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authorJussi Pitkanen2011-06-16 21:34:54 +0300
committerEugene Sandulenko2011-08-13 23:27:15 +0100
commit2289ba88b64dd53d48d0d47138a553ab4452adc2 (patch)
tree7055c744ef2afe1fb86307c28d7b7799d1fc6ea4
parent09f937126e2db931b5dcfec85460973d45cc87f1 (diff)
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AGI: Rename cmd_what_ever to cmdWhatEver
-rw-r--r--engines/agi/op_cmd.cpp374
-rw-r--r--engines/agi/op_test.cpp48
-rw-r--r--engines/agi/opcodes.cpp630
-rw-r--r--engines/agi/opcodes.h416
4 files changed, 734 insertions, 734 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index f488bda922..42c3e57a34 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -54,17 +54,17 @@ namespace Agi {
#define setflag(a,b) state->_vm->setflag(a,b)
#define getflag(a) state->_vm->getflag(a)
-void cmd_increment(AgiGame *state, uint8 *p) {
+void cmdIncrement(AgiGame *state, uint8 *p) {
if (_v[p0] != 0xff)
++_v[p0];
}
-void cmd_decrement(AgiGame *state, uint8 *p) {
+void cmdDecrement(AgiGame *state, uint8 *p) {
if (_v[p0] != 0)
--_v[p0];
}
-void cmd_assignn(AgiGame *state, uint8 *p) {
+void cmdAssignN(AgiGame *state, uint8 *p) {
_v[p0] = p1;
// WORKAROUND for a bug in fan _game "Get outta SQ"
@@ -78,83 +78,83 @@ void cmd_assignn(AgiGame *state, uint8 *p) {
_v[p0] = 8;
}
-void cmd_addn(AgiGame *state, uint8 *p) {
+void cmdAddN(AgiGame *state, uint8 *p) {
_v[p0] += p1;
}
-void cmd_subn(AgiGame *state, uint8 *p) {
+void cmdSubN(AgiGame *state, uint8 *p) {
_v[p0] -= p1;
}
-void cmd_assignv(AgiGame *state, uint8 *p) {
+void cmdAssignV(AgiGame *state, uint8 *p) {
_v[p0] = _v[p1];
}
-void cmd_addv(AgiGame *state, uint8 *p) {
+void cmdAddV(AgiGame *state, uint8 *p) {
_v[p0] += _v[p1];
}
-void cmd_subv(AgiGame *state, uint8 *p) {
+void cmdSubV(AgiGame *state, uint8 *p) {
_v[p0] -= _v[p1];
}
-void cmd_mul_n(AgiGame *state, uint8 *p) {
+void cmdMulN(AgiGame *state, uint8 *p) {
_v[p0] *= p1;
}
-void cmd_mul_v(AgiGame *state, uint8 *p) {
+void cmdMulV(AgiGame *state, uint8 *p) {
_v[p0] *= _v[p1];
}
-void cmd_div_n(AgiGame *state, uint8 *p) {
+void cmdDivN(AgiGame *state, uint8 *p) {
_v[p0] /= p1;
}
-void cmd_div_v(AgiGame *state, uint8 *p) {
+void cmdDivV(AgiGame *state, uint8 *p) {
_v[p0] /= _v[p1];
}
-void cmd_random(AgiGame *state, uint8 *p) {
+void cmdRandom(AgiGame *state, uint8 *p) {
_v[p2] = state->_vm->_rnd->getRandomNumber(p1 - p0) + p0;
}
-void cmd_lindirectn(AgiGame *state, uint8 *p) {
+void cmdLindirectN(AgiGame *state, uint8 *p) {
_v[_v[p0]] = p1;
}
-void cmd_lindirectv(AgiGame *state, uint8 *p) {
+void cmdLindirectV(AgiGame *state, uint8 *p) {
_v[_v[p0]] = _v[p1];
}
-void cmd_rindirect(AgiGame *state, uint8 *p) {
+void cmdRindirect(AgiGame *state, uint8 *p) {
_v[p0] = _v[_v[p1]];
}
-void cmd_set(AgiGame *state, uint8 *p) {
+void cmdSet(AgiGame *state, uint8 *p) {
setflag(*p, true);
}
-void cmd_reset(AgiGame *state, uint8 *p) {
+void cmdReset(AgiGame *state, uint8 *p) {
setflag(*p, false);
}
-void cmd_toggle(AgiGame *state, uint8 *p) {
+void cmdToggle(AgiGame *state, uint8 *p) {
setflag(*p, !getflag(*p));
}
-void cmd_set_v(AgiGame *state, uint8 *p) {
+void cmdSetV(AgiGame *state, uint8 *p) {
setflag(_v[p0], true);
}
-void cmd_reset_v(AgiGame *state, uint8 *p) {
+void cmdResetV(AgiGame *state, uint8 *p) {
setflag(_v[p0], false);
}
-void cmd_toggle_v(AgiGame *state, uint8 *p) {
+void cmdToggleV(AgiGame *state, uint8 *p) {
setflag(_v[p0], !getflag(_v[p0]));
}
-void cmd_new_room(AgiGame *state, uint8 *p) {
+void cmdNewRoom(AgiGame *state, uint8 *p) {
state->_vm->newRoom(p0);
// WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
@@ -170,79 +170,79 @@ void cmd_new_room(AgiGame *state, uint8 *p) {
state->keypress = 0;
}
-void cmd_new_room_f(AgiGame *state, uint8 *p) {
+void cmdNewRoomF(AgiGame *state, uint8 *p) {
state->_vm->newRoom(_v[p0]);
}
-void cmd_load_view(AgiGame *state, uint8 *p) {
+void cmdLoadView(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rVIEW, p0);
}
-void cmd_load_logic(AgiGame *state, uint8 *p) {
+void cmdLoadLogic(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rLOGIC, p0);
}
-void cmd_load_sound(AgiGame *state, uint8 *p) {
+void cmdLoadSound(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rSOUND, p0);
}
-void cmd_load_view_f(AgiGame *state, uint8 *p) {
+void cmdLoadViewF(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rVIEW, _v[p0]);
}
-void cmd_load_logic_f(AgiGame *state, uint8 *p) {
+void cmdLoadLogicF(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rLOGIC, _v[p0]);
}
-void cmd_discard_view(AgiGame *state, uint8 *p) {
+void cmdDiscardView(AgiGame *state, uint8 *p) {
state->_vm->agiUnloadResource(rVIEW, p0);
}
-void cmd_object_on_anything(AgiGame *state, uint8 *p) {
+void cmdObjectOnAnything(AgiGame *state, uint8 *p) {
vt.flags &= ~(ON_WATER | ON_LAND);
}
-void cmd_object_on_land(AgiGame *state, uint8 *p) {
+void cmdObjectOnLand(AgiGame *state, uint8 *p) {
vt.flags |= ON_LAND;
}
-void cmd_object_on_water(AgiGame *state, uint8 *p) {
+void cmdObjectOnWater(AgiGame *state, uint8 *p) {
vt.flags |= ON_WATER;
}
-void cmd_observe_horizon(AgiGame *state, uint8 *p) {
+void cmdObserveHorizon(AgiGame *state, uint8 *p) {
vt.flags &= ~IGNORE_HORIZON;
}
-void cmd_ignore_horizon(AgiGame *state, uint8 *p) {
+void cmdIgnoreHorizon(AgiGame *state, uint8 *p) {
vt.flags |= IGNORE_HORIZON;
}
-void cmd_observe_objs(AgiGame *state, uint8 *p) {
+void cmdObserveObjs(AgiGame *state, uint8 *p) {
vt.flags &= ~IGNORE_OBJECTS;
}
-void cmd_ignore_objs(AgiGame *state, uint8 *p) {
+void cmdIgnoreObjs(AgiGame *state, uint8 *p) {
vt.flags |= IGNORE_OBJECTS;
}
-void cmd_observe_blocks(AgiGame *state, uint8 *p) {
+void cmdObserveBlocks(AgiGame *state, uint8 *p) {
vt.flags &= ~IGNORE_BLOCKS;
}
-void cmd_ignore_blocks(AgiGame *state, uint8 *p) {
+void cmdIgnoreBlocks(AgiGame *state, uint8 *p) {
vt.flags |= IGNORE_BLOCKS;
}
-void cmd_set_horizon(AgiGame *state, uint8 *p) {
+void cmdSetHorizon(AgiGame *state, uint8 *p) {
state->horizon = p0;
}
-void cmd_get_priority(AgiGame *state, uint8 *p) {
+void cmdGetPriority(AgiGame *state, uint8 *p) {
_v[p1] = vt.priority;
}
-void cmd_set_priority(AgiGame *state, uint8 *p) {
+void cmdSetPriority(AgiGame *state, uint8 *p) {
vt.flags |= FIXED_PRIORITY;
vt.priority = p1;
@@ -265,242 +265,242 @@ void cmd_set_priority(AgiGame *state, uint8 *p) {
}
}
-void cmd_set_priority_f(AgiGame *state, uint8 *p) {
+void cmdSetPriorityF(AgiGame *state, uint8 *p) {
vt.flags |= FIXED_PRIORITY;
vt.priority = _v[p1];
}
-void cmd_release_priority(AgiGame *state, uint8 *p) {
+void cmdReleasePriority(AgiGame *state, uint8 *p) {
vt.flags &= ~FIXED_PRIORITY;
}
-void cmd_set_upper_left(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917)
+void cmdSetUpperLeft(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917)
}
-void cmd_start_update(AgiGame *state, uint8 *p) {
+void cmdStartUpdate(AgiGame *state, uint8 *p) {
state->_vm->startUpdate(&vt);
}
-void cmd_stop_update(AgiGame *state, uint8 *p) {
+void cmdStopUpdate(AgiGame *state, uint8 *p) {
state->_vm->stopUpdate(&vt);
}
-void cmd_current_view(AgiGame *state, uint8 *p) {
+void cmdCurrentView(AgiGame *state, uint8 *p) {
_v[p1] = vt.currentView;
}
-void cmd_current_cel(AgiGame *state, uint8 *p) {
+void cmdCurrentCel(AgiGame *state, uint8 *p) {
_v[p1] = vt.currentCel;
debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]);
}
-void cmd_current_loop(AgiGame *state, uint8 *p) {
+void cmdCurrentLoop(AgiGame *state, uint8 *p) {
_v[p1] = vt.currentLoop;
}
-void cmd_last_cel(AgiGame *state, uint8 *p) {
+void cmdLastCel(AgiGame *state, uint8 *p) {
_v[p1] = vt.loopData->numCels - 1;
}
-void cmd_set_cel(AgiGame *state, uint8 *p) {
+void cmdSetCel(AgiGame *state, uint8 *p) {
state->_vm->setCel(&vt, p1);
vt.flags &= ~DONTUPDATE;
}
-void cmd_set_cel_f(AgiGame *state, uint8 *p) {
+void cmdSetCelF(AgiGame *state, uint8 *p) {
state->_vm->setCel(&vt, _v[p1]);
vt.flags &= ~DONTUPDATE;
}
-void cmd_set_view(AgiGame *state, uint8 *p) {
+void cmdSetView(AgiGame *state, uint8 *p) {
state->_vm->setView(&vt, p1);
}
-void cmd_set_view_f(AgiGame *state, uint8 *p) {
+void cmdSetViewF(AgiGame *state, uint8 *p) {
state->_vm->setView(&vt, _v[p1]);
}
-void cmd_set_loop(AgiGame *state, uint8 *p) {
+void cmdSetLoop(AgiGame *state, uint8 *p) {
state->_vm->setLoop(&vt, p1);
}
-void cmd_set_loop_f(AgiGame *state, uint8 *p) {
+void cmdSetLoopF(AgiGame *state, uint8 *p) {
state->_vm->setLoop(&vt, _v[p1]);
}
-void cmd_number_of_loops(AgiGame *state, uint8 *p) {
+void cmdNumberOfLoops(AgiGame *state, uint8 *p) {
_v[p1] = vt.numLoops;
}
-void cmd_fix_loop(AgiGame *state, uint8 *p) {
+void cmdFixLoop(AgiGame *state, uint8 *p) {
vt.flags |= FIX_LOOP;
}
-void cmd_release_loop(AgiGame *state, uint8 *p) {
+void cmdReleaseLoop(AgiGame *state, uint8 *p) {
vt.flags &= ~FIX_LOOP;
}
-void cmd_step_size(AgiGame *state, uint8 *p) {
+void cmdStepSize(AgiGame *state, uint8 *p) {
vt.stepSize = _v[p1];
}
-void cmd_step_time(AgiGame *state, uint8 *p) {
+void cmdStepTime(AgiGame *state, uint8 *p) {
vt.stepTime = vt.stepTimeCount = _v[p1];
}
-void cmd_cycle_time(AgiGame *state, uint8 *p) {
+void cmdCycleTime(AgiGame *state, uint8 *p) {
vt.cycleTime = vt.cycleTimeCount = _v[p1];
}
-void cmd_stop_cycling(AgiGame *state, uint8 *p) {
+void cmdStopCycling(AgiGame *state, uint8 *p) {
vt.flags &= ~CYCLING;
}
-void cmd_start_cycling(AgiGame *state, uint8 *p) {
+void cmdStartCycling(AgiGame *state, uint8 *p) {
vt.flags |= CYCLING;
}
-void cmd_normal_cycle(AgiGame *state, uint8 *p) {
+void cmdNormalCycle(AgiGame *state, uint8 *p) {
vt.cycle = CYCLE_NORMAL;
vt.flags |= CYCLING;
}
-void cmd_reverse_cycle(AgiGame *state, uint8 *p) {
+void cmdReverseCycle(AgiGame *state, uint8 *p) {
vt.cycle = CYCLE_REVERSE;
vt.flags |= CYCLING;
}
-void cmd_set_dir(AgiGame *state, uint8 *p) {
+void cmdSetDir(AgiGame *state, uint8 *p) {
vt.direction = _v[p1];
}
-void cmd_get_dir(AgiGame *state, uint8 *p) {
+void cmdGetDir(AgiGame *state, uint8 *p) {
_v[p1] = vt.direction;
}
-void cmd_get_room_f(AgiGame *state, uint8 *p) {
+void cmdGetRoomF(AgiGame *state, uint8 *p) {
_v[p1] = state->_vm->objectGetLocation(_v[p0]);
}
-void cmd_put(AgiGame *state, uint8 *p) {
+void cmdPut(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(p0, _v[p1]);
}
-void cmd_put_f(AgiGame *state, uint8 *p) {
+void cmdPutF(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(_v[p0], _v[p1]);
}
-void cmd_drop(AgiGame *state, uint8 *p) {
+void cmdDrop(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(p0, 0);
}
-void cmd_get(AgiGame *state, uint8 *p) {
+void cmdGet(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(p0, EGO_OWNED);
}
-void cmd_get_f(AgiGame *state, uint8 *p) {
+void cmdGetF(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(_v[p0], EGO_OWNED);
}
-void cmd_word_to_string(AgiGame *state, uint8 *p) {
+void cmdWordToString(AgiGame *state, uint8 *p) {
strcpy(state->strings[p0], state->egoWords[p1].word);
}
-void cmd_open_dialogue(AgiGame *state, uint8 *p) {
+void cmdOpenDialogue(AgiGame *state, uint8 *p) {
state->hasWindow = true;
}
-void cmd_close_dialogue(AgiGame *state, uint8 *p) {
+void cmdCloseDialogue(AgiGame *state, uint8 *p) {
state->hasWindow = false;
}
-void cmd_close_window(AgiGame *state, uint8 *p) {
+void cmdCloseWindow(AgiGame *state, uint8 *p) {
