mirror of
https://github.com/libretro/scummvm.git
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275 lines
11 KiB
C++
275 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef AGI_OPCODES_H
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#define AGI_OPCODES_H
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#include <string.h>
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namespace Agi {
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struct AgiInstruction {
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const char *name;
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const char *args;
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AgiCommand func;
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int argumentsLength() { return strlen(args); }
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};
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extern AgiInstruction *logicNamesTest;
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extern AgiInstruction *logicNamesCmd;
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void cmdIncrement(AgiGame *state, uint8 *p);
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void cmdDecrement(AgiGame *state, uint8 *p);
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void cmdAssignN(AgiGame *state, uint8 *p);
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void cmdAssignV(AgiGame *state, uint8 *p);
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void cmdAddN(AgiGame *state, uint8 *p);
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void cmdAddV(AgiGame *state, uint8 *p);
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void cmdSubN(AgiGame *state, uint8 *p);
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void cmdSubV(AgiGame *state, uint8 *p); // 0x08
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void cmdLindirectV(AgiGame *state, uint8 *p);
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void cmdRindirect(AgiGame *state, uint8 *p);
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void cmdLindirectN(AgiGame *state, uint8 *p);
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void cmdSet(AgiGame *state, uint8 *p);
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void cmdReset(AgiGame *state, uint8 *p);
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void cmdToggle(AgiGame *state, uint8 *p);
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void cmdSetV(AgiGame *state, uint8 *p);
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void cmdResetV(AgiGame *state, uint8 *p); // 0x10
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void cmdToggleV(AgiGame *state, uint8 *p);
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void cmdNewRoom(AgiGame *state, uint8 *p);
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void cmdNewRoomF(AgiGame *state, uint8 *p);
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void cmdLoadLogic(AgiGame *state, uint8 *p);
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void cmdLoadLogicF(AgiGame *state, uint8 *p);
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void cmdCall(AgiGame *state, uint8 *p);
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void cmdCallF(AgiGame *state, uint8 *p);
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void cmdLoadPic(AgiGame *state, uint8 *p); // 0x18
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void cmdLoadPicV1(AgiGame *state, uint8 *p);
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void cmdDrawPic(AgiGame *state, uint8 *p);
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void cmdDrawPicV1(AgiGame *state, uint8 *p);
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void cmdShowPic(AgiGame *state, uint8 *p);
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void cmdDiscardPic(AgiGame *state, uint8 *p);
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void cmdOverlayPic(AgiGame *state, uint8 *p);
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void cmdShowPriScreen(AgiGame *state, uint8 *p);
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void cmdLoadView(AgiGame *state, uint8 *p);
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void cmdLoadViewF(AgiGame *state, uint8 *p);
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void cmdDiscardView(AgiGame *state, uint8 *p); // 0x20
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void cmdAnimateObj(AgiGame *state, uint8 *p);
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void cmdUnanimateAll(AgiGame *state, uint8 *p);
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void cmdDraw(AgiGame *state, uint8 *p);
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void cmdErase(AgiGame *state, uint8 *p);
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void cmdPosition(AgiGame *state, uint8 *p);
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void cmdPositionV1(AgiGame *state, uint8 *p);
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void cmdPositionF(AgiGame *state, uint8 *p);
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void cmdPositionFV1(AgiGame *state, uint8 *p);
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void cmdGetPosn(AgiGame *state, uint8 *p);
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void cmdReposition(AgiGame *state, uint8 *p); // 0x28
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void cmdRepositionV1(AgiGame *state, uint8 *p); // 0x28
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void cmdSetView(AgiGame *state, uint8 *p);
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void cmdSetViewF(AgiGame *state, uint8 *p);
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void cmdSetLoop(AgiGame *state, uint8 *p);
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void cmdSetLoopF(AgiGame *state, uint8 *p);
