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
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (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, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef ILLUSIONS_BBDOU_SCRIPTOPCODES_BBDOU_H
24 #define ILLUSIONS_BBDOU_SCRIPTOPCODES_BBDOU_H
25 
26 #include "illusions/scriptopcodes.h"
27 #include "common/func.h"
28 
29 namespace Illusions {
30 
31 class IllusionsEngine_BBDOU;
32 class ScriptThread;
33 
34 class ScriptOpcodes_BBDOU : public ScriptOpcodes {
35 public:
36 	ScriptOpcodes_BBDOU(IllusionsEngine_BBDOU *vm);
37 	~ScriptOpcodes_BBDOU();
38 	void initOpcodes();
39 	void freeOpcodes();
40 protected:
41 	IllusionsEngine_BBDOU *_vm;
42 
43 	// Opcodes
44 	void opSuspend(ScriptThread *scriptThread, OpCall &opCall);
45 	void opYield(ScriptThread *scriptThread, OpCall &opCall);
46 	void opTerminate(ScriptThread *scriptThread, OpCall &opCall);
47 	void opJump(ScriptThread *scriptThread, OpCall &opCall);
48 	void opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall);
49 	void opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall);
50 	void opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall);
51 	void opNotifyThreadId(ScriptThread *scriptThread, OpCall &opCall);
52 	void opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall);
53 	void opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall);
54 	void opLoadResource(ScriptThread *scriptThread, OpCall &opCall);
55 	void opUnloadResource(ScriptThread *scriptThread, OpCall &opCall);
56 	void opEnterMenuPause(ScriptThread *scriptThread, OpCall &opCall);
57 	void opLeaveMenuPause(ScriptThread *scriptThread, OpCall &opCall);
58 	void opEnterScene(ScriptThread *scriptThread, OpCall &opCall);
59 	void opLeaveScene(ScriptThread *scriptThread, OpCall &opCall);
60 	void opEnterPause(ScriptThread *scriptThread, OpCall &opCall);
61 	void opLeavePause(ScriptThread *scriptThread, OpCall &opCall);
62 	void opUnloadActiveScenes(ScriptThread *scriptThread, OpCall &opCall);
63 	void opChangeScene(ScriptThread *scriptThread, OpCall &opCall);
64 	void opStartModalScene(ScriptThread *scriptThread, OpCall &opCall);
65 	void opExitModalScene(ScriptThread *scriptThread, OpCall &opCall);
66 	void opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
67 	void opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall);
68 	void opPanCenterObject(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 opSetDisplay(ScriptThread *scriptThread, OpCall &opCall);
74 	void opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall);
75 	void opSetCameraBoundsToMasterBg(ScriptThread *scriptThread, OpCall &opCall);
76 	void opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
77 	void opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
78 	void opSetProperty(ScriptThread *scriptThread, OpCall &opCall);
79 	void opPlaceActor(ScriptThread *scriptThread, OpCall &opCall);
80 	void opFaceActor(ScriptThread *scriptThread, OpCall &opCall);
81 	void opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall);
82 	void opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall);
83 	void opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall);
84 	void opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall);
85 	void opSetActorPosition(ScriptThread *scriptThread, OpCall &opCall);
86 	void opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall);
87 	void opAppearActor(ScriptThread *scriptThread, OpCall &opCall);
88 	void opDisappearActor(ScriptThread *scriptThread, OpCall &opCall);
89 	void opIsActorVisible(ScriptThread *scriptThread, OpCall &opCall);
90 	void opActivateObject(ScriptThread *scriptThread, OpCall &opCall);
91 	void opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall);
92 	void opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall);
93 	void opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall);
94 	void opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall);
95 	void opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall);
96 	void opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall);
97 	void opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall);
98 	void opPause(ScriptThread *scriptThread, OpCall &opCall);
99 	void opResume(ScriptThread *scriptThread, OpCall &opCall);
100 	void opStartSound(ScriptThread *scriptThread, OpCall &opCall);
101 	void opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall);
102 	void opStartSoundAtActor(ScriptThread *scriptThread, OpCall &opCall);
103 	void opStopSound(ScriptThread *scriptThread, OpCall &opCall);
104 	void opStartMusic(ScriptThread *scriptThread, OpCall &opCall);
105 	void opStopMusic(ScriptThread *scriptThread, OpCall &opCall);
106 	void opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall);
107 	void opIfLte(ScriptThread *scriptThread, OpCall &opCall);
108 	void opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
109 	void opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall);
110 	void opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall);
111 	void opQuitGame(ScriptThread *scriptThread, OpCall &opCall);
112 	void opResetGame(ScriptThread *scriptThread, OpCall &opCall);
113 	void opSaveGame(ScriptThread *scriptThread, OpCall &opCall);
114 	void opRestoreGameState(ScriptThread *scriptThread, OpCall &opCall);
115 	void opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall);
116 	void opActivateButton(ScriptThread *scriptThread, OpCall &opCall);
117 	void opNop(ScriptThread *scriptThread, OpCall &opCall);
118 	void opJumpIf(ScriptThread *scriptThread, OpCall &opCall);
119 	void opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall);
120 	void opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall);
121 	void opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall);
122 	void opNot(ScriptThread *scriptThread, OpCall &opCall);
123 	void opAnd(ScriptThread *scriptThread, OpCall &opCall);
124 	void opOr(ScriptThread *scriptThread, OpCall &opCall);
125 	void opGetProperty(ScriptThread *scriptThread, OpCall &opCall);
126 	void opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall);
127 	void opDebug126(ScriptThread *scriptThread, OpCall &opCall);
128 	void opDebug127(ScriptThread *scriptThread, OpCall &opCall);
129 	void opPlayVideo(ScriptThread *scriptThread, OpCall &opCall);
130 	void opStackPop(ScriptThread *scriptThread, OpCall &opCall);
131 	void opStackDup(ScriptThread *scriptThread, OpCall &opCall);
132 	void opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall);
133 	void opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall);
134 	void opLinkObjectToObject(ScriptThread *scriptThread, OpCall &opCall);
135 	void opUnlinkObject(ScriptThread *scriptThread, OpCall &opCall);
136 	void opStopActor(ScriptThread *scriptThread, OpCall &opCall);
137 	void opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall);
138 	void opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall);
139 	void opKillThread(ScriptThread *scriptThread, OpCall &opCall);
140 	void opLoadGame(ScriptThread *scriptThread, OpCall &opCall);
141 	void opPushLoadgameResult(ScriptThread *scriptThread, OpCall &opCall);
142 	void opPushSavegameResult(ScriptThread *scriptThread, OpCall &opCall);
143 	void opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall);
144 	void opStackPush0(ScriptThread *scriptThread, OpCall &opCall);
145 	void opSetFontId(ScriptThread *scriptThread, OpCall &opCall);
146 	void opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall);
147 	void opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall);
148 
149 };
150 
151 } // End of namespace Illusions
152 
153 #endif // ILLUSIONS_BBDOU_SCRIPTOPCODES_BBDOU_H
154