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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_SEQUENCEOPCODES_H
#define ILLUSIONS_SEQUENCEOPCODES_H
#include "common/func.h"
namespace Illusions {
class IllusionsEngine;
class Control;
struct OpCall;
typedef Common::Functor2<Control*, OpCall&, void> 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 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
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