/* 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_SEQUENCEOPCODES_H #define ILLUSIONS_SEQUENCEOPCODES_H #include "common/func.h" namespace Illusions { class IllusionsEngine; class Control; struct OpCall; typedef Common::Functor2 SequenceOpcode; class SequenceOpcodes { public: SequenceOpcodes(IllusionsEngine *vm); ~SequenceOpcodes(); void execOpcode(Control *control, OpCall &opCall); protected: IllusionsEngine *_vm; SequenceOpcode *_opcodes[256]; Common::String _opcodeNames[256]; void initOpcodes(); void freeOpcodes(); // Opcodes void opYield(Control *control, OpCall &opCall); void opSetFrameIndex(Control *control, OpCall &opCall); void opEndSequence(Control *control, OpCall &opCall); void opIncFrameDelay(Control *control, OpCall &opCall); void opSetRandomFrameDelay(Control *control, OpCall &opCall); void opSetFrameSpeed(Control *control, OpCall &opCall); void opJump(Control *control, OpCall &opCall); void opJumpRandom(Control *control, OpCall &opCall); void opGotoSequence(Control *control, OpCall &opCall); void opStartForeignSequence(Control *control, OpCall &opCall); void opBeginLoop(Control *control, OpCall &opCall); void opNextLoop(Control *control, OpCall &opCall); void opSetActorIndex(Control *control, OpCall &opCall); void opSwitchActorIndex(Control *control, OpCall &opCall); void opSwitchFacing(Control *control, OpCall &opCall); void opAppearActor(Control *control, OpCall &opCall); void opDisappearActor(Control *control, OpCall &opCall); void opAppearForeignActor(Control *control, OpCall &opCall); void opDisappearForeignActor(Control *control, OpCall &opCall); void opSetNamedPointPosition(Control *control, OpCall &opCall); void opMoveDelta(Control *control, OpCall &opCall); void opFaceActor(Control *control, OpCall &opCall); void opNotifyThreadId1(Control *control, OpCall &opCall); void opSetPathCtrY(Control *control, OpCall &opCall); void opDisablePathWalkPoints(Control *control, OpCall &opCall); void opSetPathWalkPoints(Control *control, OpCall &opCall); void opDisableAutoScale(Control *control, OpCall &opCall); void opSetScale(Control *control, OpCall &opCall); void opSetScaleLayer(Control *control, OpCall &opCall); void opDeactivatePathWalkRects(Control *control, OpCall &opCall); void opSetPathWalkRects(Control *control, OpCall &opCall); void opSetPriority(Control *control, OpCall &opCall); void opSetPriorityLayer(Control *control, OpCall &opCall); void opDisableAutoRegionLayer(Control *control, OpCall &opCall); void opSetRegionLayer(Control *control, OpCall &opCall); void opSetPalette(Control *control, OpCall &opCall); void opShiftPalette(Control *control, OpCall &opCall); void opPlaySound(Control *control, OpCall &opCall); void opStopSound(Control *control, OpCall &opCall); void opStartScriptThread(Control *control, OpCall &opCall); void opPlaceSubActor(Control *control, OpCall &opCall); void opStartSubSequence(Control *control, OpCall &opCall); void opStopSubSequence(Control *control, OpCall &opCall); }; } // End of namespace Illusions #endif // ILLUSIONS_SEQUENCEOPCODES_H