ScummVM API documentation
scriptopcodes_duckman.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11 
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16 
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
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20  */
21 
22 #ifndef ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
23 #define ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
24 
25 #include "illusions/scriptopcodes.h"
26 #include "common/func.h"
27 
28 namespace Illusions {
29 
30 class IllusionsEngine_Duckman;
31 class ScriptThread;
32 
34 public:
36  ~ScriptOpcodes_Duckman() override;
37  void initOpcodes() override;
38  void freeOpcodes() override;
39 protected:
41 
42  // Opcodes
43 
44  void opNop(ScriptThread *scriptThread, OpCall &opCall);
45  void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
46  void opYield(ScriptThread *scriptThread, OpCall &opCall);
47  void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
48  void opJump(ScriptThread *scriptThread, OpCall &opCall);
49  void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
50  void opNotifyThread(ScriptThread *scriptThread, OpCall &opCall);
51  void opSuspendThread(ScriptThread *scriptThread, OpCall &opCall);
52  void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
53  void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
54  void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
55  void opRerunThreads(ScriptThread *scriptThread, OpCall &opCall);
56  void opEnterScene18(ScriptThread *scriptThread, OpCall &opCall);
57  void opUnloadResourcesBySceneId(ScriptThread *scriptThread, OpCall &opCall);
58  void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
59  void opResumeFromSavegame(ScriptThread *scriptThread, OpCall &opCall);
60  void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
61  void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
62  void opEnterScene24(ScriptThread *scriptThread, OpCall &opCall);
63  void opLeaveScene24(ScriptThread *scriptThread, OpCall &opCall);
64  void opEnterDebugger(ScriptThread *scriptThread, OpCall &opCall);
65  void opLeaveDebugger(ScriptThread *scriptThread, OpCall &opCall);
66  void opDumpCurrentSceneFiles(ScriptThread *scriptThread, OpCall &opCall);
67  void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall);
68  void opPanTrackObject(ScriptThread *scriptThread, OpCall &opCall);
69  void opPanToObject(ScriptThread *scriptThread, OpCall &opCall);
70  void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
71  void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall);
72  void opPanStop(ScriptThread *scriptThread, OpCall &opCall);
73  void opStartFade(ScriptThread *scriptThread, OpCall &opCall);
74  void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
75  void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall);
76  void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
77  void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
78  void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
79  void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
80  void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
81  void opStartSequenceActorAtPosition(ScriptThread *scriptThread, OpCall &opCall);
82  void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
83  void opStartMoveActorToObject(ScriptThread *scriptThread, OpCall &opCall);
84  void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
85  void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
86  void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
87  void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
88  void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
89  void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
90  void opStopCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
91  void opStartCursorHoldingObject(ScriptThread *scriptThread, OpCall &opCall);
92  void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
93  void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
94  void opPause(ScriptThread *scriptThread, OpCall &opCall);
95  void opUnpause(ScriptThread *scriptThread, OpCall &opCall);
96  void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
97  void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall);
98  void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
99  void opStartMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
100  void opStopMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
101  void opFadeMidiMusic(ScriptThread *scriptThread, OpCall &opCall);
102  void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
103  void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
104  void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
105  void opQuitGame(ScriptThread *scriptThread, OpCall &opCall);
106  void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
107  void opLoadGame(ScriptThread *scriptThread, OpCall &opCall);
108  void opSaveGame(ScriptThread *scriptThread, OpCall &opCall);
109  void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
110  void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
111  void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
112  void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
113  void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
114  void opStackSwitchRandom(ScriptThread *scriptThread, OpCall &opCall);
115  void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
116  void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
117  void opNot(ScriptThread *scriptThread, OpCall &opCall);
118  void opAnd(ScriptThread *scriptThread, OpCall &opCall);
119  void opOr(ScriptThread *scriptThread, OpCall &opCall);
120  void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
121  void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
122  void opAddDialogItem(ScriptThread *scriptThread, OpCall &opCall);
123  void opStartDialog(ScriptThread *scriptThread, OpCall &opCall);
124  void opJumpToDialogChoice(ScriptThread *scriptThread, OpCall &opCall);
125  void opSetBlockCounter115(ScriptThread *scriptThread, OpCall &opCall);
126  void opSetBlockCounter116(ScriptThread *scriptThread, OpCall &opCall);
127  void opSetBlockCounter117(ScriptThread *scriptThread, OpCall &opCall);
128  void opSetBlockCounter118(ScriptThread *scriptThread, OpCall &opCall);
129  void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
130  void opDebug127(ScriptThread *scriptThread, OpCall &opCall);
131 
132 #if 0
133  void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
134  void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
135  void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
136  void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
137  void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
138  void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
139  void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
140  void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
141  void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
142  void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
143  void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
144  void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
145  void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
146  void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
147  void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
148  void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
149  void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
150  void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
151  void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
152  void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
153  void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
154  void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
155  void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
156  void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
157  void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
158  void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
159 #endif
160 };
161 
162 } // End of namespace Illusions
163 
164 #endif // ILLUSIONS_DUCKMAN_SCRIPTOPCODES_DUCKMAN_H
Definition: actor.h:34
Definition: scriptopcodes_duckman.h:33
Definition: scriptopcodes.h:48
Definition: illusions_duckman.h:78
Definition: scriptthread.h:32
Definition: scriptopcodes.h:32