/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H #define ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H #include "illusions/scriptopcodes.h" #include "common/func.h" namespace Illusions { class IllusionsEngine_Duckman; class ScriptThread; class ScriptOpcodes_Duckman : public ScriptOpcodes { public: ScriptOpcodes_Duckman(IllusionsEngine_Duckman *vm); ~ScriptOpcodes_Duckman(); void initOpcodes(); void freeOpcodes(); protected: IllusionsEngine_Duckman *_vm; // Opcodes void opNop(ScriptThread *scriptThread, OpCall &opCall); void opSuspend(ScriptThread *scriptThread, OpCall &opCall); void opYield(ScriptThread *scriptThread, OpCall &opCall); void opTerminate(ScriptThread *scriptThread, OpCall &opCall); void opJump(ScriptThread *scriptThread, OpCall &opCall); void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall); void opNotifyThread(ScriptThread *scriptThread, OpCall &opCall); void opSuspendThread(ScriptThread *scriptThread, OpCall &opCall); void opLoadResource(ScriptThread *scriptThread, OpCall &opCall); void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall); void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall); void opRerunThreads(ScriptThread *scriptThread, OpCall &opCall); void opEnterScene18(ScriptThread *scriptThread, OpCall &opCall); void opUnloadResourcesBySceneId(ScriptThread *scriptThread, OpCall &opCall); void opChangeScene(ScriptThread *scriptThread, OpCall &opCall); void opResumeFromSavegame(ScriptThread *scriptThread, OpCall &opCall); void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall); void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall); void opEnterScene24(ScriptThread *scriptThread, OpCall &opCall); void opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall); void opEnterDebugger(ScriptThread *scriptThread, OpCall &opCall); void opLeaveDebugger(ScriptThread *scriptThread, OpCall &opCall); void opDumpCurrentSceneFiles(ScriptThread *scriptThread, OpCall &opCall); void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall); void opPanTrackObject(ScriptThread *scriptThread, OpCall &opCall); void opPanToObject(ScriptThread *scriptThread, OpCall &opCall); void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall); void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall); void opPanStop(ScriptThread *scriptThread, OpCall &opCall); void opStartFade(ScriptThread *scriptThread, OpCall &opCall); void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall); void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall); void opSetProperty(ScriptThread *scriptThread, OpCall &opCall); void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall); void opFaceActor(ScriptThread *scriptThread, OpCall &opCall); void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall); void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall); void opStartSequenceActorAtPosition(ScriptThread *scriptThread, OpCall &opCall); void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall); void opStartMoveActorToObject(ScriptThread *scriptThread, OpCall &opCall); void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall); void opAppearActor(ScriptThread *scriptThread, OpCall &opCall); void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall); void opActivateObject(ScriptThread *scriptThread, OpCall &opCall); void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall); void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall); void opStopCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall); void opStartCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall); void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall); void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall); void opPause(ScriptThread *scriptThread, OpCall &opCall); void opUnpause(ScriptThread *scriptThread, OpCall &opCall); void opStartSound(ScriptThread *scriptThread, OpCall &opCall); void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall); void opStopSound(ScriptThread *scriptThread, OpCall &opCall); void opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall); void opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall); void opFadeMidiMusic(ScriptThread *scriptThread, OpCall &opCall); void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall); void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall); void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall); void opQuitGame(ScriptThread *scriptThread, OpCall &opCall); void opResetGame(ScriptThread *scriptThread, OpCall &opCall); void opLoadGame(ScriptThread *scriptThread, OpCall &opCall); void opSaveGame(ScriptThread *scriptThread, OpCall &opCall); void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall); void opActivateButton(ScriptThread *scriptThread, OpCall &opCall); void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall); void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall); void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall); void opStackSwitchRandom(ScriptThread *scriptThread, OpCall &opCall); void opJumpIf(ScriptThread *scriptThread, OpCall &opCall); void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall); void opNot(ScriptThread *scriptThread, OpCall &opCall); void opAnd(ScriptThread *scriptThread, OpCall &opCall); void opOr(ScriptThread *scriptThread, OpCall &opCall); void opGetProperty(ScriptThread *scriptThread, OpCall &opCall); void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall); void opAddDialogItem(ScriptThread *scriptThread, OpCall &opCall); void opStartDialog(ScriptThread *scriptThread, OpCall &opCall); void opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall); void opSetBlockCounter115(ScriptThread *scriptThread, OpCall &opCall); void opSetBlockCounter116(ScriptThread *scriptThread, OpCall &opCall); void opSetBlockCounter117(ScriptThread *scriptThread, OpCall &opCall); void opSetBlockCounter118(ScriptThread *scriptThread, OpCall &opCall); void opDebug126(ScriptThread *scriptThread, OpCall &opCall); void opDebug127(ScriptThread *scriptThread, OpCall &opCall); #if 0 void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall); void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall); void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall); void opEnterScene(ScriptThread *scriptThread, OpCall &opCall); void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall); void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall); void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall); void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall); void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall); void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall); void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall); void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall); void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall); void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall); void opStackPop(ScriptThread *scriptThread, OpCall &opCall); void opStackDup(ScriptThread *scriptThread, OpCall &opCall); void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall); void opStopActor(ScriptThread *scriptThread, OpCall &opCall); void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall); void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall); void opKillThread(ScriptThread *scriptThread, OpCall &opCall); void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall); void opStackPush0(ScriptThread *scriptThread, OpCall &opCall); void opSetFontId(ScriptThread *scriptThread, OpCall &opCall); void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall); void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall); #endif }; } // End of namespace Illusions #endif // ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H