state->_vm->closeWindow();
}
-void cmd_status_line_on(AgiGame *state, uint8 *p) {
+void cmdStatusLineOn(AgiGame *state, uint8 *p) {
state->statusLine = true;
state->_vm->writeStatus();
}
-void cmd_status_line_off(AgiGame *state, uint8 *p) {
+void cmdStatusLineOff(AgiGame *state, uint8 *p) {
state->statusLine = false;
state->_vm->writeStatus();
}
-void cmd_show_obj(AgiGame *state, uint8 *p) {
+void cmdShowObj(AgiGame *state, uint8 *p) {
state->_vm->_sprites->showObj(p0);
}
-void cmd_show_obj_v(AgiGame *state, uint8 *p) {
+void cmdShowObjV(AgiGame *state, uint8 *p) {
state->_vm->_sprites->showObj(_v[p0]);
}
-void cmd_sound(AgiGame *state, uint8 *p) {
+void cmdSound(AgiGame *state, uint8 *p) {
state->_vm->_sound->startSound(p0, p1);
}
-void cmd_stop_sound(AgiGame *state, uint8 *p) {
+void cmdStopSound(AgiGame *state, uint8 *p) {
state->_vm->_sound->stopSound();
}
-void cmd_menu_input(AgiGame *state, uint8 *p) {
+void cmdMenuInput(AgiGame *state, uint8 *p) {
state->_vm->newInputMode(INPUT_MENU);
}
-void cmd_enable_item(AgiGame *state, uint8 *p) {
+void cmdEnableItem(AgiGame *state, uint8 *p) {
state->_vm->_menu->setItem(p0, true);
}
-void cmd_disable_item(AgiGame *state, uint8 *p) {
+void cmdDisableItem(AgiGame *state, uint8 *p) {
state->_vm->_menu->setItem(p0, false);
}
-void cmd_submit_menu(AgiGame *state, uint8 *p) {
+void cmdSubmitMenu(AgiGame *state, uint8 *p) {
state->_vm->_menu->submit();
}
-void cmd_set_scan_start(AgiGame *state, uint8 *p) {
+void cmdSetScanStart(AgiGame *state, uint8 *p) {
state->_curLogic->sIP = state->_curLogic->cIP;
}
-void cmd_reset_scan_start(AgiGame *state, uint8 *p) {
+void cmdResetScanStart(AgiGame *state, uint8 *p) {
state->_curLogic->sIP = 2;
}
-void cmd_save_game(AgiGame *state, uint8 *p) {
+void cmdSaveGame(AgiGame *state, uint8 *p) {
state->simpleSave ? state->_vm->saveGameSimple() : state->_vm->saveGameDialog();
}
-void cmd_load_game(AgiGame *state, uint8 *p) {
+void cmdLoadGame(AgiGame *state, uint8 *p) {
assert(1);
state->simpleSave ? state->_vm->loadGameSimple() : state->_vm->loadGameDialog();
}
-void cmd_init_disk(AgiGame *state, uint8 *p) { // do nothing
+void cmdInitDisk(AgiGame *state, uint8 *p) { // do nothing
}
-void cmd_log(AgiGame *state, uint8 *p) { // do nothing
+void cmdLog(AgiGame *state, uint8 *p) { // do nothing
}
-void cmd_trace_on(AgiGame *state, uint8 *p) { // do nothing
+void cmdTraceOn(AgiGame *state, uint8 *p) { // do nothing
}
-void cmd_trace_info(AgiGame *state, uint8 *p) { // do nothing
+void cmdTraceInfo(AgiGame *state, uint8 *p) { // do nothing
}
-void cmd_show_mem(AgiGame *state, uint8 *p) {
+void cmdShowMem(AgiGame *state, uint8 *p) {
state->_vm->messageBox("Enough memory");
}
-void cmd_init_joy(AgiGame *state, uint8 *p) { // do nothing
+void cmdInitJoy(AgiGame *state, uint8 *p) { // do nothing
}
-void cmd_script_size(AgiGame *state, uint8 *p) {
+void cmdScriptSize(AgiGame *state, uint8 *p) {
debug(0, "script.size(%d)", p0);
}
-void cmd_cancel_line(AgiGame *state, uint8 *p) {
+void cmdCancelLine(AgiGame *state, uint8 *p) {
state->inputBuffer[0] = 0;
state->cursorPos = 0;
state->_vm->writePrompt();
@@ -516,7 +516,7 @@ void cmd_cancel_line(AgiGame *state, uint8 *p) {
// 4051 (When ego is stationary),
// 471 (When walking on the first screen's bridge),
// 71 (When walking around, using the mouse or the keyboard).
-void cmd_obj_status_f(AgiGame *state, uint8 *p) {
+void cmdObjStatusF(AgiGame *state, uint8 *p) {
const char *cycleDesc; // Object's cycle description line
const char *motionDesc; // Object's motion description line
char msg[256]; // The whole object status message
@@ -588,20 +588,20 @@ void cmd_obj_status_f(AgiGame *state, uint8 *p) {
// unk_174: Change priority table (used in KQ4) -- j5
// unk_177: Disable menus completely -- j5
// unk_181: Deactivate keypressed control (default control of ego)
-void cmd_set_simple(AgiGame *state, uint8 *p) {
+void cmdSetSimple(AgiGame *state, uint8 *p) {
if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
state->simpleSave = true;
} else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures.
- // Load the picture. Similar to void cmd_load_pic(AgiGame *state, uint8 *p).
+ // Load the picture. Similar to void cmdLoad_pic(AgiGame *state, uint8 *p).
state->_vm->_sprites->eraseBoth();
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
- // Draw the picture. Similar to void cmd_draw_pic(AgiGame *state, uint8 *p).
+ // Draw the picture. Similar to void cmdDraw_pic(AgiGame *state, uint8 *p).
state->_vm->_picture->decodePicture(_v[p0], false, true);
state->_vm->_sprites->blitBoth();
state->pictureShown = 0;
- // Show the picture. Similar to void cmd_show_pic(AgiGame *state, uint8 *p).
+ // Show the picture. Similar to void cmdShow_pic(AgiGame *state, uint8 *p).
setflag(fOutputMode, false);
state->_vm->closeWindow();
state->_vm->_picture->showPic();
@@ -612,25 +612,25 @@ void cmd_set_simple(AgiGame *state, uint8 *p) {
}
}
-void cmd_pop_script(AgiGame *state, uint8 *p) {
+void cmdPopScript(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x2915) {
debug(0, "pop.script");
}
}
-void cmd_hold_key(AgiGame *state, uint8 *p) {
+void cmdHoldKey(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x3098) {
state->_vm->_egoHoldKey = true;
}
}
-void cmd_discard_sound(AgiGame *state, uint8 *p) {
+void cmdDiscardSound(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x2936) {
debug(0, "discard.sound");
}
}
-void cmd_hide_mouse(AgiGame *state, uint8 *p) {
+void cmdHideMouse(AgiGame *state, uint8 *p) {
// WORKAROUND: Turns off current movement that's being caused with the mouse.
// This fixes problems with too many popup boxes appearing in the Amiga
// Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192).
@@ -643,29 +643,29 @@ void cmd_hide_mouse(AgiGame *state, uint8 *p) {
g_system->showMouse(false);
}
-void cmd_allow_menu(AgiGame *state, uint8 *p) {
+void cmdAllowMenu(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x3098) {
setflag(fMenusWork, ((p0 != 0) ? true : false));
}
}
-void cmd_show_mouse(AgiGame *state, uint8 *p) {
+void cmdShowMouse(AgiGame *state, uint8 *p) {
g_system->showMouse(true);
}
-void cmd_fence_mouse(AgiGame *state, uint8 *p) {
+void cmdFenceMouse(AgiGame *state, uint8 *p) {
state->mouseFence.moveTo(p0, p1);
state->mouseFence.setWidth(p2 - p0);
state->mouseFence.setHeight(p3 - p1);
}
-void cmd_release_key(AgiGame *state, uint8 *p) {
+void cmdReleaseKey(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x3098) {
state->_vm->_egoHoldKey = false;
}
}
-void cmd_adj_ego_move_to_x_y(AgiGame *state, uint8 *p) {
+void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p) {
int8 x, y;
switch (logicNamesCmd[182].argumentsLength()) {
@@ -703,7 +703,7 @@ void cmd_adj_ego_move_to_x_y(AgiGame *state, uint8 *p) {
}
}
-void cmd_parse(AgiGame *state, uint8 *p) {
+void cmdParse(AgiGame *state, uint8 *p) {
_v[vWordNotFound] = 0;
setflag(fEnteredCli, false);
setflag(fSaidAcceptedInput, false);
@@ -711,7 +711,7 @@ void cmd_parse(AgiGame *state, uint8 *p) {
state->_vm->dictionaryWords(state->_vm->agiSprintf(state->strings[p0]));
}
-void cmd_call(AgiGame *state, uint8 *p) {
+void cmdCall(AgiGame *state, uint8 *p) {
int oldCIP;
int oldLognum;
@@ -727,11 +727,11 @@ void cmd_call(AgiGame *state, uint8 *p) {
state->_curLogic->cIP = oldCIP;
}
-void cmd_call_f(AgiGame *state, uint8 *p) {
- cmd_call(state, &_v[p0]);
+void cmdCallF(AgiGame *state, uint8 *p) {
+ cmdCall(state, &_v[p0]);
}
-void cmd_draw_pic(AgiGame *state, uint8 *p) {
+void cmdDrawPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]);
state->_vm->_sprites->eraseBoth();
state->_vm->_picture->decodePicture(_v[p0], true);
@@ -759,7 +759,7 @@ void cmd_draw_pic(AgiGame *state, uint8 *p) {
state->_vm->pause(kPausePicture);
}
-void cmd_show_pic(AgiGame *state, uint8 *p) {
+void cmdShowPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "=== show pic ===");
setflag(fOutputMode, false);
@@ -770,19 +770,19 @@ void cmd_show_pic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "--- end of show pic ---");
}
-void cmd_load_pic(AgiGame *state, uint8 *p) {
+void cmdLoadPic(AgiGame *state, uint8 *p) {
state->_vm->_sprites->eraseBoth();
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
state->_vm->_sprites->blitBoth();
state->_vm->_sprites->commitBoth();
}
-void cmd_discard_pic(AgiGame *state, uint8 *p) {
+void cmdDiscardPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "--- discard pic ---");
// do nothing
}
-void cmd_overlay_pic(AgiGame *state, uint8 *p) {
+void cmdOverlayPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "--- overlay pic ---");
state->_vm->_sprites->eraseBoth();
@@ -795,7 +795,7 @@ void cmd_overlay_pic(AgiGame *state, uint8 *p) {
state->_vm->pause(kPausePicture);
}
-void cmd_show_pri_screen(AgiGame *state, uint8 *p) {
+void cmdShowPriScreen(AgiGame *state, uint8 *p) {
state->_vm->_debug.priority = 1;
state->_vm->_sprites->eraseBoth();
state->_vm->_picture->showPic();
@@ -809,7 +809,7 @@ void cmd_show_pri_screen(AgiGame *state, uint8 *p) {
state->_vm->_sprites->blitBoth();
}
-void cmd_animate_obj(AgiGame *state, uint8 *p) {
+void cmdAnimateObj(AgiGame *state, uint8 *p) {
if (vt.flags & ANIMATED)
return;
@@ -820,14 +820,14 @@ void cmd_animate_obj(AgiGame *state, uint8 *p) {
vt.direction = 0;
}
-void cmd_unanimate_all(AgiGame *state, uint8 *p) {
+void cmdUnanimateAll(AgiGame *state, uint8 *p) {
int i;
for (i = 0; i < MAX_VIEWTABLE; i++)
state->viewTable[i].flags &= ~(ANIMATED | DRAWN);
}
-void cmd_draw(AgiGame *state, uint8 *p) {
+void cmdDraw(AgiGame *state, uint8 *p) {
if (vt.flags & DRAWN)
return;
@@ -871,7 +871,7 @@ void cmd_draw(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags);
}
-void cmd_erase(AgiGame *state, uint8 *p) {
+void cmdErase(AgiGame *state, uint8 *p) {
if (~vt.flags & DRAWN)
return;
@@ -896,7 +896,7 @@ void cmd_erase(AgiGame *state, uint8 *p) {
state->_vm->_sprites->commitBlock(x1, y1, x2, y2, true);
}
-void cmd_position(AgiGame *state, uint8 *p) {
+void cmdPosition(AgiGame *state, uint8 *p) {
vt.xPos = vt.xPos2 = p1;
vt.yPos = vt.yPos2 = p2;
@@ -917,7 +917,7 @@ void cmd_position(AgiGame *state, uint8 *p) {
state->_vm->clipViewCoordinates(&vt);
}
-void cmd_position_f(AgiGame *state, uint8 *p) {
+void cmdPositionF(AgiGame *state, uint8 *p) {
vt.xPos = vt.xPos2 = _v[p1];
vt.yPos = vt.yPos2 = _v[p2];
@@ -928,12 +928,12 @@ void cmd_position_f(AgiGame *state, uint8 *p) {
state->_vm->clipViewCoordinates(&vt);
}
-void cmd_get_posn(AgiGame *state, uint8 *p) {
+void cmdGetPosn(AgiGame *state, uint8 *p) {
state->vars[p1] = (unsigned char)vt.xPos;
state->vars[p2] = (unsigned char)vt.yPos;
}
-void cmd_reposition(AgiGame *state, uint8 *p) {
+void cmdReposition(AgiGame *state, uint8 *p) {
int dx = (int8) _v[p1], dy = (int8) _v[p2];
debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy);
@@ -952,35 +952,35 @@ void cmd_reposition(AgiGame *state, uint8 *p) {
state->_vm->fixPosition(p0);
}
-void cmd_reposition_to(AgiGame *state, uint8 *p) {
+void cmdRepositionTo(AgiGame *state, uint8 *p) {
vt.xPos = p1;
vt.yPos = p2;
vt.flags |= UPDATE_POS;
state->_vm->fixPosition(p0);
}
-void cmd_reposition_to_f(AgiGame *state, uint8 *p) {
+void cmdRepositionToF(AgiGame *state, uint8 *p) {
vt.xPos = _v[p1];
vt.yPos = _v[p2];
vt.flags |= UPDATE_POS;
state->_vm->fixPosition(p0);
