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-rw-r--r--engines/agi/opcodes.h452
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