diff options
Diffstat (limited to 'engines/agi/opcodes.h')
-rw-r--r-- | engines/agi/opcodes.h | 452 |
1 files changed, 225 insertions, 227 deletions
diff --git a/engines/agi/opcodes.h b/engines/agi/opcodes.h index 6bd31c339a..aac2756f86 100644 --- a/engines/agi/opcodes.h +++ b/engines/agi/opcodes.h @@ -38,236 +38,234 @@ struct AgiInstruction { extern AgiInstruction *logicNamesTest; extern AgiInstruction *logicNamesCmd; -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 cmdLoadPicV1(AgiGame *state, uint8 *p); -void cmdDrawPic(AgiGame *state, uint8 *p); -void cmdDrawPicV1(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 cmdPositionV1(AgiGame *state, uint8 *p); -void cmdPositionF(AgiGame *state, uint8 *p); -void cmdPositionFV1(AgiGame *state, uint8 *p); -void cmdGetPosn(AgiGame *state, uint8 *p); -void cmdReposition(AgiGame *state, uint8 *p); // 0x28 -void cmdRepositionV1(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 cmdEndOfLoopV1(AgiGame *state, uint8 *p); -void cmdReverseCycle(AgiGame *state, uint8 *p); -void cmdReverseLoop(AgiGame *state, uint8 *p); -void cmdReverseLoopV1(AgiGame *state, uint8 *p); -void cmdCycleTime(AgiGame *state, uint8 *p); -void cmdStopMotion(AgiGame *state, uint8 *p); -void cmdStopMotionV1(AgiGame *state, uint8 *p); -void cmdStartMotion(AgiGame *state, uint8 *p); -void cmdStartMotionV1(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 cmdGetV1(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 cmdAddToPicV1(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 cmdRandomV1(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 cmdQuitV1(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 cmdIncrement(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDecrement(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAssignN(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAssignV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAddN(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAddV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSubN(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSubV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x08 +void cmdLindirectV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdRindirect(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLindirectN(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSet(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReset(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdToggle(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdResetV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x10 +void cmdToggleV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdNewRoom(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdNewRoomF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadLogic(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadLogicF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCall(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCallF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadPic(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x18 +void cmdLoadPicV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDrawPic(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDrawPicV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdShowPic(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDiscardPic(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdOverlayPic(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdShowPriScreen(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadView(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadViewF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDiscardView(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x20 +void cmdAnimateObj(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdUnanimateAll(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDraw(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdErase(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPosition(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPositionV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPositionF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPositionFV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGetPosn(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReposition(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x28 +void cmdRepositionV1(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x28 +void cmdSetView(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetViewF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetLoop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetLoopF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdFixLoop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReleaseLoop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetCel(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetCelF(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x30 +void cmdLastCel(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCurrentCel(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCurrentLoop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCurrentView(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdNumberOfLoops(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetPriority(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetPriorityF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReleasePriority(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x38 +void cmdGetPriority(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStopUpdate(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStartUpdate(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdForceUpdate(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdIgnoreHorizon(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdObserveHorizon(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetHorizon(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdObjectOnWater(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x40 +void cmdObjectOnLand(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdObjectOnAnything(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdIgnoreObjs(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdObserveObjs(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDistance(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStopCycling(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStartCycling(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdNormalCycle(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x48 +void cmdEndOfLoop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdEndOfLoopV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReverseCycle(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReverseLoop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReverseLoopV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCycleTime(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStopMotion(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStopMotionV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStartMotion(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStartMotionV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStepSize(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStepTime(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x50 +void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdMoveObjF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdFollowEgo(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdWander(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdNormalMotion(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetDir(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGetDir(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdIgnoreBlocks(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x58 +void cmdObserveBlocks(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdBlock(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdUnblock(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGet(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGetV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGetF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDrop(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPut(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPutF(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x60 +void cmdGetRoomF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadSound(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSound(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStopSound(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPrint(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPrintF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDisplay(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDisplayF(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x68 +void cmdClearLines(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdTextScreen(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGraphics(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetCursorChar(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetTextAttribute(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdShakeScreen(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdConfigureScreen(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStatusLineOn(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x70 +void cmdStatusLineOff(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetString(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGetString(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdWordToString(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdParse(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdGetNum(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPreventInput(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAcceptInput(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x78 +void cmdSetKey(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAddToPic(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAddToPicV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAddToPicF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdStatus(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSaveGame(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLoadGame(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdInitDisk(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdRestartGame(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x80 +void cmdShowObj(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdRandom(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdRandomV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdProgramControl(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPlayerControl(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdObjStatusF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdQuit(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdQuitV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdShowMem(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPause(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x88 +void cmdEchoLine(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCancelLine(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdInitJoy(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdToggleMonitor(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdVersion(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdScriptSize(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetGameID(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdLog(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x90 +void cmdSetScanStart(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdResetScanStart(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdRepositionTo(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdRepositionToF(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdTraceOn(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdTraceInfo(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPrintAt(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPrintAtV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x98 +//void cmdDiscardView(AgiGame *state, AgiEngine *vm, uint8 *p); // Opcode repeated from 0x20 ? +void cmdClearTextRect(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetUpperLeft(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetMenu(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetMenuItem(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSubmitMenu(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdEnableItem(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDisableItem(AgiGame *state, AgiEngine *vm, uint8 *p); // 0xa0 +void cmdMenuInput(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdShowObjV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdOpenDialogue(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCloseDialogue(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdMulN(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdMulV(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDivN(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDivV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0xa8 +void cmdCloseWindow(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPushScript(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdPopScript(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetPriBase(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdDiscardSound(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *p); // 0xb0 +void cmdAllowMenu(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdFenceMouse(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdMousePosn(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdReleaseKey(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdAdjEgoMoveToXY(AgiGame *state, AgiEngine *vm, uint8 *p); -void cmdSetSpeed(AgiGame *state, uint8 *p); -void cmdSetItemView(AgiGame *state, uint8 *p); -void cmdCallV1(AgiGame *state, uint8 *p); -void cmdNewRoomV1(AgiGame *state, uint8 *p); -void cmdNewRoomVV1(AgiGame *state, uint8 *p); -void cmdUnknown(AgiGame *state, uint8 *p); +void cmdSetSpeed(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdSetItemView(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdCallV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void cmdUnknown(AgiGame *state, AgiEngine *vm, 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 condHasV1(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 condEqual(AgiGame *state, AgiEngine *vm, uint8 *p); +void condEqualV(AgiGame *state, AgiEngine *vm, uint8 *p); +void condLess(AgiGame *state, AgiEngine *vm, uint8 *p); +void condLessV(AgiGame *state, AgiEngine *vm, uint8 *p); +void condGreater(AgiGame *state, AgiEngine *vm, uint8 *p); +void condGreaterV(AgiGame *state, AgiEngine *vm, uint8 *p); +void condIsSet(AgiGame *state, AgiEngine *vm, uint8 *p); +void condIsSetV(AgiGame *state, AgiEngine *vm, uint8 *p); +void condHas(AgiGame *state, AgiEngine *vm, uint8 *p); +void condHasV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void condObjInRoom(AgiGame *state, AgiEngine *vm, uint8 *p); +void condPosn(AgiGame *state, AgiEngine *vm, uint8 *p); +void condController(AgiGame *state, AgiEngine *vm, uint8 *p); +void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p); +void condSaid(AgiGame *state, AgiEngine *vm, uint8 *p); +void condCompareStrings(AgiGame *state, AgiEngine *vm, uint8 *p); +void condObjInBox(AgiGame *state, AgiEngine *vm, uint8 *p); +void condCenterPosn(AgiGame *state, AgiEngine *vm, uint8 *p); +void condRightPosn(AgiGame *state, AgiEngine *vm, uint8 *p); +void condUnknown13(AgiGame *state, AgiEngine *vm, uint8 *p); +void condUnknown(AgiGame *state, AgiEngine *vm, 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); -void condBit(AgiGame *state, uint8 *p); +void condIsSetV1(AgiGame *state, AgiEngine *vm, uint8 *p); +void condSaid1(AgiGame *state, AgiEngine *vm, uint8 *p); +void condSaid2(AgiGame *state, AgiEngine *vm, uint8 *p); +void condSaid3(AgiGame *state, AgiEngine *vm, uint8 *p); +void condBit(AgiGame *state, AgiEngine *vm, uint8 *p); } // End of namespace Agi |