}
-void cmd_add_to_pic(AgiGame *state, uint8 *p) {
+void cmdAddToPic(AgiGame *state, uint8 *p) {
state->_vm->_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6);
}
-void cmd_add_to_pic_f(AgiGame *state, uint8 *p) {
+void cmdAddToPicF(AgiGame *state, uint8 *p) {
state->_vm->_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
}
-void cmd_force_update(AgiGame *state, uint8 *p) {
+void cmdForceUpdate(AgiGame *state, uint8 *p) {
state->_vm->_sprites->eraseBoth();
state->_vm->_sprites->blitBoth();
state->_vm->_sprites->commitBoth();
}
-void cmd_reverse_loop(AgiGame *state, uint8 *p) {
+void cmdReverseLoop(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
vt.cycle = CYCLE_REV_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
@@ -988,7 +988,7 @@ void cmd_reverse_loop(AgiGame *state, uint8 *p) {
setflag(p1, false);
}
-void cmd_end_of_loop(AgiGame *state, uint8 *p) {
+void cmdEndOfLoop(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
vt.cycle = CYCLE_END_OF_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
@@ -996,7 +996,7 @@ void cmd_end_of_loop(AgiGame *state, uint8 *p) {
setflag(p1, false);
}
-void cmd_block(AgiGame *state, uint8 *p) {
+void cmdBlock(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3);
state->block.active = true;
state->block.x1 = p0;
@@ -1005,15 +1005,15 @@ void cmd_block(AgiGame *state, uint8 *p) {
state->block.y2 = p3;
}
-void cmd_unblock(AgiGame *state, uint8 *p) {
+void cmdUnblock(AgiGame *state, uint8 *p) {
state->block.active = false;
}
-void cmd_normal_motion(AgiGame *state, uint8 *p) {
+void cmdNormalMotion(AgiGame *state, uint8 *p) {
vt.motion = MOTION_NORMAL;
}
-void cmd_stop_motion(AgiGame *state, uint8 *p) {
+void cmdStopMotion(AgiGame *state, uint8 *p) {
vt.direction = 0;
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
@@ -1022,7 +1022,7 @@ void cmd_stop_motion(AgiGame *state, uint8 *p) {
}
}
-void cmd_start_motion(AgiGame *state, uint8 *p) {
+void cmdStartMotion(AgiGame *state, uint8 *p) {
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
@@ -1030,16 +1030,16 @@ void cmd_start_motion(AgiGame *state, uint8 *p) {
}
}
-void cmd_player_control(AgiGame *state, uint8 *p) {
+void cmdPlayerControl(AgiGame *state, uint8 *p) {
state->playerControl = true;
state->viewTable[0].motion = MOTION_NORMAL;
}
-void cmd_program_control(AgiGame *state, uint8 *p) {
+void cmdProgramControl(AgiGame *state, uint8 *p) {
state->playerControl = false;
}
-void cmd_follow_ego(AgiGame *state, uint8 *p) {
+void cmdFollowEgo(AgiGame *state, uint8 *p) {
vt.motion = MOTION_FOLLOW_EGO;
vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize;
vt.parm2 = p2;
@@ -1048,7 +1048,7 @@ void cmd_follow_ego(AgiGame *state, uint8 *p) {
vt.flags |= UPDATE;
}
-void cmd_move_obj(AgiGame *state, uint8 *p) {
+void cmdMoveObj(AgiGame *state, uint8 *p) {
// _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4);
vt.motion = MOTION_MOVE_OBJ;
@@ -1071,7 +1071,7 @@ void cmd_move_obj(AgiGame *state, uint8 *p) {
state->_vm->moveObj(&vt);
}
-void cmd_move_obj_f(AgiGame *state, uint8 *p) {
+void cmdMoveObjF(AgiGame *state, uint8 *p) {
vt.motion = MOTION_MOVE_OBJ;
vt.parm1 = _v[p1];
vt.parm2 = _v[p2];
@@ -1092,7 +1092,7 @@ void cmd_move_obj_f(AgiGame *state, uint8 *p) {
state->_vm->moveObj(&vt);
}
-void cmd_wander(AgiGame *state, uint8 *p) {
+void cmdWander(AgiGame *state, uint8 *p) {
if (p0 == 0)
state->playerControl = false;
@@ -1100,7 +1100,7 @@ void cmd_wander(AgiGame *state, uint8 *p) {
vt.flags |= UPDATE;
}
-void cmd_set_game_id(AgiGame *state, uint8 *p) {
+void cmdSetGameID(AgiGame *state, uint8 *p) {
if (state->_curLogic->texts && (p0 - 1) <= state->_curLogic->numTexts)
strncpy(state->id, state->_curLogic->texts[p0 - 1], 8);
else
@@ -1109,7 +1109,7 @@ void cmd_set_game_id(AgiGame *state, uint8 *p) {
debug(0, "Game ID: \"%s\"", state->id);
}
-void cmd_pause(AgiGame *state, uint8 *p) {
+void cmdPause(AgiGame *state, uint8 *p) {
int tmp = state->clockEnabled;
const char *b[] = { "Continue", NULL };
const char *b_ru[] = { "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec", NULL };
@@ -1127,21 +1127,21 @@ void cmd_pause(AgiGame *state, uint8 *p) {
state->clockEnabled = tmp;
}
-void cmd_set_menu(AgiGame *state, uint8 *p) {
+void cmdSetMenu(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts);
if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts)
state->_vm->_menu->add(state->_curLogic->texts[p0 - 1]);
}
-void cmd_set_menu_item(AgiGame *state, uint8 *p) {
+void cmdSetMenuItem(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts);
if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts)
state->_vm->_menu->addItem(state->_curLogic->texts[p0 - 1], p1);
}
-void cmd_version(AgiGame *state, uint8 *p) {
+void cmdVersion(AgiGame *state, uint8 *p) {
char verMsg[64];
char ver2Msg[] =
"\n"
@@ -1181,13 +1181,13 @@ void cmd_version(AgiGame *state, uint8 *p) {
state->_vm->messageBox(msg);
}
-void cmd_configure_screen(AgiGame *state, uint8 *p) {
+void cmdConfigureScreen(AgiGame *state, uint8 *p) {
state->lineMinPrint = p0;
state->lineUserInput = p1;
state->lineStatus = p2;
}
-void cmd_text_screen(AgiGame *state, uint8 *p) {
+void cmdTextScreen(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "switching to text mode");
state->gfxMode = false;
@@ -1199,7 +1199,7 @@ void cmd_text_screen(AgiGame *state, uint8 *p) {
state->_vm->_gfx->clearScreen(state->colorBg);
}
-void cmd_graphics(AgiGame *state, uint8 *p) {
+void cmdGraphics(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "switching to graphics mode");
if (!state->gfxMode) {
@@ -1211,7 +1211,7 @@ void cmd_graphics(AgiGame *state, uint8 *p) {
}
}
-void cmd_set_text_attribute(AgiGame *state, uint8 *p) {
+void cmdSetTextAttribute(AgiGame *state, uint8 *p) {
state->colorFg = p0;
state->colorBg = p1;
@@ -1223,11 +1223,11 @@ void cmd_set_text_attribute(AgiGame *state, uint8 *p) {
}
}
-void cmd_status(AgiGame *state, uint8 *p) {
+void cmdStatus(AgiGame *state, uint8 *p) {
state->_vm->inventory();
}
-void cmd_quit(AgiGame *state, uint8 *p) {
+void cmdQuit(AgiGame *state, uint8 *p) {
const char *buttons[] = { "Quit", "Continue", NULL };
state->_vm->_sound->stopSound();
@@ -1240,7 +1240,7 @@ void cmd_quit(AgiGame *state, uint8 *p) {
}
}
-void cmd_restart_game(AgiGame *state, uint8 *p) {
+void cmdRestartGame(AgiGame *state, uint8 *p) {
const char *buttons[] = { "Restart", "Continue", NULL };
int sel;
@@ -1255,7 +1255,7 @@ void cmd_restart_game(AgiGame *state, uint8 *p) {
}
}
-void cmd_distance(AgiGame *state, uint8 *p) {
+void cmdDistance(AgiGame *state, uint8 *p) {
int16 x1, y1, x2, y2, d;
VtEntry *v0 = &state->viewTable[p0];
VtEntry *v1 = &state->viewTable[p1];
@@ -1306,7 +1306,7 @@ void cmd_distance(AgiGame *state, uint8 *p) {
_v[p2] = (unsigned char)d;
}
-void cmd_accept_input(AgiGame *state, uint8 *p) {
+void cmdAcceptInput(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
state->_vm->newInputMode(INPUT_NORMAL);
@@ -1314,7 +1314,7 @@ void cmd_accept_input(AgiGame *state, uint8 *p) {
state->_vm->writePrompt();
}
-void cmd_prevent_input(AgiGame *state, uint8 *p) {
+void cmdPreventInput(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
state->_vm->newInputMode(INPUT_NONE);
@@ -1323,7 +1323,7 @@ void cmd_prevent_input(AgiGame *state, uint8 *p) {
state->_vm->clearPrompt();
}
-void cmd_get_string(AgiGame *state, uint8 *p) {
+void cmdGetString(AgiGame *state, uint8 *p) {
int tex, row, col;
debugC(4, kDebugLevelScripts, "%d %d %d %d %d", p0, p1, p2, p3, p4);
@@ -1356,7 +1356,7 @@ void cmd_get_string(AgiGame *state, uint8 *p) {
} while (state->inputMode == INPUT_GETSTRING && !(state->_vm->shouldQuit() || state->_vm->_restartGame));
}
-void cmd_get_num(AgiGame *state, uint8 *p) {
+void cmdGetNum(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "%d %d", p0, p1);
state->_vm->newInputMode(INPUT_GETSTRING);
@@ -1383,7 +1383,7 @@ void cmd_get_num(AgiGame *state, uint8 *p) {
state->_vm->flushLines(22, 22);
}
-void cmd_set_cursor_char(AgiGame *state, uint8 *p) {
+void cmdSetCursorChar(AgiGame *state, uint8 *p) {
if (state->_curLogic->texts != NULL && (p0 - 1) <= state->_curLogic->numTexts) {
state->cursorChar = *state->_curLogic->texts[p0 - 1];
} else {
@@ -1392,7 +1392,7 @@ void cmd_set_cursor_char(AgiGame *state, uint8 *p) {
}
}
-void cmd_set_key(AgiGame *state, uint8 *p) {
+void cmdSetKey(AgiGame *state, uint8 *p) {
int key;
if (state->lastController >= MAX_CONTROLLERS) {
@@ -1411,14 +1411,14 @@ void cmd_set_key(AgiGame *state, uint8 *p) {
state->controllerOccured[p2] = false;
}
-void cmd_set_string(AgiGame *state, uint8 *p) {
+void cmdSetString(AgiGame *state, uint8 *p) {
// CM: to avoid crash in Groza (str = 150)
if (p0 > MAX_STRINGS)
return;
strcpy(state->strings[p0], state->_curLogic->texts[p1 - 1]);
}
-void cmd_display(AgiGame *state, uint8 *p) {
+void cmdDisplay(AgiGame *state, uint8 *p) {
int len = 40;
char *s = state->_vm->wordWrapString(state->_curLogic->texts[p2 - 1], &len);
@@ -1428,11 +1428,11 @@ void cmd_display(AgiGame *state, uint8 *p) {
free(s);
}
-void cmd_display_f(AgiGame *state, uint8 *p) {
+void cmdDisplayF(AgiGame *state, uint8 *p) {
state->_vm->printText(state->_curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, state->colorFg, state->colorBg);
}
-void cmd_clear_text_rect(AgiGame *state, uint8 *p) {
+void cmdClearTextRect(AgiGame *state, uint8 *p) {
int c, x1, y1, x2, y2;
if ((c = p4) != 0)
@@ -1457,17 +1457,17 @@ void cmd_clear_text_rect(AgiGame *state, uint8 *p) {
state->_vm->_gfx->flushBlock(x1, y1, x2, y2);
}
-void cmd_toggle_monitor(AgiGame *state, uint8 *p) {
+void cmdToggleMonitor(AgiGame *state, uint8 *p) {
debug(0, "toggle.monitor");
}
-void cmd_echo_line(AgiGame *state, uint8 *p) {
+void cmdEchoLine(AgiGame *state, uint8 *p) {
strcpy((char *)state->inputBuffer, (const char *)state->echoBuffer);
state->cursorPos = strlen((char *)state->inputBuffer);
state->hasPrompt = 0;
}
-void cmd_clear_lines(AgiGame *state, uint8 *p) {
+void cmdClearLines(AgiGame *state, uint8 *p) {
uint8 l;
// Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423
@@ -1481,19 +1481,19 @@ void cmd_clear_lines(AgiGame *state, uint8 *p) {
state->_vm->flushLines(p0, l);
}
-void cmd_print(AgiGame *state, uint8 *p) {
+void cmdPrint(AgiGame *state, uint8 *p) {
int n = p0 < 1 ? 1 : p0;
state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0);
}
-void cmd_print_f(AgiGame *state, uint8 *p) {
+void cmdPrintF(AgiGame *state, uint8 *p) {
int n = _v[p0] < 1 ? 1 : _v[p0];
state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0);
}
-void cmd_print_at(AgiGame *state, uint8 *p) {
+void cmdPrintAt(AgiGame *state, uint8 *p) {
int n = p0 < 1 ? 1 : p0;
debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3);
@@ -1501,13 +1501,13 @@ void cmd_print_at(AgiGame *state, uint8 *p) {
state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3);
}
-void cmd_print_at_v(AgiGame *state, uint8 *p) {
+void cmdPrintAtV(AgiGame *state, uint8 *p) {
int n = _v[p0] < 1 ? 1 : _v[p0];
state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3);
}
-void cmd_push_script(AgiGame *state, uint8 *p) {
+void cmdPushScript(AgiGame *state, uint8 *p) {
// We run AGIMOUSE always as a side effect
if (getFeatures() & GF_AGIMOUSE || true) {
state->vars[27] = state->_vm->_mouse.button;
