refactoring: use inheritance to mode the relations between the various engine versions. E.g. the V6 opcodes are now in Scumm_v6, the V5 opcodes in Scumm_v5 (from which we now derive v2-v4. which is a bit odd - maybe we should move the v5 opcodes to Scumm_v3 ?)

svn-id: r5994
This commit is contained in:
Max Horn 2002-12-16 12:12:31 +00:00
parent 254d8c81f9
commit c4b6fa7f70
6 changed files with 542 additions and 507 deletions

View file

@ -1224,11 +1224,6 @@ void Scumm::setStringVars(int slot)
st->charset = st->t_charset;
}
void Scumm::unkMiscOp9()
{
warning("stub unkMiscOp9()");
}
void Scumm::startManiac()
{
warning("stub startManiac()");
@ -1535,10 +1530,7 @@ void Scumm::launch()
allocResTypeData(rtBuffer, MKID('NONE'), 10, "buffer", 0);
initVirtScreen(0, 0, 0, _realWidth, _realHeight, false, false);
if (_features & GF_AFTER_V7)
setupScummVarsNew();
else
setupScummVarsOld();
setupScummVars();
if ((_features & GF_AFTER_V7) || (_gameId == GID_SAMNMAX))
NUM_ACTORS = 30;
@ -1559,10 +1551,7 @@ void Scumm::launch()
readIndexFile();
if (_features & GF_AFTER_V6)
setupOpcodes_V6();
else
setupOpcodes_V5();
setupOpcodes();
scummInit();