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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef ILLUSIONS_SCRIPTOPCODES_DUCKMAN_H
+#define ILLUSIONS_SCRIPTOPCODES_DUCKMAN_H
+
+#include "illusions/scriptopcodes.h"
+#include "common/func.h"
+
+namespace Illusions {
+
+class IllusionsEngine_Duckman;
+class ScriptThread;
+
+class ScriptOpcodes_Duckman : public ScriptOpcodes {
+public:
+ ScriptOpcodes_Duckman(IllusionsEngine_Duckman *vm);
+ ~ScriptOpcodes_Duckman();
+ void initOpcodes();
+ void freeOpcodes();
+protected:
+ IllusionsEngine_Duckman *_vm;
+
+ // Opcodes
+
+ void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
+ void opYield(ScriptThread *scriptThread, OpCall &opCall);
+ void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
+ void opJump(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opNotifyThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opSuspendThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opEnterScene18(ScriptThread *scriptThread, OpCall &opCall);
+ void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
+ void opEnterScene24(ScriptThread *scriptThread, OpCall &opCall);
+ void opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartFade(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
+ void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
+ void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
+ void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
+ void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
+ void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
+ void opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
+ void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
+ void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
+ void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
+ void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
+ void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
+ void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
+ void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
+ void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
+ void opNot(ScriptThread *scriptThread, OpCall &opCall);
+ void opAnd(ScriptThread *scriptThread, OpCall &opCall);
+ void opOr(ScriptThread *scriptThread, OpCall &opCall);
+ void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
+ void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
+ void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
+
+#if 0
+ void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
+ void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
+ void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
+ void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
+ void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
+ void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
+ void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
+ void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
+ void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall);
+ void opPanToObject(ScriptThread *scriptThread, OpCall &opCall);
+ void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
+ void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall);
+ void opPanStop(ScriptThread *scriptThread, OpCall &opCall);
+ void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
+ void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
+ void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
+ void opIfLte(ScriptThread *scriptThread, OpCall &opCall);
+ void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
+ void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
+ void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
+ void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
+ void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
+ void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
+ void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
+ void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
+ void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
+ void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
+ void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
+ void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
+#endif
+};
+
+} // End of namespace Illusions
+
+#endif // ILLUSIONS_SCRIPTOPCODES_DUCKMAN_H