ScummVM API documentation
scriptopcodes_bbdou.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/>.
19  *
20  */
21 
22 #ifndef ILLUSIONS_BBDOU_SCRIPTOPCODES_BBDOU_H
23 #define ILLUSIONS_BBDOU_SCRIPTOPCODES_BBDOU_H
24 
25 #include "illusions/scriptopcodes.h"
26 #include "common/func.h"
27 
28 namespace Illusions {
29 
30 class IllusionsEngine_BBDOU;
31 class ScriptThread;
32 
34 public:
36  ~ScriptOpcodes_BBDOU() override;
37  void initOpcodes() override;
38  void freeOpcodes() override;
39 protected:
41 
42  // Opcodes
43  void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
44  void opYield(ScriptThread *scriptThread, OpCall &opCall);
45  void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
46  void opJump(ScriptThread *scriptThread, OpCall &opCall);
47  void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
48  void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
49  void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
50  void opNotifyThreadId(ScriptThread *scriptThread, OpCall &opCall);
51  void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
52  void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
53  void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
54  void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
55  void opEnterMenuPause(ScriptThread *scriptThread, OpCall &opCall);
56  void opLeaveMenuPause(ScriptThread *scriptThread, OpCall &opCall);
57  void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
58  void opLeaveScene(ScriptThread *scriptThread, OpCall &opCall);
59  void opEnterPause(ScriptThread *scriptThread, OpCall &opCall);
60  void opLeavePause(ScriptThread *scriptThread, OpCall &opCall);
61  void opUnloadActiveScenes(ScriptThread *scriptThread, OpCall &opCall);
62  void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
63  void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
64  void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
65  void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
66  void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
67  void opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall);
68  void opPanToObject(ScriptThread *scriptThread, OpCall &opCall);
69  void opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
70  void opPanToPoint(ScriptThread *scriptThread, OpCall &opCall);
71  void opPanStop(ScriptThread *scriptThread, OpCall &opCall);
72  void opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
73  void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall);
74  void opSetCameraBoundsToMasterBg(ScriptThread *scriptThread, OpCall &opCall);
75  void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
76  void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
77  void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
78  void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
79  void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
80  void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
81  void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
82  void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
83  void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
84  void opSetActorPosition(ScriptThread *scriptThread, OpCall &opCall);
85  void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
86  void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
87  void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
88  void opIsActorVisible(ScriptThread *scriptThread, OpCall &opCall);
89  void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
90  void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
91  void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
92  void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
93  void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
94  void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
95  void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
96  void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
97  void opPause(ScriptThread *scriptThread, OpCall &opCall);
98  void opResume(ScriptThread *scriptThread, OpCall &opCall);
99  void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
100  void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall);
101  void opStartSoundAtActor(ScriptThread *scriptThread, OpCall &opCall);
102  void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
103  void opStartMusic(ScriptThread *scriptThread, OpCall &opCall);
104  void opStopMusic(ScriptThread *scriptThread, OpCall &opCall);
105  void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
106  void opIfLte(ScriptThread *scriptThread, OpCall &opCall);
107  void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
108  void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
109  void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
110  void opQuitGame(ScriptThread *scriptThread, OpCall &opCall);
111  void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
112  void opSaveGame(ScriptThread *scriptThread, OpCall &opCall);
113  void opRestoreGameState(ScriptThread *scriptThread, OpCall &opCall);
114  void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
115  void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
116  void opNop(ScriptThread *scriptThread, OpCall &opCall);
117  void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
118  void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
119  void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
120  void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
121  void opNot(ScriptThread *scriptThread, OpCall &opCall);
122  void opAnd(ScriptThread *scriptThread, OpCall &opCall);
123  void opOr(ScriptThread *scriptThread, OpCall &opCall);
124  void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
125  void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
126  void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
127  void opDebug127(ScriptThread *scriptThread, OpCall &opCall);
128  void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
129  void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
130  void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
131  void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
132  void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
133  void opLinkObjectToObject(ScriptThread *scriptThread, OpCall &opCall);
134  void opUnlinkObject(ScriptThread *scriptThread, OpCall &opCall);
135  void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
136  void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
137  void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
138  void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
139  void opLoadGame(ScriptThread *scriptThread, OpCall &opCall);
140  void opPushLoadgameResult(ScriptThread *scriptThread, OpCall &opCall);
141  void opPushSavegameResult(ScriptThread *scriptThread, OpCall &opCall);
142  void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
143  void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
144  void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
145  void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
146  void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
147 
148 };
149 
150 } // End of namespace Illusions
151 
152 #endif // ILLUSIONS_BBDOU_SCRIPTOPCODES_BBDOU_H
Definition: actor.h:34
Definition: scriptopcodes.h:48
Definition: illusions_bbdou.h:60
Definition: scriptthread.h:32
Definition: scriptopcodes_bbdou.h:33
Definition: scriptopcodes.h:32