@@ -1520,7 +1520,7 @@ void cmd_push_script(AgiGame *state, uint8 *p) {
}
}
-void cmd_set_pri_base(AgiGame *state, uint8 *p) {
+void cmdSetPriBase(AgiGame *state, uint8 *p) {
int i, x, pri;
debug(0, "Priority base set to %d", p0);
@@ -1536,12 +1536,12 @@ void cmd_set_pri_base(AgiGame *state, uint8 *p) {
}
}
-void cmd_mouse_posn(AgiGame *state, uint8 *p) {
+void cmdMousePosn(AgiGame *state, uint8 *p) {
_v[p0] = WIN_TO_PIC_X(state->_vm->_mouse.x);
_v[p1] = WIN_TO_PIC_Y(state->_vm->_mouse.y);
}
-void cmd_shake_screen(AgiGame *state, uint8 *p) {
+void cmdShakeScreen(AgiGame *state, uint8 *p) {
int i;
// AGIPAL uses shake.screen values between 100 and 109 to set the palette
@@ -1574,13 +1574,13 @@ void cmd_shake_screen(AgiGame *state, uint8 *p) {
state->inputEnabled = originalValue;
}
-void cmd_set_speed(AgiGame *state, uint8 *p) {
+void cmdSetSpeed(AgiGame *state, uint8 *p) {
// V1 command
(void)state;
(void)p;
}
-void cmd_unknown(AgiGame *state, uint8 *p) {
+void cmdUnknown(AgiGame *state, uint8 *p) {
warning("Skipping unknown opcode %2X", *(p - 1));
}
diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp
index 230ed9714d..70d0cc0483 100644
--- a/engines/agi/op_test.cpp
+++ b/engines/agi/op_test.cpp
@@ -40,80 +40,80 @@ namespace Agi {
#define testHas(obj) (state->_vm->objectGetLocation(obj) == EGO_OWNED)
#define testObjInRoom(obj, v) (state->_vm->objectGetLocation(obj) == getvar(v))
-void cond_equal(AgiGame *state, uint8 *p) {
+void condEqual(AgiGame *state, uint8 *p) {
if (p[0] == 11)
state->_vm->_timerHack++;
state->testResult = testEqual(p[0], p[1]);
}
-void cond_equalv(AgiGame *state, uint8 *p) {
+void condEqualV(AgiGame *state, uint8 *p) {
if (p[0] == 11 || p[1] == 11)
state->_vm->_timerHack++;
state->testResult = testEqual(p[0], getvar(p[1]));
}
-void cond_less(AgiGame *state, uint8 *p) {
+void condLess(AgiGame *state, uint8 *p) {
if (p[0] == 11)
state->_vm->_timerHack++;
state->testResult = testLess(p[0], p[1]);
}
-void cond_lessv(AgiGame *state, uint8 *p) {
+void condLessV(AgiGame *state, uint8 *p) {
if (p[0] == 11 || p[1] == 11)
state->_vm->_timerHack++;
state->testResult = testLess(p[0], getvar(p[1]));
}
-void cond_greater(AgiGame *state, uint8 *p) {
+void condGreater(AgiGame *state, uint8 *p) {
if (p[0] == 11)
state->_vm->_timerHack++;
state->testResult = testGreater(p[0], p[1]);
}
-void cond_greaterv(AgiGame *state, uint8 *p) {
+void condGreaterV(AgiGame *state, uint8 *p) {
if (p[0] == 11 || p[1] == 11)
state->_vm->_timerHack++;
state->testResult = testGreater(p[0], getvar(p[1]));
}
-void cond_isset(AgiGame *state, uint8 *p) {
+void condIsSet(AgiGame *state, uint8 *p) {
state->testResult = testIsSet(p[0]);
}
-void cond_issetv(AgiGame *state, uint8 *p) {
+void condIsSetV(AgiGame *state, uint8 *p) {
state->testResult = testIsSet(getvar(p[1]));
}
-void cond_isset_v1(AgiGame *state, uint8 *p) {
+void condIsSetV1(AgiGame *state, uint8 *p) {
state->testResult = getvar(p[0]) > 0;
}
-void cond_has(AgiGame *state, uint8 *p) {
+void condHas(AgiGame *state, uint8 *p) {
state->testResult = testHas(p[0]);
}
-void cond_obj_in_room(AgiGame *state, uint8 *p) {
+void condObjInRoom(AgiGame *state, uint8 *p) {
state->testResult = testObjInRoom(p[0], p[1]);
}
-void cond_posn(AgiGame *state, uint8 *p) {
+void condPosn(AgiGame *state, uint8 *p) {
state->testResult = state->_vm->testPosn(p[0], p[1], p[2], p[3], p[4]);
}
-void cond_controller(AgiGame *state, uint8 *p) {
+void condController(AgiGame *state, uint8 *p) {
state->testResult = state->_vm->testController(p[0]);
}
-void cond_have_key(AgiGame *state, uint8 *p) {
+void condHaveKey(AgiGame *state, uint8 *p) {
state->testResult = state->_vm->testKeypressed();
}
-void cond_said(AgiGame *state, uint8 *p) {
+void condSaid(AgiGame *state, uint8 *p) {
int ec = state->_vm->testSaid(p[0], p + 1);
state->testResult = ec;
}
-void cond_said1(AgiGame *state, uint8 *p) {
+void condSaid1(AgiGame *state, uint8 *p) {
state->testResult = false;
if (!getflag(fEnteredCli))
@@ -125,7 +125,7 @@ void cond_said1(AgiGame *state, uint8 *p) {
state->testResult = true;
}
-void cond_said2(AgiGame *state, uint8 *p) {
+void condSaid2(AgiGame *state, uint8 *p) {
state->testResult = false;
if (!getflag(fEnteredCli))
@@ -139,7 +139,7 @@ void cond_said2(AgiGame *state, uint8 *p) {
state->testResult = true;
}
-void cond_said3(AgiGame *state, uint8 *p) {
+void condSaid3(AgiGame *state, uint8 *p) {
state->testResult = false;
if (!getflag(fEnteredCli))
@@ -155,24 +155,24 @@ void cond_said3(AgiGame *state, uint8 *p) {
state->testResult = true;
}
-void cond_compare_strings(AgiGame *state, uint8 *p) {
+void condCompareStrings(AgiGame *state, uint8 *p) {
debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", state->strings[p[0]], state->strings[p[1]]);
state->testResult = state->_vm->testCompareStrings(p[0], p[1]);
}
-void cond_obj_in_box(AgiGame *state, uint8 *p) {
+void condObjInBox(AgiGame *state, uint8 *p) {
state->testResult = state->_vm->testObjInBox(p[0], p[1], p[2], p[3], p[4]);
}
-void cond_center_posn(AgiGame *state, uint8 *p) {
+void condCenterPosn(AgiGame *state, uint8 *p) {
state->testResult = state->_vm->testObjCenter(p[0], p[1], p[2], p[3], p[4]);
}
-void cond_right_posn(AgiGame *state, uint8 *p) {
+void condRightPosn(AgiGame *state, uint8 *p) {
state->testResult = state->_vm->testObjRight(p[0], p[1], p[2], p[3], p[4]);
}
-void cond_unknown_13(AgiGame *state, uint8 *p) {
+void condUnknown13(AgiGame *state, uint8 *p) {
// My current theory is that this command checks whether the ego is currently moving
// and that that movement has been caused using the mouse and not using the keyboard.
// I base this theory on the game's behavior on an Amiga emulator, not on disassembly.
@@ -184,7 +184,7 @@ void cond_unknown_13(AgiGame *state, uint8 *p) {
state->testResult = ec;
}
-void cond_unknown(AgiGame *state, uint8 *p) {
+void condUnknown(AgiGame *state, uint8 *p) {
warning("Skipping unknown test command %2X", *(p - 1));
state->testResult = false;
}
diff --git a/engines/agi/opcodes.cpp b/engines/agi/opcodes.cpp
index d700764f7f..b2bccd8a3c 100644
--- a/engines/agi/opcodes.cpp
+++ b/engines/agi/opcodes.cpp
@@ -29,332 +29,332 @@ AgiInstruction *logicNamesTest;
AgiInstruction *logicNamesCmd;
AgiInstruction insV1Test[] = {
- { "", "", &cond_unknown }, // 00
- { "equaln", "vn", &cond_equal }, // 01
- { "equalv", "vv", &cond_equalv }, // 02
- { "lessn", "vn", &cond_less }, // 03
- { "lessv", "vv", &cond_lessv }, // 04
- { "greatern", "vn", &cond_greater }, // 05
- { "greaterv", "vv", &cond_greaterv }, // 06
- { "isset", "v", &cond_isset_v1 }, // 07
- { "has", "n", &cond_has }, // 08
- { "said", "nnnn", &cond_said2 }, // 09
- { "posn", "nnnnn", &cond_posn }, // 0A
- { "controller", "n", &cond_controller }, // 0B
- { "obj.in.room", "nv", &cond_obj_in_room }, // 0C
- { "said", "nnnnnn", &cond_said3 }, // 0D
- { "have.key", "", &cond_have_key }, // 0E
- { "said", "nn", &cond_said1 }, // 0F
- { "bit", "nv", &cond_unknown }, // 10
+ { "", "", &condUnknown }, // 00
+ { "equaln", "vn", &condEqual }, // 01
+ { "equalv", "vv", &condEqualV }, // 02
+ { "lessn", "vn", &condLess }, // 03
+ { "lessv", "vv", &condLessV }, // 04
+ { "greatern", "vn", &condGreater }, // 05
+ { "greaterv", "vv", &condGreaterV }, // 06
+ { "isset", "v", &condIsSetV1 }, // 07
+ { "has", "n", &condHas }, // 08
+ { "said", "nnnn", &condSaid2 }, // 09
+ { "posn", "nnnnn", &condPosn }, // 0A
+ { "controller", "n", &condController }, // 0B
+ { "obj.in.room", "nv", &condObjInRoom }, // 0C
+ { "said", "nnnnnn", &condSaid3 }, // 0D
+ { "have.key", "", &condHaveKey }, // 0E
+ { "said", "nn", &condSaid1 }, // 0F
+ { "bit", "nv", &condUnknown }, // 10
};
AgiInstruction insV1[] = {
{ "return", "", NULL }, // 00
- { "increment", "v", &cmd_increment }, // 01
- { "decrement", "v", &cmd_decrement }, // 02
- { "assignn", "vn", &cmd_assignn }, // 03
- { "assignv", "vv", &cmd_assignv }, // 04
- { "addn", "vn", &cmd_addn }, // 05
- { "addv", "vv", &cmd_addv }, // 06
- { "subn", "vn", &cmd_subn }, // 07
- { "subv", "vv", &cmd_subv }, // 08
- { "load.view", "n", &cmd_load_view }, // 09
- { "animate.obj", "n", &cmd_animate_obj }, // 0A
- { "new.room", "n", &cmd_new_room }, // 0B
- { "draw.pic", "v", &cmd_draw_pic }, // 0C
- { "print", "s", &cmd_print }, // 0D
- { "status", "", &cmd_status }, // 0E
- { "save.game", "", &cmd_save_game }, // 0F
- { "restore.game", "", &cmd_load_game }, // 10
- { "...", "", &cmd_init_disk }, // 11 TODO
- { "restart.game", "", &cmd_restart_game }, // 12
- { "random", "v", &cmd_random }, // 13 TODO: 1 vs 3 vars
- { "get", "n", &cmd_get }, // 14
- { "drop", "n", &cmd_drop }, // 15
- { "draw", "n", &cmd_draw }, // 16
- { "erase", "n", &cmd_erase }, // 17
- { "position", "nnn", &cmd_position }, // 18
- { "position.v", "nvv", &cmd_position_f }, // 19
- { "get.posn", "nvv", &cmd_get_posn }, // 1A
- { "set.cel", "nn", &cmd_set_cel }, // 1B
- { "set.loop", "nn", &cmd_set_loop }, // 1C
- { "end.of.loop", "nn", &cmd_end_of_loop }, // 1D
- { "reverse.loop", "nn", &cmd_reverse_loop }, // 1E
- { "move.obj", "nnnnn", &cmd_move_obj }, // 1F
- { "set.view", "nn", &cmd_set_view }, // 20
- { "follow.ego", "nnn", &cmd_follow_ego }, // 21
- { "...", "", &cmd_unknown }, // 22
- { "...", "", &cmd_unknown }, // 23
- { "ignore.blocks", "n", &cmd_ignore_blocks }, // 24
- { "observe.blocks", "n", &cmd_observe_blocks }, // 25
- { "wander", "n", &cmd_wander }, // 26
- { "reposition", "nvv", &cmd_reposition }, // 27
- { "stop.motion", "n", &cmd_stop_motion }, // 28
- { "start.motion", "n", &cmd_start_motion }, // 29
- { "stop.cycling", "n", &cmd_stop_cycling }, // 2A
- { "start.cycling", "n", &cmd_start_cycling }, // 2B
- { "stop.update", "n", &cmd_stop_update }, // 2C
- { "start.update", "n", &cmd_start_update }, // 2D
- { "program.control", "", &cmd_program_control }, // 2E
- { "player.control", "", &cmd_player_control }, // 2F
- { "set.priority", "nn", &cmd_set_priority }, // 30
- { "release.priority", "n", &cmd_release_priority }, // 31
- { "add.to.pic", "nnnnnn", &cmd_add_to_pic }, // 32 TODO: 7 vs 8 args
- { "set.horizon", "n", &cmd_set_horizon }, // 33
- { "ignore.horizon", "n", &cmd_ignore_horizon }, // 34
- { "observe.horizon", "n", &cmd_observe_horizon }, // 35
- { "load.logics", "n", &cmd_load_logic }, // 36
- { "object.on.water", "n", &cmd_object_on_water }, // 37
- { "load.pic", "v", &cmd_load_pic }, // 38
- { "load.sound", "n", &cmd_load_sound }, // 39
- { "sound", "nn", &cmd_sound }, // 3A
- { "stop.sound", "", &cmd_stop_sound }, // 3B
- { "set.v", "v", &cmd_set_v }, // 3C
- { "reset.v", "v", &cmd_reset_v }, // 3D
- { "toggle.v", "v", &cmd_toggle_v }, // 3E
- { "new.room.v", "v", &cmd_new_room_f }, // 3F
- { "call", "n", &cmd_call }, // 40
- { "...", "", &cmd_unknown }, // 41
- { "set.speed", "v", &cmd_set_speed }, // 42
- { "move.obj.v", "nvvvv", &cmd_move_obj_f }, // 43
- { "...", "", &cmd_unknown }, // 44
- { "...", "", &cmd_unknown }, // 45
- { "...", "", &cmd_unknown }, // 46
- { "...", "", &cmd_unknown }, // 47
- { "...", "nv", &cmd_unknown }, // 48 get.priority??
- { "ignore.objs", "n", &cmd_ignore_objs }, // 49
- { "observe.objs", "n", &cmd_observe_objs }, // 4A
- { "distance", "nnv", &cmd_distance }, // 4B
- { "object.on.land", "n", &cmd_object_on_land }, // 4C
- { "...", "nv", &cmd_unknown }, // 4D set.priority.v???