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void cmdFixLoop(AgiGame *state, uint8 *p);
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void cmdReleaseLoop(AgiGame *state, uint8 *p);
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void cmdSetCel(AgiGame *state, uint8 *p);
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void cmdSetCelF(AgiGame *state, uint8 *p); // 0x30
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void cmdLastCel(AgiGame *state, uint8 *p);
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void cmdCurrentCel(AgiGame *state, uint8 *p);
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void cmdCurrentLoop(AgiGame *state, uint8 *p);
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void cmdCurrentView(AgiGame *state, uint8 *p);
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void cmdNumberOfLoops(AgiGame *state, uint8 *p);
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void cmdSetPriority(AgiGame *state, uint8 *p);
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void cmdSetPriorityF(AgiGame *state, uint8 *p);
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void cmdReleasePriority(AgiGame *state, uint8 *p); // 0x38
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void cmdGetPriority(AgiGame *state, uint8 *p);
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void cmdStopUpdate(AgiGame *state, uint8 *p);
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void cmdStartUpdate(AgiGame *state, uint8 *p);
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void cmdForceUpdate(AgiGame *state, uint8 *p);
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void cmdIgnoreHorizon(AgiGame *state, uint8 *p);
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void cmdObserveHorizon(AgiGame *state, uint8 *p);
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void cmdSetHorizon(AgiGame *state, uint8 *p);
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void cmdObjectOnWater(AgiGame *state, uint8 *p); // 0x40
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void cmdObjectOnLand(AgiGame *state, uint8 *p);
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void cmdObjectOnAnything(AgiGame *state, uint8 *p);
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void cmdIgnoreObjs(AgiGame *state, uint8 *p);
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void cmdObserveObjs(AgiGame *state, uint8 *p);
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void cmdDistance(AgiGame *state, uint8 *p);
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void cmdStopCycling(AgiGame *state, uint8 *p);
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void cmdStartCycling(AgiGame *state, uint8 *p);
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void cmdNormalCycle(AgiGame *state, uint8 *p); // 0x48
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void cmdEndOfLoop(AgiGame *state, uint8 *p);
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void cmdEndOfLoopV1(AgiGame *state, uint8 *p);
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void cmdReverseCycle(AgiGame *state, uint8 *p);
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void cmdReverseLoop(AgiGame *state, uint8 *p);
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void cmdReverseLoopV1(AgiGame *state, uint8 *p);
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void cmdCycleTime(AgiGame *state, uint8 *p);
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void cmdStopMotion(AgiGame *state, uint8 *p);
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void cmdStopMotionV1(AgiGame *state, uint8 *p);
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void cmdStartMotion(AgiGame *state, uint8 *p);
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void cmdStartMotionV1(AgiGame *state, uint8 *p);
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void cmdStepSize(AgiGame *state, uint8 *p);
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void cmdStepTime(AgiGame *state, uint8 *p); // 0x50
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void cmdMoveObj(AgiGame *state, uint8 *p);
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void cmdMoveObjF(AgiGame *state, uint8 *p);
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void cmdFollowEgo(AgiGame *state, uint8 *p);
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void cmdWander(AgiGame *state, uint8 *p);
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void cmdNormalMotion(AgiGame *state, uint8 *p);
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void cmdSetDir(AgiGame *state, uint8 *p);
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void cmdGetDir(AgiGame *state, uint8 *p);
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void cmdIgnoreBlocks(AgiGame *state, uint8 *p); // 0x58
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void cmdObserveBlocks(AgiGame *state, uint8 *p);
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void cmdBlock(AgiGame *state, uint8 *p);
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void cmdUnblock(AgiGame *state, uint8 *p);
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void cmdGet(AgiGame *state, uint8 *p);
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void cmdGetV1(AgiGame *state, uint8 *p);
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void cmdGetF(AgiGame *state, uint8 *p);
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void cmdDrop(AgiGame *state, uint8 *p);
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void cmdPut(AgiGame *state, uint8 *p);
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void cmdPutF(AgiGame *state, uint8 *p); // 0x60
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void cmdGetRoomF(AgiGame *state, uint8 *p);
