor();
	void o_printEgo();
	void o_print();
	void o_unlockRoom();
	void o_unlockSound();
	void o_cutscene();
	void o_endCutscene();
	void o_setOwnerOf();
	void o_screenPrepare();

	byte VAR_ACTIVE_OBJECT2;
	byte VAR_IS_SOUND_RUNNING;
	byte VAR_ACTIVE_VERB;
};


} // End of namespace Scumm

#endif