- { "...", "", &cmd_unknown }, // 4E
- { "load.logics", "n", &cmd_load_logic }, // 4F TODO: what is the other load.logics then?
- { "display", "nnns", &cmd_display }, // 50 TODO: 4 vs 3 args
- { "prevent.input???", "", &cmd_unknown }, // 51
- { "...", "", &cmd_unknown }, // 52
- { "...", "n", &cmd_unknown }, // 53 ???
- { "...", "", &cmd_unknown }, // 54 ???
- { "stop.motion", "", &cmd_stop_motion }, // 55 or force.update??
- { "discard.view", "n", &cmd_discard_view }, // 56
- { "discard.pic", "v", &cmd_discard_pic }, // 57
- { "...", "nn", &cmd_unknown }, // 58
- { "...", "", &cmd_unknown }, // 59
- { "last.cel", "nv", &cmd_last_cel }, // 5A
- { "set.cel.v", "nv", &cmd_set_cel_f }, // 5B
- { "...", "", &cmd_unknown }, // 5C
- { "load.view", "n", &cmd_load_view }, // 5D
- { "...", "", &cmd_unknown }, // 5E
- { "...", "", &cmd_unknown }, // 5F
- { "setbit", "nv", &cmd_unknown }, // 60
+ { "increment", "v", &cmdIncrement }, // 01
+ { "decrement", "v", &cmdDecrement }, // 02
+ { "assignn", "vn", &cmdAssignN }, // 03
+ { "assignv", "vv", &cmdAssignV }, // 04
+ { "addn", "vn", &cmdAddN }, // 05
+ { "addv", "vv", &cmdAddV }, // 06
+ { "subn", "vn", &cmdSubN }, // 07
+ { "subv", "vv", &cmdSubV }, // 08
+ { "load.view", "n", &cmdLoadView }, // 09
+ { "animate.obj", "n", &cmdAnimateObj }, // 0A
+ { "new.room", "n", &cmdNewRoom }, // 0B
+ { "draw.pic", "v", &cmdDrawPic }, // 0C
+ { "print", "s", &cmdPrint }, // 0D
+ { "status", "", &cmdStatus }, // 0E
+ { "save.game", "", &cmdSaveGame }, // 0F
+ { "restore.game", "", &cmdLoadGame }, // 10
+ { "...", "", &cmdInitDisk }, // 11 TODO
+ { "restart.game", "", &cmdRestartGame }, // 12
+ { "random", "v", &cmdRandom }, // 13 TODO: 1 vs 3 vars
+ { "get", "n", &cmdGet }, // 14
+ { "drop", "n", &cmdDrop }, // 15
+ { "draw", "n", &cmdDraw }, // 16
+ { "erase", "n", &cmdErase }, // 17
+ { "position", "nnn", &cmdPosition }, // 18
+ { "position.v", "nvv", &cmdPositionF }, // 19
+ { "get.posn", "nvv", &cmdGetPosn }, // 1A
+ { "set.cel", "nn", &cmdSetCel }, // 1B
+ { "set.loop", "nn", &cmdSetLoop }, // 1C
+ { "end.of.loop", "nn", &cmdEndOfLoop }, // 1D
+ { "reverse.loop", "nn", &cmdReverseLoop }, // 1E
+ { "move.obj", "nnnnn", &cmdMoveObj }, // 1F
+ { "set.view", "nn", &cmdSetView }, // 20
+ { "follow.ego", "nnn", &cmdFollowEgo }, // 21
+ { "...", "", &cmdUnknown }, // 22
+ { "...", "", &cmdUnknown }, // 23
+ { "ignore.blocks", "n", &cmdIgnoreBlocks }, // 24
+ { "observe.blocks", "n", &cmdObserveBlocks }, // 25
+ { "wander", "n", &cmdWander }, // 26
+ { "reposition", "nvv", &cmdReposition }, // 27
+ { "stop.motion", "n", &cmdStopMotion }, // 28
+ { "start.motion", "n", &cmdStartMotion }, // 29
+ { "stop.cycling", "n", &cmdStopCycling }, // 2A
+ { "start.cycling", "n", &cmdStartCycling }, // 2B
+ { "stop.update", "n", &cmdStopUpdate }, // 2C
+ { "start.update", "n", &cmdStartUpdate }, // 2D
+ { "program.control", "", &cmdProgramControl }, // 2E
+ { "player.control", "", &cmdPlayerControl }, // 2F
+ { "set.priority", "nn", &cmdSetPriority }, // 30
+ { "release.priority", "n", &cmdReleasePriority }, // 31
+ { "add.to.pic", "nnnnnn", &cmdAddToPic }, // 32 TODO: 7 vs 8 args
+ { "set.horizon", "n", &cmdSetHorizon }, // 33
+ { "ignore.horizon", "n", &cmdIgnoreHorizon }, // 34
+ { "observe.horizon", "n", &cmdObserveHorizon }, // 35
+ { "load.logics", "n", &cmdLoadLogic }, // 36
+ { "object.on.water", "n", &cmdObjectOnWater }, // 37
+ { "load.pic", "v", &cmdLoadPic }, // 38
+ { "load.sound", "n", &cmdLoadSound }, // 39
+ { "sound", "nn", &cmdSound }, // 3A
+ { "stop.sound", "", &cmdStopSound }, // 3B
+ { "set.v", "v", &cmdSetV }, // 3C
+ { "reset.v", "v", &cmdResetV }, // 3D
+ { "toggle.v", "v", &cmdToggleV }, // 3E
+ { "new.room.v", "v", &cmdNewRoomF }, // 3F
+ { "call", "n", &cmdCall }, // 40
+ { "...", "", &cmdUnknown }, // 41
+ { "set.speed", "v", &cmdSetSpeed }, // 42
+ { "move.obj.v", "nvvvv", &cmdMoveObjF }, // 43
+ { "...", "", &cmdUnknown }, // 44
+ { "...", "", &cmdUnknown }, // 45
+ { "...", "", &cmdUnknown }, // 46
+ { "...", "", &cmdUnknown }, // 47
+ { "...", "nv", &cmdUnknown }, // 48 get.priority??
+ { "ignore.objs", "n", &cmdIgnoreObjs }, // 49
+ { "observe.objs", "n", &cmdObserveObjs }, // 4A
+ { "distance", "nnv", &cmdDistance }, // 4B
+ { "object.on.land", "n", &cmdObjectOnLand }, // 4C
+ { "...", "nv", &cmdUnknown }, // 4D set.priority.v???
+ { "...", "", &cmdUnknown }, // 4E
+ { "load.logics", "n", &cmdLoadLogic }, // 4F TODO: what is the other load.logics then?
+ { "display", "nnns", &cmdDisplay }, // 50 TODO: 4 vs 3 args
+ { "prevent.input???", "", &cmdUnknown }, // 51
+ { "...", "", &cmdUnknown }, // 52
+ { "...", "n", &cmdUnknown }, // 53 ???
+ { "...", "", &cmdUnknown }, // 54 ???
+ { "stop.motion", "", &cmdStopMotion }, // 55 or force.update??
+ { "discard.view", "n", &cmdDiscardView }, // 56
+ { "discard.pic", "v", &cmdDiscardPic }, // 57
+ { "...", "nn", &cmdUnknown }, // 58
+ { "...", "", &cmdUnknown }, // 59
+ { "last.cel", "nv", &cmdLastCel }, // 5A
+ { "set.cel.v", "nv", &cmdSetCelF }, // 5B
+ { "...", "", &cmdUnknown }, // 5C
+ { "load.view", "n", &cmdLoadView }, // 5D
+ { "...", "", &cmdUnknown }, // 5E
+ { "...", "", &cmdUnknown }, // 5F
+ { "setbit", "nv", &cmdUnknown }, // 60
};
AgiInstruction insV2Test[] = {
- { "", "", &cond_unknown }, // 00
- { "equaln", "vn", &cond_equal }, // 01
- { "equalv", "vv", &cond_equalv }, // 02
- { "lessn", "vn", &cond_less }, // 03
- { "lessv", "vv", &cond_lessv }, // 04
- { "greatern", "vn", &cond_greater }, // 05
- { "greaterv", "vv", &cond_greaterv }, // 06
- { "isset", "n", &cond_isset }, // 07
- { "issetv", "v", &cond_issetv }, // 08
- { "has", "n", &cond_has }, // 09
- { "obj.in.room", "nv", &cond_obj_in_room}, // 0A
- { "posn", "nnnnn", &cond_posn }, // 0B
- { "controller", "n", &cond_controller }, // 0C
- { "have.key", "", &cond_have_key}, // 0D
- { "said", "", &cond_said }, // 0E
- { "compare.strings", "ss", &cond_compare_strings }, // 0F
- { "obj.in.box", "nnnnn", &cond_obj_in_box }, // 10
- { "center.posn", "nnnnn", &cond_center_posn }, // 11
- { "right.posn", "nnnnn", &cond_right_posn }, // 12
- { "in.motion.using.mouse", "", &cond_unknown_13 } // 13
+ { "", "", &condUnknown }, // 00
+ { "equaln", "vn", &condEqual }, // 01
+ { "equalv", "vv", &condEqualV }, // 02
+ { "lessn", "vn", &condLess }, // 03
+ { "lessv", "vv", &condLessV }, // 04
+ { "greatern", "vn", &condGreater }, // 05
+ { "greaterv", "vv", &condGreaterV }, // 06
+ { "isset", "n", &condIsSet }, // 07
+ { "issetv", "v", &condIsSetV }, // 08
+ { "has", "n", &condHas }, // 09
+ { "obj.in.room", "nv", &condObjInRoom}, // 0A
+ { "posn", "nnnnn", &condPosn }, // 0B
+ { "controller", "n", &condController }, // 0C
+ { "have.key", "", &condHaveKey}, // 0D
+ { "said", "", &condSaid }, // 0E
+ { "compare.strings", "ss", &condCompareStrings }, // 0F
+ { "obj.in.box", "nnnnn", &condObjInBox }, // 10
+ { "center.posn", "nnnnn", &condCenterPosn }, // 11
+ { "right.posn", "nnnnn", &condRightPosn }, // 12
+ { "in.motion.using.mouse", "", &condUnknown13 } // 13
};
AgiInstruction insV2[] = {
{ "return", "", NULL },
- { "increment", "v", &cmd_increment },
- { "decrement", "v", &cmd_decrement },
- { "assignn", "vn", &cmd_assignn },
- { "assignv", "vv", &cmd_assignv },
- { "addn", "vn", &cmd_addn },
- { "addv", "vv", &cmd_addv },
- { "subn", "vn", &cmd_subn },
- { "subv", "vv", &cmd_subv },
- { "lindirectv", "vv", &cmd_lindirectv },
- { "lindirect", "vv", &cmd_rindirect },
- { "lindirectn", "vn", &cmd_lindirectn },
- { "set", "n", &cmd_set },
- { "reset", "n", &cmd_reset },
- { "toggle", "n", &cmd_toggle },
- { "set.v", "v", &cmd_set_v },
- { "reset.v", "v", &cmd_reset_v },
- { "toggle.v", "v", &cmd_toggle_v },
- { "new.room", "n", &cmd_new_room },
- { "new.room.v", "v", &cmd_new_room_f },
- { "load.logics", "n", &cmd_load_logic },
- { "load.logics.v", "v", &cmd_load_logic_f },
- { "call", "n", &cmd_call },
- { "call.v", "v", &cmd_call_f },
- { "load.pic", "v", &cmd_load_pic },
- { "draw.pic", "v", &cmd_draw_pic },
- { "show.pic", "", &cmd_show_pic },
- { "discard.pic", "v", &cmd_discard_pic },
- { "overlay.pic", "v", &cmd_overlay_pic },
- { "show.pri.screen", "", &cmd_show_pri_screen },
- { "load.view", "n", &cmd_load_view },
- { "load.view.v", "v", &cmd_load_view_f },
- { "discard.view", "n", &cmd_discard_view },
- { "animate.obj", "n", &cmd_animate_obj },
- { "unanimate.all", "", &cmd_unanimate_all },
- { "draw", "n", &cmd_draw },
- { "erase", "n", &cmd_erase },
- { "position", "nnn", &cmd_position },
- { "position.v", "nvv", &cmd_position_f },
- { "get.posn", "nvv", &cmd_get_posn },
- { "reposition", "nvv", &cmd_reposition },
- { "set.view", "nn", &cmd_set_view },
- { "set.view.v", "nv", &cmd_set_view_f },
- { "set.loop", "nn", &cmd_set_loop },
- { "set.loop.v", "nv", &cmd_set_loop_f },
- { "fix.loop", "n", &cmd_fix_loop },
- { "release.loop", "n", &cmd_release_loop },
- { "set.cel", "nn", &cmd_set_cel },
- { "set.cel.v", "nv", &cmd_set_cel_f },
- { "last.cel", "nv", &cmd_last_cel },
- { "current.cel", "nv", &cmd_current_cel },
- { "current.loop", "nv", &cmd_current_loop },
- { "current.view", "nv", &cmd_current_view },
- { "number.of.loops", "nv", &cmd_number_of_loops },
- { "set.priority", "nn", &cmd_set_priority },
- { "set.priority.v", "nv", &cmd_set_priority_f },
- { "release.priority", "n", &cmd_release_priority },
- { "get.priority", "nn", &cmd_get_priority },
- { "stop.update", "n", &cmd_stop_update },
- { "start.update", "n", &cmd_start_update },
- { "force.update", "n", &cmd_force_update },
- { "ignore.horizon", "n", &cmd_ignore_horizon },
- { "observe.horizon", "n", &cmd_observe_horizon },
- { "set.horizon", "n", &cmd_set_horizon },
- { "object.on.water", "n", &cmd_object_on_water },
- { "object.on.land", "n", &cmd_object_on_land },
- { "object.on.anything", "n", &cmd_object_on_anything },
- { "ignore.objs", "n", &cmd_ignore_objs },
- { "observe.objs", "n", &cmd_observe_objs },
- { "distance", "nnv", &cmd_distance },