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void cmdLoadSound(AgiGame *state, uint8 *p);
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void cmdSound(AgiGame *state, uint8 *p);
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void cmdStopSound(AgiGame *state, uint8 *p);
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void cmdPrint(AgiGame *state, uint8 *p);
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void cmdPrintF(AgiGame *state, uint8 *p);
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void cmdDisplay(AgiGame *state, uint8 *p);
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void cmdDisplayF(AgiGame *state, uint8 *p); // 0x68
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void cmdClearLines(AgiGame *state, uint8 *p);
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void cmdTextScreen(AgiGame *state, uint8 *p);
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void cmdGraphics(AgiGame *state, uint8 *p);
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void cmdSetCursorChar(AgiGame *state, uint8 *p);
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void cmdSetTextAttribute(AgiGame *state, uint8 *p);
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void cmdShakeScreen(AgiGame *state, uint8 *p);
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void cmdConfigureScreen(AgiGame *state, uint8 *p);
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void cmdStatusLineOn(AgiGame *state, uint8 *p); // 0x70
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void cmdStatusLineOff(AgiGame *state, uint8 *p);
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void cmdSetString(AgiGame *state, uint8 *p);
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void cmdGetString(AgiGame *state, uint8 *p);
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void cmdWordToString(AgiGame *state, uint8 *p);
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void cmdParse(AgiGame *state, uint8 *p);
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void cmdGetNum(AgiGame *state, uint8 *p);
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void cmdPreventInput(AgiGame *state, uint8 *p);
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void cmdAcceptInput(AgiGame *state, uint8 *p); // 0x78
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void cmdSetKey(AgiGame *state, uint8 *p);
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void cmdAddToPic(AgiGame *state, uint8 *p);
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void cmdAddToPicV1(AgiGame *state, uint8 *p);
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void cmdAddToPicF(AgiGame *state, uint8 *p);
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void cmdStatus(AgiGame *state, uint8 *p);
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void cmdSaveGame(AgiGame *state, uint8 *p);
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void cmdLoadGame(AgiGame *state, uint8 *p);
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void cmdInitDisk(AgiGame *state, uint8 *p);
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void cmdRestartGame(AgiGame *state, uint8 *p); // 0x80
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void cmdShowObj(AgiGame *state, uint8 *p);
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void cmdRandom(AgiGame *state, uint8 *p);
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void cmdRandomV1(AgiGame *state, uint8 *p);
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void cmdProgramControl(AgiGame *state, uint8 *p);
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void cmdPlayerControl(AgiGame *state, uint8 *p);
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void cmdObjStatusF(AgiGame *state, uint8 *p);
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void cmdQuit(AgiGame *state, uint8 *p);
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void cmdQuitV1(AgiGame *state, uint8 *p);
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void cmdShowMem(AgiGame *state, uint8 *p);
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void cmdPause(AgiGame *state, uint8 *p); // 0x88
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void cmdEchoLine(AgiGame *state, uint8 *p);
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void cmdCancelLine(AgiGame *state, uint8 *p);
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void cmdInitJoy(AgiGame *state, uint8 *p);
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void cmdToggleMonitor(AgiGame *state, uint8 *p);
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void cmdVersion(AgiGame *state, uint8 *p);
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void cmdScriptSize(AgiGame *state, uint8 *p);
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void cmdSetGameID(AgiGame *state, uint8 *p);
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void cmdLog(AgiGame *state, uint8 *p); // 0x90
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void cmdSetScanStart(AgiGame *state, uint8 *p);
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void cmdResetScanStart(AgiGame *state, uint8 *p);
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void cmdRepositionTo(AgiGame *state, uint8 *p);
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void cmdRepositionToF(AgiGame *state, uint8 *p);
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void cmdTraceOn(AgiGame *state, uint8 *p);
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void cmdTraceInfo(AgiGame *state, uint8 *p);
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void cmdPrintAt(AgiGame *state, uint8 *p);
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void cmdPrintAtV(AgiGame *state, uint8 *p); // 0x98
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//void cmdDiscardView(AgiGame *state, uint8 *p); // Opcode repeated from 0x20 ?
