Add scripts file for C64 verisons, ready for future changes.

svn-id: r18151
This commit is contained in:
Travis Howell 2005-05-18 02:32:25 +00:00
parent 50abcb6683
commit a8106f8c16
4 changed files with 416 additions and 1 deletions

View file

@ -376,6 +376,30 @@ protected:
byte VAR_BACKUP_VERB;
};
/**
* Engine for version 2 SCUMM games.
*/
class ScummEngine_c64 : public ScummEngine_v2 {
protected:
typedef void (ScummEngine_c64::*OpcodeProcC64)();
struct OpcodeEntryC64 {
OpcodeProcC64 proc;
const char *desc;
};
const OpcodeEntryC64 *_opcodesC64;
public:
ScummEngine_c64(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16]);
protected:
virtual void setupOpcodes();
virtual void executeOpcode(byte i);
virtual const char *getOpcodeDesc(byte i);
/* Version 2 script opcodes */
};
class ScummEngine_v6 : public ScummEngine {
friend class Insane;

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@ -36,6 +36,7 @@ MODULE_OBJS := \
scumm/room.o \
scumm/saveload.o \
scumm/script.o \
scumm/script_c64.o \
scumm/script_v2.o \
scumm/script_v5.o \
scumm/script_v6.o \

382
scumm/script_c64.cpp Normal file
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@ -0,0 +1,382 @@
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 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.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/intern.h"
#include "scumm/object.h"
#include "scumm/scumm.h"
#include "scumm/util.h"
#include "scumm/verbs.h"
namespace Scumm {
#define OPCODE(x) _OPCODE(ScummEngine_c64, x)
void ScummEngine_c64::setupOpcodes() {
static const OpcodeEntryC64 opcodes[256] = {
/* 00 */
OPCODE(o5_stopObjectCode),
OPCODE(o2_putActor),
OPCODE(o5_startMusic),
OPCODE(o5_getActorRoom),
/* 04 */
OPCODE(o2_isGreaterEqual),
OPCODE(o2_drawObject),
OPCODE(o2_getActorElevation),
OPCODE(o2_setState08),
/* 08 */
OPCODE(o5_isNotEqual),
OPCODE(o5_faceActor),
OPCODE(o2_assignVarWordIndirect),
OPCODE(o2_setObjPreposition),
/* 0C */
OPCODE(o2_resourceRoutines),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifNotState08),
/* 10 */
OPCODE(o5_getObjectOwner),
OPCODE(o2_animateActor),
OPCODE(o2_panCameraTo),
OPCODE(o2_actorOps),
/* 14 */
OPCODE(o5_print),
OPCODE(o2_actorFromPos),
OPCODE(o5_getRandomNr),
OPCODE(o2_clearState02),
/* 18 */
OPCODE(o5_jumpRelative),
OPCODE(o2_doSentence),
OPCODE(o5_move),
OPCODE(o2_setBitVar),
/* 1C */
OPCODE(o5_startSound),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState02),
/* 20 */
OPCODE(o5_stopMusic),
OPCODE(o2_putActor),
OPCODE(o5_saveLoadGame),
OPCODE(o2_getActorY),
/* 24 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_setVarRange),
OPCODE(o2_setState04),
/* 28 */
OPCODE(o5_equalZero),
OPCODE(o2_setOwnerOf),
OPCODE(o2_addIndirect),
OPCODE(o5_delayVariable),
/* 2C */
OPCODE(o2_assignVarByte),
OPCODE(o5_putActorInRoom),
OPCODE(o2_delay),
OPCODE(o2_ifNotState04),
/* 30 */
OPCODE(o2_setBoxFlags),
OPCODE(o2_getBitVar),
OPCODE(o2_setCameraAt),
OPCODE(o2_roomOps),
/* 34 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_setState01),
/* 38 */
OPCODE(o2_isLessEqual),
OPCODE(o2_doSentence),
OPCODE(o2_subtract),