- { "stop.cycling", "n", &cmd_stop_cycling },
- { "start.cycling", "n", &cmd_start_cycling },
- { "normal.cycle", "n", &cmd_normal_cycle },
- { "end.of.loop", "nn", &cmd_end_of_loop },
- { "reverse.cycle", "n", &cmd_reverse_cycle },
- { "reverse.loop", "nn", &cmd_reverse_loop },
- { "cycle.time", "nv", &cmd_cycle_time },
- { "stop.motion", "n", &cmd_stop_motion },
- { "start.motion", "n", &cmd_start_motion },
- { "step.size", "nv", &cmd_step_size },
- { "step.time", "nv", &cmd_step_time },
- { "move.obj", "nnnnn", &cmd_move_obj },
- { "move.obj.v", "nvvvv", &cmd_move_obj_f },
- { "follow.ego", "nnn", &cmd_follow_ego },
- { "wander", "n", &cmd_wander },
- { "normal.motion", "n", &cmd_normal_motion },
- { "set.dir", "nv", &cmd_set_dir },
- { "get.dir", "nv", &cmd_get_dir },
- { "ignore.blocks", "n", &cmd_ignore_blocks },
- { "observe.blocks", "n", &cmd_observe_blocks },
- { "block", "nnnn", &cmd_block },
- { "unblock", "", &cmd_unblock },
- { "get", "n", &cmd_get },
- { "get.v", "v", &cmd_get_f },
- { "drop", "n", &cmd_drop },
- { "put", "nn", &cmd_put },
- { "put.v", "vv", &cmd_put_f },
- { "get.room.v", "vv", &cmd_get_room_f },
- { "load.sound", "n", &cmd_load_sound },
- { "sound", "nn", &cmd_sound },
- { "stop.sound", "", &cmd_stop_sound },
- { "print", "s", &cmd_print },
- { "print.v", "v", &cmd_print_f },
- { "display", "nns", &cmd_display },
- { "display.v", "vvv", &cmd_display_f },
- { "clear.lines", "nns", &cmd_clear_lines },
- { "text.screen", "", &cmd_text_screen },
- { "graphics", "", &cmd_graphics },
- { "set.cursor.char", "s", &cmd_set_cursor_char },
- { "set.text.attribute", "nn", &cmd_set_text_attribute },
- { "shake.screen", "n", &cmd_shake_screen },
- { "configure.screen", "nnn", &cmd_configure_screen },
- { "status.line.on", "", &cmd_status_line_on },
- { "status.line.off", "", &cmd_status_line_off },
- { "set.string", "ns", &cmd_set_string },
- { "get.string", "ns", &cmd_get_string },
- { "word.to.string", "nn", &cmd_word_to_string },
- { "parse", "n", &cmd_parse },
- { "get.num", "nv", &cmd_get_num },
- { "prevent.input", "", &cmd_prevent_input },
- { "accept.input", "", &cmd_accept_input },
- { "set.key", "nnn", &cmd_set_key },
- { "add.to.pic", "nnnnnnn", &cmd_add_to_pic },
- { "add.to.pic.v", "vvvvvvv", &cmd_add_to_pic_f },
- { "status", "", &cmd_status },
- { "save.game", "", &cmd_save_game },
- { "restore.game", "", &cmd_load_game },
- { "init.disk", "", &cmd_init_disk },
- { "restart.game", "", &cmd_restart_game },
- { "show.obj", "n", &cmd_show_obj },
- { "random", "nnv", &cmd_random },
- { "program.control", "", &cmd_program_control },
- { "player.control", "", &cmd_player_control },
- { "obj.status.v", "v", &cmd_obj_status_f },
- { "quit", "n", &cmd_quit },
- { "show.mem", "", &cmd_show_mem },
- { "pause", "", &cmd_pause },
- { "echo.line", "", &cmd_echo_line },
- { "cancel.line", "", &cmd_cancel_line },
- { "init.joy", "", &cmd_init_joy },
- { "toggle.monitor", "", &cmd_toggle_monitor },
- { "version", "", &cmd_version },
- { "script.size", "n", &cmd_script_size },
- { "set.game.id", "s", &cmd_set_game_id },
- { "log", "s", &cmd_log },
- { "set.scan.start", "", &cmd_set_scan_start },
- { "reset.scan.start", "", &cmd_reset_scan_start },
- { "reposition.to", "nnn", &cmd_reposition_to },
- { "reposition.to.v", "nvv", &cmd_reposition_to_f },
- { "trace.on", "", &cmd_trace_on },
- { "trace.info", "nnn", &cmd_trace_info },
- { "print.at", "snnn", &cmd_print_at },
- { "print.at.v", "vnnn", &cmd_print_at_v },
- { "discard.view.v", "v", &cmd_discard_view},
- { "clear.text.rect", "nnnnn", &cmd_clear_text_rect },
- { "set.upper.left", "nn", &cmd_set_upper_left },
- { "set.menu", "s", &cmd_set_menu },
- { "set.menu.member", "sn", &cmd_set_menu_item },
- { "submit.menu", "", &cmd_submit_menu },
- { "enable.member", "n", &cmd_enable_item },
- { "disable.member", "n", &cmd_disable_item },
- { "menu.input", "", &cmd_menu_input },
- { "show.obj.v", "v", &cmd_show_obj_v },
- { "open.dialogue", "", &cmd_open_dialogue },
- { "close.dialogue", "", &cmd_close_dialogue },
- { "mul.n", "vn", &cmd_mul_n },
- { "mul.v", "vv", &cmd_mul_v },
- { "div.n", "vn", &cmd_div_n },
- { "div.v", "vv", &cmd_div_v },
- { "close.window", "", &cmd_close_window },
- { "set.simple", "n", &cmd_set_simple },
- { "push.script", "", &cmd_push_script },
- { "pop.script", "", &cmd_pop_script },
- { "hold.key", "", &cmd_hold_key },
- { "set.pri.base", "n", &cmd_set_pri_base },
- { "discard.sound", "n", &cmd_discard_sound },
- { "hide.mouse", "", &cmd_hide_mouse },
- { "allow.menu", "n", &cmd_allow_menu },
- { "show.mouse", "", &cmd_show_mouse },
- { "fence.mouse", "nnnn", &cmd_fence_mouse },
- { "mouse.posn", "vv", &cmd_mouse_posn },
- { "release.key", "", &cmd_release_key },
- { "adj.ego.move.to.xy", "", &cmd_adj_ego_move_to_x_y }
+ { "increment", "v", &cmdIncrement },
+ { "decrement", "v", &cmdDecrement },
+ { "assignn", "vn", &cmdAssignN },
+ { "assignv", "vv", &cmdAssignV },
+ { "addn", "vn", &cmdAddN },
+ { "addv", "vv", &cmdAddV },
+ { "subn", "vn", &cmdSubN },
+ { "subv", "vv", &cmdSubV },
+ { "lindirectv", "vv", &cmdLindirectV },
+ { "lindirect", "vv", &cmdRindirect },
+ { "lindirectn", "vn", &cmdLindirectN },
+ { "set", "n", &cmdSet },
+ { "reset", "n", &cmdReset },
+ { "toggle", "n", &cmdToggle },
+ { "set.v", "v", &cmdSetV },
+ { "reset.v", "v", &cmdResetV },
+ { "toggle.v", "v", &cmdToggleV },
+ { "new.room", "n", &cmdNewRoom },
+ { "new.room.v", "v", &cmdNewRoomF },
+ { "load.logics", "n", &cmdLoadLogic },
+ { "load.logics.v", "v", &cmdLoadLogicF },
+ { "call", "n", &cmdCall },
+ { "call.v", "v", &cmdCallF },
+ { "load.pic", "v", &cmdLoadPic },
+ { "draw.pic", "v", &cmdDrawPic },
+ { "show.pic", "", &cmdShowPic },
+ { "discard.pic", "v", &cmdDiscardPic },
+ { "overlay.pic", "v", &cmdOverlayPic },
+ { "show.pri.screen", "", &cmdShowPriScreen },
+ { "load.view", "n", &cmdLoadView },
+ { "load.view.v", "v", &cmdLoadViewF },
+ { "discard.view", "n", &cmdDiscardView },
+ { "animate.obj", "n", &cmdAnimateObj },
+ { "unanimate.all", "", &cmdUnanimateAll },
+ { "draw", "n", &cmdDraw },
+ { "erase", "n", &cmdErase },
+ { "position", "nnn", &cmdPosition },
+ { "position.v", "nvv", &cmdPositionF },
+ { "get.posn", "nvv", &cmdGetPosn },
+ { "reposition", "nvv", &cmdReposition },
+ { "set.view", "nn", &cmdSetView },
+ { "set.view.v", "nv", &cmdSetViewF },
+ { "set.loop", "nn", &cmdSetLoop },
+ { "set.loop.v", "nv", &cmdSetLoopF },
+ { "fix.loop", "n", &cmdFixLoop },
+ { "release.loop", "n", &cmdReleaseLoop },
+ { "set.cel", "nn", &cmdSetCel },
+ { "set.cel.v", "nv", &cmdSetCelF },
+ { "last.cel", "nv", &cmdLastCel },
+ { "current.cel", "nv", &cmdCurrentCel },
+ { "current.loop", "nv", &cmdCurrentLoop },
+ { "current.view", "nv", &cmdCurrentView },
+ { "number.of.loops", "nv", &cmdNumberOfLoops },
+ { "set.priority", "nn", &cmdSetPriority },
+ { "set.priority.v", "nv", &cmdSetPriorityF },
+ { "release.priority", "n", &cmdReleasePriority },
+ { "get.priority", "nn", &cmdGetPriority },
+ { "stop.update", "n", &cmdStopUpdate },
+ { "start.update", "n", &cmdStartUpdate },
+ { "force.update", "n", &cmdForceUpdate },
+ { "ignore.horizon", "n", &cmdIgnoreHorizon },
+ { "observe.horizon", "n", &cmdObserveHorizon },
+ { "set.horizon", "n", &cmdSetHorizon },
+ { "object.on.water", "n", &cmdObjectOnWater },
+ { "object.on.land", "n", &cmdObjectOnLand },
+ { "object.on.anything", "n", &cmdObjectOnAnything },
+ { "ignore.objs", "n", &cmdIgnoreObjs },
+ { "observe.objs", "n", &cmdObserveObjs },
+ { "distance", "nnv", &cmdDistance },
+ { "stop.cycling", "n", &cmdStopCycling },
+ { "start.cycling", "n", &cmdStartCycling },
+ { "normal.cycle", "n", &cmdNormalCycle },
+ { "end.of.loop", "nn", &cmdEndOfLoop },
+ { "reverse.cycle", "n", &cmdReverseCycle },
+ { "reverse.loop", "nn", &cmdReverseLoop },
+ { "cycle.time", "nv", &cmdCycleTime },
+ { "stop.motion", "n", &cmdStopMotion },
+ { "start.motion", "n", &cmdStartMotion },
+ { "step.size", "nv", &cmdStepSize },
+ { "step.time", "nv", &cmdStepTime },
+ { "move.obj", "nnnnn", &cmdMoveObj },
+ { "move.obj.v", "nvvvv", &cmdMoveObjF },
+ { "follow.ego", "nnn", &cmdFollowEgo },
+ { "wander", "n", &cmdWander },
+ { "normal.motion", "n", &cmdNormalMotion },
+ { "set.dir", "nv", &cmdSetDir },
+ { "get.dir", "nv", &cmdGetDir },
+ { "ignore.blocks", "n", &cmdIgnoreBlocks },
+ { "observe.blocks", "n", &cmdObserveBlocks },
+ { "block", "nnnn", &cmdBlock },
+ { "unblock", "", &cmdUnblock },
+ { "get", "n", &cmdGet },
+ { "get.v", "v", &cmdGetF },
+ { "drop", "n", &cmdDrop },
+ { "put", "nn", &cmdPut },
+ { "put.v", "vv", &cmdPutF },
+ { "get.room.v", "vv", &cmdGetRoomF },
+ { "load.sound", "n", &cmdLoadSound },
+ { "sound", "nn", &cmdSound },
+ { "stop.sound", "", &cmdStopSound },
+ { "print", "s", &cmdPrint },
+ { "print.v", "v", &cmdPrintF },
+ { "display", "nns", &cmdDisplay },
+ { "display.v", "vvv", &cmdDisplayF },
+ { "clear.lines", "nns", &cmdClearLines },
+ { "text.screen", "", &cmdTextScreen },
+ { "graphics", "", &cmdGraphics },
+ { "set.cursor.char", "s", &cmdSetCursorChar },
+ { "set.text.attribute", "nn", &cmdSetTextAttribute },
+ { "shake.screen", "n", &cmdShakeScreen },
+ { "configure.screen", "nnn", &cmdConfigureScreen },
+ { "status.line.on", "", &cmdStatusLineOn },
+ { "status.line.off", "", &cmdStatusLineOff },
+ { "set.string", "ns", &cmdSetString },
+ { "get.string", "ns", &cmdGetString },
+ { "word.to.string", "nn", &cmdWordToString },
+ { "parse", "n", &cmdParse },
+ { "get.num", "nv", &cmdGetNum },
+ { "prevent.input", "", &cmdPreventInput },
+ { "accept.input", "", &cmdAcceptInput },
+ { "set.key", "nnn", &cmdSetKey },
+ { "add.to.pic", "nnnnnnn", &cmdAddToPic },
+ { "add.to.pic.v", "vvvvvvv", &cmdAddToPicF },
+ { "status", "", &cmdStatus },
+ { "save.game", "", &cmdSaveGame },
+ { "restore.game", "", &cmdLoadGame },
+ { "init.disk", "", &cmdInitDisk },
+ { "restart.game", "", &cmdRestartGame },
+ { "show.obj", "n", &cmdShowObj },