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void cmdClearTextRect(AgiGame *state, uint8 *p);
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void cmdSetUpperLeft(AgiGame *state, uint8 *p);
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void cmdSetMenu(AgiGame *state, uint8 *p);
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void cmdSetMenuItem(AgiGame *state, uint8 *p);
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void cmdSubmitMenu(AgiGame *state, uint8 *p);
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void cmdEnableItem(AgiGame *state, uint8 *p);
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void cmdDisableItem(AgiGame *state, uint8 *p); // 0xa0
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void cmdMenuInput(AgiGame *state, uint8 *p);
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void cmdShowObjV(AgiGame *state, uint8 *p);
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void cmdOpenDialogue(AgiGame *state, uint8 *p);
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void cmdCloseDialogue(AgiGame *state, uint8 *p);
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void cmdMulN(AgiGame *state, uint8 *p);
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void cmdMulV(AgiGame *state, uint8 *p);
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void cmdDivN(AgiGame *state, uint8 *p);
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void cmdDivV(AgiGame *state, uint8 *p); // 0xa8
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void cmdCloseWindow(AgiGame *state, uint8 *p);
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void cmdSetSimple(AgiGame *state, uint8 *p);
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void cmdPushScript(AgiGame *state, uint8 *p);
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void cmdPopScript(AgiGame *state, uint8 *p);
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void cmdHoldKey(AgiGame *state, uint8 *p);
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void cmdSetPriBase(AgiGame *state, uint8 *p);
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void cmdDiscardSound(AgiGame *state, uint8 *p);
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void cmdHideMouse(AgiGame *state, uint8 *p); // 0xb0
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void cmdAllowMenu(AgiGame *state, uint8 *p);
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void cmdShowMouse(AgiGame *state, uint8 *p);
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void cmdFenceMouse(AgiGame *state, uint8 *p);
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void cmdMousePosn(AgiGame *state, uint8 *p);
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void cmdReleaseKey(AgiGame *state, uint8 *p);
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void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p);
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void cmdSetSpeed(AgiGame *state, uint8 *p);
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void cmdSetItemView(AgiGame *state, uint8 *p);
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void cmdCallV1(AgiGame *state, uint8 *p);
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void cmdNewRoomV1(AgiGame *state, uint8 *p);
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void cmdNewRoomVV1(AgiGame *state, uint8 *p);
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void cmdUnknown(AgiGame *state, uint8 *p);
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void condEqual(AgiGame *state, uint8 *p);
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void condEqualV(AgiGame *state, uint8 *p);
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void condLess(AgiGame *state, uint8 *p);
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void condLessV(AgiGame *state, uint8 *p);
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void condGreater(AgiGame *state, uint8 *p);
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void condGreaterV(AgiGame *state, uint8 *p);
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void condIsSet(AgiGame *state, uint8 *p);
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void condIsSetV(AgiGame *state, uint8 *p);
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void condHas(AgiGame *state, uint8 *p);
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void condHasV1(AgiGame *state, uint8 *p);
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void condObjInRoom(AgiGame *state, uint8 *p);
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void condPosn(AgiGame *state, uint8 *p);
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void condController(AgiGame *state, uint8 *p);
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void condHaveKey(AgiGame *state, uint8 *p);
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void condSaid(AgiGame *state, uint8 *p);
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void condCompareStrings(AgiGame *state, uint8 *p);
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void condObjInBox(AgiGame *state, uint8 *p);
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void condCenterPosn(AgiGame *state, uint8 *p);
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void condRightPosn(AgiGame *state, uint8 *p);
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void condUnknown13(AgiGame *state, uint8 *p);
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void condUnknown(AgiGame *state, uint8 *p);
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void condIsSetV1(AgiGame *state, uint8 *p);
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void condSaid1(AgiGame *state, uint8 *p);
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void condSaid2(AgiGame *state, uint8 *p);
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void condSaid3(AgiGame *state, uint8 *p);
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void condBit(AgiGame *state, uint8 *p);
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} // End of namespace Agi
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#endif /* AGI_OPCODES_H */
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