OPCODE(o2_waitForActor),
/* 3C */
OPCODE(o5_stopSound),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState01),
/* 40 */
OPCODE(o2_cutscene),
OPCODE(o2_putActor),
OPCODE(o2_startScript),
OPCODE(o2_getActorX),
/* 44 */
OPCODE(o2_isLess),
OPCODE(o2_drawObject),
OPCODE(o5_increment),
OPCODE(o2_clearState08),
/* 48 */
OPCODE(o5_isEqual),
OPCODE(o5_faceActor),
OPCODE(o2_chainScript),
OPCODE(o2_setObjPreposition),
/* 4C */
OPCODE(o2_waitForSentence),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifState08),
/* 50 */
OPCODE(o2_pickupObject),
OPCODE(o2_animateActor),
OPCODE(o5_actorFollowCamera),
OPCODE(o2_actorOps),
/* 54 */
OPCODE(o5_setObjectName),
OPCODE(o2_actorFromPos),
OPCODE(o5_getActorMoving),
OPCODE(o2_setState02),
/* 58 */
OPCODE(o2_beginOverride),
OPCODE(o2_doSentence),
OPCODE(o2_add),
OPCODE(o2_setBitVar),
/* 5C */
OPCODE(o2_dummy),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState02),
/* 60 */
OPCODE(o2_cursorCommand),
OPCODE(o2_putActor),
OPCODE(o2_stopScript),
OPCODE(o5_getActorFacing),
/* 64 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_getClosestObjActor),
OPCODE(o2_clearState04),
/* 68 */
OPCODE(o5_isScriptRunning),
OPCODE(o2_setOwnerOf),
OPCODE(o2_subIndirect),
OPCODE(o2_dummy),
/* 6C */
OPCODE(o2_getObjPreposition),
OPCODE(o5_putActorInRoom),
OPCODE(o2_dummy),
OPCODE(o2_ifState04),
/* 70 */
OPCODE(o2_lights),
OPCODE(o5_getActorCostume),
OPCODE(o5_loadRoom),
OPCODE(o2_roomOps),
/* 74 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_clearState01),
/* 78 */
OPCODE(o2_isGreater),
OPCODE(o2_doSentence),
OPCODE(o2_verbOps),
OPCODE(o2_getActorWalkBox),
/* 7C */
OPCODE(o5_isSoundRunning),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState01),
/* 80 */
OPCODE(o5_breakHere),
OPCODE(o2_putActor),
OPCODE(o5_startMusic),
OPCODE(o5_getActorRoom),
/* 84 */
OPCODE(o2_isGreaterEqual),
OPCODE(o2_drawObject),
OPCODE(o2_getActorElevation),
OPCODE(o2_setState08),
/* 88 */
OPCODE(o5_isNotEqual),
OPCODE(o5_faceActor),
OPCODE(o2_assignVarWordIndirect),
OPCODE(o2_setObjPreposition),
/* 8C */
OPCODE(o2_resourceRoutines),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifNotState08),
/* 90 */
OPCODE(o5_getObjectOwner),
OPCODE(o2_animateActor),
OPCODE(o2_panCameraTo),
OPCODE(o2_actorOps),
/* 94 */
OPCODE(o5_print),
OPCODE(o2_actorFromPos),
OPCODE(o5_getRandomNr),
OPCODE(o2_clearState02),
/* 98 */
OPCODE(o2_restart),
OPCODE(o2_doSentence),
OPCODE(o5_move),
OPCODE(o2_setBitVar),
/* 9C */
OPCODE(o5_startSound),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState02),
/* A0 */
OPCODE(o5_stopObjectCode),
OPCODE(o2_putActor),
OPCODE(o5_saveLoadGame),
OPCODE(o2_getActorY),
/* A4 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_setVarRange),
OPCODE(o2_setState04),
/* A8 */
OPCODE(o5_notEqualZero),
OPCODE(o2_setOwnerOf),
OPCODE(o2_addIndirect),
OPCODE(o2_switchCostumeSet),
/* AC */
OPCODE(o2_drawSentence),
OPCODE(o5_putActorInRoom),
OPCODE(o2_waitForMessage),
OPCODE(o2_ifNotState04),
/* B0 */
OPCODE(o2_setBoxFlags),
OPCODE(o2_getBitVar),
OPCODE(o2_setCameraAt),
OPCODE(o2_roomOps),
/* B4 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_setState01),