+ { "random", "nnv", &cmdRandom },
+ { "program.control", "", &cmdProgramControl },
+ { "player.control", "", &cmdPlayerControl },
+ { "obj.status.v", "v", &cmdObjStatusF },
+ { "quit", "n", &cmdQuit },
+ { "show.mem", "", &cmdShowMem },
+ { "pause", "", &cmdPause },
+ { "echo.line", "", &cmdEchoLine },
+ { "cancel.line", "", &cmdCancelLine },
+ { "init.joy", "", &cmdInitJoy },
+ { "toggle.monitor", "", &cmdToggleMonitor },
+ { "version", "", &cmdVersion },
+ { "script.size", "n", &cmdScriptSize },
+ { "set.game.id", "s", &cmdSetGameID },
+ { "log", "s", &cmdLog },
+ { "set.scan.start", "", &cmdSetScanStart },
+ { "reset.scan.start", "", &cmdResetScanStart },
+ { "reposition.to", "nnn", &cmdRepositionTo },
+ { "reposition.to.v", "nvv", &cmdRepositionToF },
+ { "trace.on", "", &cmdTraceOn },
+ { "trace.info", "nnn", &cmdTraceInfo },
+ { "print.at", "snnn", &cmdPrintAt },
+ { "print.at.v", "vnnn", &cmdPrintAtV },
+ { "discard.view.v", "v", &cmdDiscardView},
+ { "clear.text.rect", "nnnnn", &cmdClearTextRect },
+ { "set.upper.left", "nn", &cmdSetUpperLeft },
+ { "set.menu", "s", &cmdSetMenu },
+ { "set.menu.member", "sn", &cmdSetMenuItem },
+ { "submit.menu", "", &cmdSubmitMenu },
+ { "enable.member", "n", &cmdEnableItem },
+ { "disable.member", "n", &cmdDisableItem },
+ { "menu.input", "", &cmdMenuInput },
+ { "show.obj.v", "v", &cmdShowObjV },
+ { "open.dialogue", "", &cmdOpenDialogue },
+ { "close.dialogue", "", &cmdCloseDialogue },
+ { "mul.n", "vn", &cmdMulN },
+ { "mul.v", "vv", &cmdMulV },
+ { "div.n", "vn", &cmdDivN },
+ { "div.v", "vv", &cmdDivV },
+ { "close.window", "", &cmdCloseWindow },
+ { "set.simple", "n", &cmdSetSimple },
+ { "push.script", "", &cmdPushScript },
+ { "pop.script", "", &cmdPopScript },
+ { "hold.key", "", &cmdHoldKey },
+ { "set.pri.base", "n", &cmdSetPriBase },
+ { "discard.sound", "n", &cmdDiscardSound },
+ { "hide.mouse", "", &cmdHideMouse },
+ { "allow.menu", "n", &cmdAllowMenu },
+ { "show.mouse", "", &cmdShowMouse },
+ { "fence.mouse", "nnnn", &cmdFenceMouse },
+ { "mouse.posn", "vv", &cmdMousePosn },
+ { "release.key", "", &cmdReleaseKey },
+ { "adj.ego.move.to.xy", "", &cmdAdjEgoMoveToXY }
};
void AgiEngine::setupOpcodes() {
diff --git a/engines/agi/opcodes.h b/engines/agi/opcodes.h
index 3939b2d0a0..742b0d5fe9 100644
--- a/engines/agi/opcodes.h
+++ b/engines/agi/opcodes.h
@@ -38,217 +38,217 @@ struct AgiInstruction {
extern AgiInstruction *logicNamesTest;
extern AgiInstruction *logicNamesCmd;
-void cmd_increment(AgiGame *state, uint8 *p);
-void cmd_decrement(AgiGame *state, uint8 *p);
-void cmd_assignn(AgiGame *state, uint8 *p);
-void cmd_assignv(AgiGame *state, uint8 *p);
-void cmd_addn(AgiGame *state, uint8 *p);
-void cmd_addv(AgiGame *state, uint8 *p);
-void cmd_subn(AgiGame *state, uint8 *p);
-void cmd_subv(AgiGame *state, uint8 *p); // 0x08
-void cmd_lindirectv(AgiGame *state, uint8 *p);
-void cmd_rindirect(AgiGame *state, uint8 *p);
-void cmd_lindirectn(AgiGame *state, uint8 *p);
-void cmd_set(AgiGame *state, uint8 *p);
-void cmd_reset(AgiGame *state, uint8 *p);
-void cmd_toggle(AgiGame *state, uint8 *p);
-void cmd_set_v(AgiGame *state, uint8 *p);
-void cmd_reset_v(AgiGame *state, uint8 *p); // 0x10
-void cmd_toggle_v(AgiGame *state, uint8 *p);
-void cmd_new_room(AgiGame *state, uint8 *p);
-void cmd_new_room_f(AgiGame *state, uint8 *p);
-void cmd_load_logic(AgiGame *state, uint8 *p);
-void cmd_load_logic_f(AgiGame *state, uint8 *p);
-void cmd_call(AgiGame *state, uint8 *p);
-void cmd_call_f(AgiGame *state, uint8 *p);
-void cmd_load_pic(AgiGame *state, uint8 *p); // 0x18
-void cmd_draw_pic(AgiGame *state, uint8 *p);
-void cmd_show_pic(AgiGame *state, uint8 *p);
-void cmd_discard_pic(AgiGame *state, uint8 *p);
-void cmd_overlay_pic(AgiGame *state, uint8 *p);
-void cmd_show_pri_screen(AgiGame *state, uint8 *p);
-void cmd_load_view(AgiGame *state, uint8 *p);
-void cmd_load_view_f(AgiGame *state, uint8 *p);
-void cmd_discard_view(AgiGame *state, uint8 *p); // 0x20
-void cmd_animate_obj(AgiGame *state, uint8 *p);
-void cmd_unanimate_all(AgiGame *state, uint8 *p);
-void cmd_draw(AgiGame *state, uint8 *p);
-void cmd_erase(AgiGame *state, uint8 *p);
-void cmd_position(AgiGame *state, uint8 *p);
-void cmd_position_f(AgiGame *state, uint8 *p);
-void cmd_get_posn(AgiGame *state, uint8 *p);
-void cmd_reposition(AgiGame *state, uint8 *p); // 0x28
-void cmd_set_view(AgiGame *state, uint8 *p);
-void cmd_set_view_f(AgiGame *state, uint8 *p);
-void cmd_set_loop(AgiGame *state, uint8 *p);
-void cmd_set_loop_f(AgiGame *state, uint8 *p);
-void cmd_fix_loop(AgiGame *state, uint8 *p);
-void cmd_release_loop(AgiGame *state, uint8 *p);
-void cmd_set_cel(AgiGame *state, uint8 *p);
-void cmd_set_cel_f(AgiGame *state, uint8 *p); // 0x30
-void cmd_last_cel(AgiGame *state, uint8 *p);
-void cmd_current_cel(AgiGame *state, uint8 *p);
-void cmd_current_loop(AgiGame *state, uint8 *p);
-void cmd_current_view(AgiGame *state, uint8 *p);
-void cmd_number_of_loops(AgiGame *state, uint8 *p);
-void cmd_set_priority(AgiGame *state, uint8 *p);
-void cmd_set_priority_f(AgiGame *state, uint8 *p);
-void cmd_release_priority(AgiGame *state, uint8 *p); // 0x38
-void cmd_get_priority(AgiGame *state, uint8 *p);
-void cmd_stop_update(AgiGame *state, uint8 *p);
-void cmd_start_update(AgiGame *state, uint8 *p);
-void cmd_force_update(AgiGame *state, uint8 *p);
-void cmd_ignore_horizon(AgiGame *state, uint8 *p);
-void cmd_observe_horizon(AgiGame *state, uint8 *p);
-void cmd_set_horizon(AgiGame *state, uint8 *p);
-void cmd_object_on_water(AgiGame *state, uint8 *p); // 0x40
-void cmd_object_on_land(AgiGame *state, uint8 *p);
-void cmd_object_on_anything(AgiGame *state, uint8 *p);
-void cmd_ignore_objs(AgiGame *state, uint8 *p);
-void cmd_observe_objs(AgiGame *state, uint8 *p);
-void cmd_distance(AgiGame *state, uint8 *p);
-void cmd_stop_cycling(AgiGame *state, uint8 *p);
-void cmd_start_cycling(AgiGame *state, uint8 *p);
-void cmd_normal_cycle(AgiGame *state, uint8 *p); // 0x48
-void cmd_end_of_loop(AgiGame *state, uint8 *p);
-void cmd_reverse_cycle(AgiGame *state, uint8 *p);
-void cmd_reverse_loop(AgiGame *state, uint8 *p);
-void cmd_cycle_time(AgiGame *state, uint8 *p);
-void cmd_stop_motion(AgiGame *state, uint8 *p);
-void cmd_start_motion(AgiGame *state, uint8 *p);
-void cmd_step_size(AgiGame *state, uint8 *p);
-void cmd_step_time(AgiGame *state, uint8 *p); // 0x50
-void cmd_move_obj(AgiGame *state, uint8 *p);
-void cmd_move_obj_f(AgiGame *state, uint8 *p);
-void cmd_follow_ego(AgiGame *state, uint8 *p);
-void cmd_wander(AgiGame *state, uint8 *p);
-void cmd_normal_motion(AgiGame *state, uint8 *p);
-void cmd_set_dir(AgiGame *state, uint8 *p);
-void cmd_get_dir(AgiGame *state, uint8 *p);
-void cmd_ignore_blocks(AgiGame *state, uint8 *p); // 0x58
-void cmd_observe_blocks(AgiGame *state, uint8 *p);
-void cmd_block(AgiGame *state, uint8 *p);
-void cmd_unblock(AgiGame *state, uint8 *p);
-void cmd_get(AgiGame *state, uint8 *p);
-void cmd_get_f(AgiGame *state, uint8 *p);
-void cmd_drop(AgiGame *state, uint8 *p);
-void cmd_put(AgiGame *state, uint8 *p);
-void cmd_put_f(AgiGame *state, uint8 *p); // 0x60
-void cmd_get_room_f(AgiGame *state, uint8 *p);
-void cmd_load_sound(AgiGame *state, uint8 *p);
-void cmd_sound(AgiGame *state, uint8 *p);
-void cmd_stop_sound(AgiGame *state, uint8 *p);
-void cmd_print(AgiGame *state, uint8 *p);
-void cmd_print_f(AgiGame *state, uint8 *p);
-void cmd_display(AgiGame *state, uint8 *p);
-void cmd_display_f(AgiGame *state, uint8 *p); // 0x68
-void cmd_clear_lines(AgiGame *state, uint8 *p);
-void cmd_text_screen(AgiGame *state, uint8 *p);
-void cmd_graphics(AgiGame *state, uint8 *p);
-void cmd_set_cursor_char(AgiGame *state, uint8 *p);
-void cmd_set_text_attribute(AgiGame *state, uint8 *p);
-void cmd_shake_screen(AgiGame *state, uint8 *p);
-void cmd_configure_screen(AgiGame *state, uint8 *p);
-void cmd_status_line_on(AgiGame *state, uint8 *p); // 0x70
-void cmd_status_line_off(AgiGame *state, uint8 *p);
-void cmd_set_string(AgiGame *state, uint8 *p);
-void cmd_get_string(AgiGame *state, uint8 *p);
-void cmd_word_to_string(AgiGame *state, uint8 *p);
-void cmd_parse(AgiGame *state, uint8 *p);
-void cmd_get_num(AgiGame *state, uint8 *p);
-void cmd_prevent_input(AgiGame *state, uint8 *p);
-void cmd_accept_input(AgiGame *state, uint8 *p); // 0x78
-void cmd_set_key(AgiGame *state, uint8 *p);
-void cmd_add_to_pic(AgiGame *state, uint8 *p);
-void cmd_add_to_pic_f(AgiGame *state, uint8 *p);
-void cmd_status(AgiGame *state, uint8 *p);
-void cmd_save_game(AgiGame *state, uint8 *p);
-void cmd_load_game(AgiGame *state, uint8 *p);
-void cmd_init_disk(AgiGame *state, uint8 *p);
-void cmd_restart_game(AgiGame *state, uint8 *p); // 0x80
-void cmd_show_obj(AgiGame *state, uint8 *p);
-void cmd_random(AgiGame *state, uint8 *p);
-void cmd_program_control(AgiGame *state, uint8 *p);
-void cmd_player_control(AgiGame *state, uint8 *p);
-void cmd_obj_status_f(AgiGame *state, uint8 *p);
-void cmd_quit(AgiGame *state, uint8 *p);
-void cmd_show_mem(AgiGame *state, uint8 *p);
-void cmd_pause(AgiGame *state, uint8 *p); // 0x88
-void cmd_echo_line(AgiGame *state, uint8 *p);
-void cmd_cancel_line(AgiGame *state, uint8 *p);
-void cmd_init_joy(AgiGame *state, uint8 *p);
-void cmd_toggle_monitor(AgiGame *state, uint8 *p);
-void cmd_version(AgiGame *state, uint8 *p);
-void cmd_script_size(AgiGame *state, uint8 *p);
-void cmd_set_game_id(AgiGame *state, uint8 *p);
-void cmd_log(AgiGame *state, uint8 *p); // 0x90
-void cmd_set_scan_start(AgiGame *state, uint8 *p);
-void cmd_reset_scan_start(AgiGame *state, uint8 *p);
-void cmd_reposition_to(AgiGame *state, uint8 *p);
-void cmd_reposition_to_f(AgiGame *state, uint8 *p);
-void cmd_trace_on(AgiGame *state, uint8 *p);
-void cmd_trace_info(AgiGame *state, uint8 *p);
-void cmd_print_at(AgiGame *state, uint8 *p);
-void cmd_print_at_v(AgiGame *state, uint8 *p); // 0x98
-//void cmd_discard_view(AgiGame *state, uint8 *p); // Opcode repeated from 0x20 ?
