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/* 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 decodeParseString2(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_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_kill();
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_actorSet();
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_runVerbCodeQuick();
void o6_runScriptQuick();
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_getActorPriority();
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
{
protected:
typedef void (Scumm_v8::*OpcodeProcV8)();
struct OpcodeEntryV8 {
OpcodeProcV8 proc;
const char *desc;
};
const OpcodeEntryV8 *_opcodesV8;
public:
Scumm_v8(GameDetector *detector, OSystem *syst) : Scumm(detector, syst) {}
protected:
virtual void setupOpcodes();
virtual void executeOpcode(int i);
virtual const char *getOpcodeDesc(int i);
/* Version 8 script opcodes */
void o8_unknown();
void o8_invalid();
void o8_pushNumber();
void o8_pushVariable();
void o8_arrayRead();
void o8_arrayIndexedRead();
void o8_dup();
void o8_pop();
void o8_not();
void o8_eq();
void o8_neq();
void o8_gt();
void o8_lt();
void o8_le();
void o8_ge();
void o8_add();
void o8_sub();
void o8_mul();
void o8_div();
void o8_land();
void o8_lor();
void o8_band();
void o8_bor();
void o8_mod();
void o8_jump();
void o8_breakHere();
void o8_wait();
void o8_cutscene();
void o8_endCutscene();
void o8_cursorCommand();
void o8_resourceRoutines();
void o8_roomOps();
void o8_actorSet();
void o8_cameraStuff();
void o8_verbOps();
void o8_startScript();
void o8_startObject();
};
#endif
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