/* B8 */
OPCODE(o2_isLessEqual),
OPCODE(o2_doSentence),
OPCODE(o2_subtract),
OPCODE(o2_waitForActor),
/* BC */
OPCODE(o5_stopSound),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState01),
/* C0 */
OPCODE(o2_endCutscene),
OPCODE(o2_putActor),
OPCODE(o2_startScript),
OPCODE(o2_getActorX),
/* C4 */
OPCODE(o2_isLess),
OPCODE(o2_drawObject),
OPCODE(o5_decrement),
OPCODE(o2_clearState08),
/* C8 */
OPCODE(o5_isEqual),
OPCODE(o5_faceActor),
OPCODE(o2_chainScript),
OPCODE(o2_setObjPreposition),
/* CC */
OPCODE(o5_pseudoRoom),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifState08),
/* D0 */
OPCODE(o2_pickupObject),
OPCODE(o2_animateActor),
OPCODE(o5_actorFollowCamera),
OPCODE(o2_actorOps),
/* D4 */
OPCODE(o5_setObjectName),
OPCODE(o2_actorFromPos),
OPCODE(o5_getActorMoving),
OPCODE(o2_setState02),
/* D8 */
OPCODE(o5_printEgo),
OPCODE(o2_doSentence),
OPCODE(o2_add),
OPCODE(o2_setBitVar),
/* DC */
OPCODE(o2_dummy),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState02),
/* E0 */
OPCODE(o2_cursorCommand),
OPCODE(o2_putActor),
OPCODE(o2_stopScript),
OPCODE(o5_getActorFacing),
/* E4 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_getClosestObjActor),
OPCODE(o2_clearState04),
/* E8 */
OPCODE(o5_isScriptRunning),
OPCODE(o2_setOwnerOf),
OPCODE(o2_subIndirect),
OPCODE(o2_dummy),
/* EC */
OPCODE(o2_getObjPreposition),
OPCODE(o5_putActorInRoom),
OPCODE(o2_dummy),
OPCODE(o2_ifState04),
/* F0 */
OPCODE(o2_lights),
OPCODE(o5_getActorCostume),
OPCODE(o5_loadRoom),
OPCODE(o2_roomOps),
/* F4 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_clearState01),
/* F8 */
OPCODE(o2_isGreater),
OPCODE(o2_doSentence),
OPCODE(o2_verbOps),
OPCODE(o2_getActorWalkBox),
/* FC */
OPCODE(o5_isSoundRunning),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState01)
};
_opcodesC64 = opcodes;
}
#define SENTENCE_SCRIPT 2
#define PARAM_1 0x80
#define PARAM_2 0x40
#define PARAM_3 0x20
void ScummEngine_c64::executeOpcode(byte i) {
OpcodeProcC64 op = _opcodesC64[i].proc;
(this->*op) ();
}
const char *ScummEngine_c64::getOpcodeDesc(byte i) {
return _opcodesC64[i].desc;
}
#undef PARAM_1
#undef PARAM_2
#undef PARAM_3
} // End of namespace Scumm

View file

@ -1266,6 +1266,10 @@ ScummEngine_v2::ScummEngine_v2(GameDetector *detector, OSystem *syst, const Scum
: ScummEngine_v3old(detector, syst, gs, md5sum) {
}
ScummEngine_c64::ScummEngine_c64(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16])
: ScummEngine_v2(detector, syst, gs, md5sum) {
}
ScummEngine_v6::ScummEngine_v6(GameDetector *detector, OSystem *syst, const ScummGameSettings &gs, uint8 md5sum[16])
: ScummEngine(detector, syst, gs, md5sum) {
_blastObjectQueuePos = 0;
@ -2874,7 +2878,11 @@ Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst) {
switch (game.version) {
case 1:
case 2:
engine = new ScummEngine_v2(detector, syst, game, md5sum);
// Limit to C64 MM?
if (game.platform == Common::kPlatformC64)
engine = new ScummEngine_c64(detector, syst, game, md5sum);
else
engine = new ScummEngine_v2(detector, syst, game, md5sum);
break;
case 3:
if (game.features & GF_OLD_BUNDLE)