-void cmd_clear_text_rect(AgiGame *state, uint8 *p);
-void cmd_set_upper_left(AgiGame *state, uint8 *p);
-void cmd_set_menu(AgiGame *state, uint8 *p);
-void cmd_set_menu_item(AgiGame *state, uint8 *p);
-void cmd_submit_menu(AgiGame *state, uint8 *p);
-void cmd_enable_item(AgiGame *state, uint8 *p);
-void cmd_disable_item(AgiGame *state, uint8 *p); // 0xa0
-void cmd_menu_input(AgiGame *state, uint8 *p);
-void cmd_show_obj_v(AgiGame *state, uint8 *p);
-void cmd_open_dialogue(AgiGame *state, uint8 *p);
-void cmd_close_dialogue(AgiGame *state, uint8 *p);
-void cmd_mul_n(AgiGame *state, uint8 *p);
-void cmd_mul_v(AgiGame *state, uint8 *p);
-void cmd_div_n(AgiGame *state, uint8 *p);
-void cmd_div_v(AgiGame *state, uint8 *p); // 0xa8
-void cmd_close_window(AgiGame *state, uint8 *p);
-void cmd_set_simple(AgiGame *state, uint8 *p);
-void cmd_push_script(AgiGame *state, uint8 *p);
-void cmd_pop_script(AgiGame *state, uint8 *p);
-void cmd_hold_key(AgiGame *state, uint8 *p);
-void cmd_set_pri_base(AgiGame *state, uint8 *p);
-void cmd_discard_sound(AgiGame *state, uint8 *p);
-void cmd_hide_mouse(AgiGame *state, uint8 *p); // 0xb0
-void cmd_allow_menu(AgiGame *state, uint8 *p);
-void cmd_show_mouse(AgiGame *state, uint8 *p);
-void cmd_fence_mouse(AgiGame *state, uint8 *p);
-void cmd_mouse_posn(AgiGame *state, uint8 *p);
-void cmd_release_key(AgiGame *state, uint8 *p);
-void cmd_adj_ego_move_to_x_y(AgiGame *state, uint8 *p);
+void cmdIncrement(AgiGame *state, uint8 *p);
+void cmdDecrement(AgiGame *state, uint8 *p);
+void cmdAssignN(AgiGame *state, uint8 *p);
+void cmdAssignV(AgiGame *state, uint8 *p);
+void cmdAddN(AgiGame *state, uint8 *p);
+void cmdAddV(AgiGame *state, uint8 *p);
+void cmdSubN(AgiGame *state, uint8 *p);
+void cmdSubV(AgiGame *state, uint8 *p); // 0x08
+void cmdLindirectV(AgiGame *state, uint8 *p);
+void cmdRindirect(AgiGame *state, uint8 *p);
+void cmdLindirectN(AgiGame *state, uint8 *p);
+void cmdSet(AgiGame *state, uint8 *p);
+void cmdReset(AgiGame *state, uint8 *p);
+void cmdToggle(AgiGame *state, uint8 *p);
+void cmdSetV(AgiGame *state, uint8 *p);
+void cmdResetV(AgiGame *state, uint8 *p); // 0x10
+void cmdToggleV(AgiGame *state, uint8 *p);
+void cmdNewRoom(AgiGame *state, uint8 *p);
+void cmdNewRoomF(AgiGame *state, uint8 *p);
+void cmdLoadLogic(AgiGame *state, uint8 *p);
+void cmdLoadLogicF(AgiGame *state, uint8 *p);
+void cmdCall(AgiGame *state, uint8 *p);
+void cmdCallF(AgiGame *state, uint8 *p);
+void cmdLoadPic(AgiGame *state, uint8 *p); // 0x18
+void cmdDrawPic(AgiGame *state, uint8 *p);
+void cmdShowPic(AgiGame *state, uint8 *p);
+void cmdDiscardPic(AgiGame *state, uint8 *p);
+void cmdOverlayPic(AgiGame *state, uint8 *p);
+void cmdShowPriScreen(AgiGame *state, uint8 *p);
+void cmdLoadView(AgiGame *state, uint8 *p);
+void cmdLoadViewF(AgiGame *state, uint8 *p);
+void cmdDiscardView(AgiGame *state, uint8 *p); // 0x20
+void cmdAnimateObj(AgiGame *state, uint8 *p);
+void cmdUnanimateAll(AgiGame *state, uint8 *p);
+void cmdDraw(AgiGame *state, uint8 *p);
+void cmdErase(AgiGame *state, uint8 *p);
+void cmdPosition(AgiGame *state, uint8 *p);
+void cmdPositionF(AgiGame *state, uint8 *p);
+void cmdGetPosn(AgiGame *state, uint8 *p);
+void cmdReposition(AgiGame *state, uint8 *p); // 0x28
+void cmdSetView(AgiGame *state, uint8 *p);
+void cmdSetViewF(AgiGame *state, uint8 *p);
+void cmdSetLoop(AgiGame *state, uint8 *p);
+void cmdSetLoopF(AgiGame *state, uint8 *p);
+void cmdFixLoop(AgiGame *state, uint8 *p);
+void cmdReleaseLoop(AgiGame *state, uint8 *p);
+void cmdSetCel(AgiGame *state, uint8 *p);
+void cmdSetCelF(AgiGame *state, uint8 *p); // 0x30
+void cmdLastCel(AgiGame *state, uint8 *p);
+void cmdCurrentCel(AgiGame *state, uint8 *p);
+void cmdCurrentLoop(AgiGame *state, uint8 *p);
+void cmdCurrentView(AgiGame *state, uint8 *p);
+void cmdNumberOfLoops(AgiGame *state, uint8 *p);
+void cmdSetPriority(AgiGame *state, uint8 *p);
+void cmdSetPriorityF(AgiGame *state, uint8 *p);
+void cmdReleasePriority(AgiGame *state, uint8 *p); // 0x38
+void cmdGetPriority(AgiGame *state, uint8 *p);
+void cmdStopUpdate(AgiGame *state, uint8 *p);
+void cmdStartUpdate(AgiGame *state, uint8 *p);
+void cmdForceUpdate(AgiGame *state, uint8 *p);
+void cmdIgnoreHorizon(AgiGame *state, uint8 *p);
+void cmdObserveHorizon(AgiGame *state, uint8 *p);
+void cmdSetHorizon(AgiGame *state, uint8 *p);
+void cmdObjectOnWater(AgiGame *state, uint8 *p); // 0x40
+void cmdObjectOnLand(AgiGame *state, uint8 *p);
+void cmdObjectOnAnything(AgiGame *state, uint8 *p);
+void cmdIgnoreObjs(AgiGame *state, uint8 *p);
+void cmdObserveObjs(AgiGame *state, uint8 *p);
+void cmdDistance(AgiGame *state, uint8 *p);
+void cmdStopCycling(AgiGame *state, uint8 *p);
+void cmdStartCycling(AgiGame *state, uint8 *p);
+void cmdNormalCycle(AgiGame *state, uint8 *p); // 0x48
+void cmdEndOfLoop(AgiGame *state, uint8 *p);
+void cmdReverseCycle(AgiGame *state, uint8 *p);
+void cmdReverseLoop(AgiGame *state, uint8 *p);
+void cmdCycleTime(AgiGame *state, uint8 *p);
+void cmdStopMotion(AgiGame *state, uint8 *p);
+void cmdStartMotion(AgiGame *state, uint8 *p);
+void cmdStepSize(AgiGame *state, uint8 *p);
+void cmdStepTime(AgiGame *state, uint8 *p); // 0x50
+void cmdMoveObj(AgiGame *state, uint8 *p);
+void cmdMoveObjF(AgiGame *state, uint8 *p);
+void cmdFollowEgo(AgiGame *state, uint8 *p);
+void cmdWander(AgiGame *state, uint8 *p);
+void cmdNormalMotion(AgiGame *state, uint8 *p);
+void cmdSetDir(AgiGame *state, uint8 *p);
+void cmdGetDir(AgiGame *state, uint8 *p);
+void cmdIgnoreBlocks(AgiGame *state, uint8 *p); // 0x58
+void cmdObserveBlocks(AgiGame *state, uint8 *p);
+void cmdBlock(AgiGame *state, uint8 *p);
+void cmdUnblock(AgiGame *state, uint8 *p);
+void cmdGet(AgiGame *state, uint8 *p);
+void cmdGetF(AgiGame *state, uint8 *p);
+void cmdDrop(AgiGame *state, uint8 *p);
+void cmdPut(AgiGame *state, uint8 *p);
+void cmdPutF(AgiGame *state, uint8 *p); // 0x60
+void cmdGetRoomF(AgiGame *state, uint8 *p);
+void cmdLoadSound(AgiGame *state, uint8 *p);
+void cmdSound(AgiGame *state, uint8 *p);
+void cmdStopSound(AgiGame *state, uint8 *p);
+void cmdPrint(AgiGame *state, uint8 *p);
+void cmdPrintF(AgiGame *state, uint8 *p);
+void cmdDisplay(AgiGame *state, uint8 *p);
+void cmdDisplayF(AgiGame *state, uint8 *p); // 0x68
+void cmdClearLines(AgiGame *state, uint8 *p);
+void cmdTextScreen(AgiGame *state, uint8 *p);
+void cmdGraphics(AgiGame *state, uint8 *p);
+void cmdSetCursorChar(AgiGame *state, uint8 *p);
+void cmdSetTextAttribute(AgiGame *state, uint8 *p);
+void cmdShakeScreen(AgiGame *state, uint8 *p);
+void cmdConfigureScreen(AgiGame *state, uint8 *p);
+void cmdStatusLineOn(AgiGame *state, uint8 *p); // 0x70
+void cmdStatusLineOff(AgiGame *state, uint8 *p);
+void cmdSetString(AgiGame *state, uint8 *p);
+void cmdGetString(AgiGame *state, uint8 *p);
+void cmdWordToString(AgiGame *state, uint8 *p);
+void cmdParse(AgiGame *state, uint8 *p);
+void cmdGetNum(AgiGame *state, uint8 *p);
+void cmdPreventInput(AgiGame *state, uint8 *p);
+void cmdAcceptInput(AgiGame *state, uint8 *p); // 0x78
+void cmdSetKey(AgiGame *state, uint8 *p);
+void cmdAddToPic(AgiGame *state, uint8 *p);
+void cmdAddToPicF(AgiGame *state, uint8 *p);
+void cmdStatus(AgiGame *state, uint8 *p);
+void cmdSaveGame(AgiGame *state, uint8 *p);
+void cmdLoadGame(AgiGame *state, uint8 *p);
+void cmdInitDisk(AgiGame *state, uint8 *p);
+void cmdRestartGame(AgiGame *state, uint8 *p); // 0x80
+void cmdShowObj(AgiGame *state, uint8 *p);
+void cmdRandom(AgiGame *state, uint8 *p);
+void cmdProgramControl(AgiGame *state, uint8 *p);
+void cmdPlayerControl(AgiGame *state, uint8 *p);
+void cmdObjStatusF(AgiGame *state, uint8 *p);
+void cmdQuit(AgiGame *state, uint8 *p);
+void cmdShowMem(AgiGame *state, uint8 *p);
+void cmdPause(AgiGame *state, uint8 *p); // 0x88
+void cmdEchoLine(AgiGame *state, uint8 *p);
+void cmdCancelLine(AgiGame *state, uint8 *p);
+void cmdInitJoy(AgiGame *state, uint8 *p);
+void cmdToggleMonitor(AgiGame *state, uint8 *p);
+void cmdVersion(AgiGame *state, uint8 *p);
+void cmdScriptSize(AgiGame *state, uint8 *p);
+void cmdSetGameID(AgiGame *state, uint8 *p);
+void cmdLog(AgiGame *state, uint8 *p); // 0x90
+void cmdSetScanStart(AgiGame *state, uint8 *p);
+void cmdResetScanStart(AgiGame *state, uint8 *p);
+void cmdRepositionTo(AgiGame *state, uint8 *p);
+void cmdRepositionToF(AgiGame *state, uint8 *p);
+void cmdTraceOn(AgiGame *state, uint8 *p);
+void cmdTraceInfo(AgiGame *state, uint8 *p);
+void cmdPrintAt(AgiGame *state, uint8 *p);
+void cmdPrintAtV(AgiGame *state, uint8 *p); // 0x98
+//void cmdDiscardView(AgiGame *state, uint8 *p); // Opcode repeated from 0x20 ?
+void cmdClearTextRect(AgiGame *state, uint8 *p);
+void cmdSetUpperLeft(AgiGame *state, uint8 *p);
+void cmdSetMenu(AgiGame *state, uint8 *p);
+void cmdSetMenuItem(AgiGame *state, uint8 *p);
+void cmdSubmitMenu(AgiGame *state, uint8 *p);
+void cmdEnableItem(AgiGame *state, uint8 *p);
+void cmdDisableItem(AgiGame *state, uint8 *p); // 0xa0
+void cmdMenuInput(AgiGame *state, uint8 *p);
+void cmdShowObjV(AgiGame *state, uint8 *p);
+void cmdOpenDialogue(AgiGame *state, uint8 *p);
+void cmdCloseDialogue(AgiGame *state, uint8 *p);
+void cmdMulN(AgiGame *state, uint8 *p);
+void cmdMulV(AgiGame *state, uint8 *p);
+void cmdDivN(AgiGame *state, uint8 *p);
+void cmdDivV(AgiGame *state, uint8 *p); // 0xa8
+void cmdCloseWindow(AgiGame *state, uint8 *p);
+void cmdSetSimple(AgiGame *state, uint8 *p);
+void cmdPushScript(AgiGame *state, uint8 *p);
+void cmdPopScript(AgiGame *state, uint8 *p);
+void cmdHoldKey(AgiGame *state, uint8 *p);
+void cmdSetPriBase(AgiGame *state, uint8 *p);
+void cmdDiscardSound(AgiGame *state, uint8 *p);
+void cmdHideMouse(AgiGame *state, uint8 *p); // 0xb0
+void cmdAllowMenu(AgiGame *state, uint8 *p);
+void cmdShowMouse(AgiGame *state, uint8 *p);
+void cmdFenceMouse(AgiGame *state, uint8 *p);
+void cmdMousePosn(AgiGame *state, uint8 *p);
+void cmdReleaseKey(AgiGame *state, uint8 *p);
+void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p);
-void cmd_set_speed(AgiGame *state, uint8 *p);
-void cmd_unknown(AgiGame *state, uint8 *p);
+void cmdSetSpeed(AgiGame *state, uint8 *p);
+void cmdUnknown(AgiGame *state, uint8 *p);
-void cond_equal(AgiGame *state, uint8 *p);
-void cond_equalv(AgiGame *state, uint8 *p);
-void cond_less(AgiGame *state, uint8 *p);
-void cond_lessv(AgiGame *state, uint8 *p);
-void cond_greater(AgiGame *state, uint8 *p);
-void cond_greaterv(AgiGame *state, uint8 *p);
-void cond_isset(AgiGame *state, uint8 *p);
-void cond_issetv(AgiGame *state, uint8 *p);
-void cond_has(AgiGame *state, uint8 *p);
-void cond_obj_in_room(AgiGame *state, uint8 *p);
-void cond_posn(AgiGame *state, uint8 *p);
-void cond_controller(AgiGame *state, uint8 *p);
-void cond_have_key(AgiGame *state, uint8 *p);
-void cond_said(AgiGame *state, uint8 *p);
-void cond_compare_strings(AgiGame *state, uint8 *p);
-void cond_obj_in_box(AgiGame *state, uint8 *p);
-void cond_center_posn(AgiGame *state, uint8 *p);
-void cond_right_posn(AgiGame *state, uint8 *p);
-void cond_unknown_13(AgiGame *state, uint8 *p);
-void cond_unknown(AgiGame *state, uint8 *p);
+void condEqual(AgiGame *state, uint8 *p);
+void condEqualV(AgiGame *state, uint8 *p);
+void condLess(AgiGame *state, uint8 *p);
+void condLessV(AgiGame *state, uint8 *p);
+void condGreater(AgiGame *state, uint8 *p);
+void condGreaterV(AgiGame *state, uint8 *p);
+void condIsSet(AgiGame *state, uint8 *p);
+void condIsSetV(AgiGame *state, uint8 *p);
+void condHas(AgiGame *state, uint8 *p);
+void condObjInRoom(AgiGame *state, uint8 *p);
+void condPosn(AgiGame *state, uint8 *p);
+void condController(AgiGame *state, uint8 *p);
+void condHaveKey(AgiGame *state, uint8 *p);
+void condSaid(AgiGame *state, uint8 *p);
+void condCompareStrings(AgiGame *state, uint8 *p);
+void condObjInBox(AgiGame *state, uint8 *p);
+void condCenterPosn(AgiGame *state, uint8 *p);
+void condRightPosn(AgiGame *state, uint8 *p);
+void condUnknown13(AgiGame *state, uint8 *p);
+void condUnknown(AgiGame *state, uint8 *p);
-void cond_isset_v1(AgiGame *state, uint8 *p);
-void cond_said1(AgiGame *state, uint8 *p);
-void cond_said2(AgiGame *state, uint8 *p);
-void cond_said3(AgiGame *state, uint8 *p);
+void condIsSetV1(AgiGame *state, uint8 *p);
+void condSaid1(AgiGame *state, uint8 *p);
+void condSaid2(AgiGame *state, uint8 *p);
+void condSaid3(AgiGame *state, uint8 *p);
} // End of namespace Agi