scummvm/engines/illusions/duckman/scriptopcodes_duckman.h
2020-02-09 12:43:15 +01:00

165 lines
8.9 KiB
C++

/* 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 ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
#define ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
#include "illusions/scriptopcodes.h"
#include "common/func.h"
namespace Illusions {
class IllusionsEngine_Duckman;
class ScriptThread;
class ScriptOpcodes_Duckman : public ScriptOpcodes {
public:
ScriptOpcodes_Duckman(IllusionsEngine_Duckman *vm);
~ScriptOpcodes_Duckman() override;
void initOpcodes() override;
void freeOpcodes() override;
protected:
IllusionsEngine_Duckman *_vm;
// Opcodes
void opNop(ScriptThread *scriptThread, OpCall &opCall);
void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
void opYield(ScriptThread *scriptThread, OpCall &opCall);
void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
void opJump(ScriptThread *scriptThread, OpCall &opCall);
void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
void opNotifyThread(ScriptThread *scriptThread, OpCall &opCall);
void opSuspendThread(ScriptThread *scriptThread, OpCall &opCall);
void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
void opRerunThreads(ScriptThread *scriptThread, OpCall &opCall);
void opEnterScene18(ScriptThread *scriptThread, OpCall &opCall);
void opUnloadResourcesBySceneId(ScriptThread *scriptThread, OpCall &opCall);
void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
void opResumeFromSavegame(ScriptThread *scriptThread, OpCall &opCall);
void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
void opEnterScene24(ScriptThread *scriptThread, OpCall &opCall);
void opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall);
void opEnterDebugger(ScriptThread *scriptThread, OpCall &opCall);
void opLeaveDebugger(ScriptThread *scriptThread, OpCall &opCall);
void opDumpCurrentSceneFiles(ScriptThread *scriptThread, OpCall &opCall);
void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall);
void opPanTrackObject(ScriptThread *scriptThread, OpCall &opCall);
void opPanToObject(ScriptThread *scriptThread, OpCall &opCall);
void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall);
void opPanStop(ScriptThread *scriptThread, OpCall &opCall);
void opStartFade(ScriptThread *scriptThread, OpCall &opCall);
void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall);
void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
void opStartSequenceActorAtPosition(ScriptThread *scriptThread, OpCall &opCall);
void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
void opStartMoveActorToObject(ScriptThread *scriptThread, OpCall &opCall);
void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
void opStopCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
void opStartCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
void opPause(ScriptThread *scriptThread, OpCall &opCall);
void opUnpause(ScriptThread *scriptThread, OpCall &opCall);
void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall);
void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
void opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
void opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
void opFadeMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
void opQuitGame(ScriptThread *scriptThread, OpCall &opCall);
void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
void opLoadGame(ScriptThread *scriptThread, OpCall &opCall);
void opSaveGame(ScriptThread *scriptThread, OpCall &opCall);
void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
void opStackSwitchRandom(ScriptThread *scriptThread, OpCall &opCall);
void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opNot(ScriptThread *scriptThread, OpCall &opCall);
void opAnd(ScriptThread *scriptThread, OpCall &opCall);
void opOr(ScriptThread *scriptThread, OpCall &opCall);
void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
void opAddDialogItem(ScriptThread *scriptThread, OpCall &opCall);
void opStartDialog(ScriptThread *scriptThread, OpCall &opCall);
void opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter115(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter116(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter117(ScriptThread *scriptThread, OpCall &opCall);
void opSetBlockCounter118(ScriptThread *scriptThread, OpCall &opCall);
void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
void opDebug127(ScriptThread *scriptThread, OpCall &opCall);
#if 0
void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
#endif
};
} // End of namespace Illusions
#endif // ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H