Initial commit
This commit is contained in:
263
engines/agi/opcodes.h
Normal file
263
engines/agi/opcodes.h
Normal file
@@ -0,0 +1,263 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef AGI_OPCODES_H
|
||||
#define AGI_OPCODES_H
|
||||
|
||||
namespace Agi {
|
||||
|
||||
void cmdIncrement(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDecrement(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAssignN(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAssignV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAddN(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAddV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSubN(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSubV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x08
|
||||
void cmdLindirectV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdRindirect(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLindirectN(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSet(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReset(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdToggle(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdResetV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x10
|
||||
void cmdToggleV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdNewRoom(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdNewRoomF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadLogic(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadLogicF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCall(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCallF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadPic(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x18
|
||||
void cmdLoadPicV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDrawPic(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDrawPicV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdShowPic(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDiscardPic(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdOverlayPic(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdShowPriScreen(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadView(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadViewF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDiscardView(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x20
|
||||
void cmdAnimateObj(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdUnanimateAll(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDraw(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdErase(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPosition(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPositionV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPositionF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPositionFV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetPosn(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReposition(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x28
|
||||
void cmdRepositionV1(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x28
|
||||
void cmdSetView(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetViewF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetLoop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetLoopF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdFixLoop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReleaseLoop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetCel(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetCelF(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x30
|
||||
void cmdLastCel(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCurrentCel(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCurrentLoop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCurrentView(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdNumberOfLoops(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetPriority(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetPriorityF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReleasePriority(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x38
|
||||
void cmdGetPriority(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStopUpdate(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStartUpdate(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdForceUpdate(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdIgnoreHorizon(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdObserveHorizon(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetHorizon(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdObjectOnWater(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x40
|
||||
void cmdObjectOnLand(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdObjectOnAnything(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdIgnoreObjs(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdObserveObjs(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDistance(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStopCycling(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStartCycling(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdNormalCycle(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x48
|
||||
void cmdEndOfLoop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdEndOfLoopV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReverseCycle(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReverseLoop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReverseLoopV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCycleTime(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStopMotion(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStopMotionV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStartMotion(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStartMotionV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStepSize(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStepTime(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x50
|
||||
void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdMoveObjF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdFollowEgo(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdWander(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdNormalMotion(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetDir(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetDir(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdIgnoreBlocks(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x58
|
||||
void cmdObserveBlocks(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdBlock(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdUnblock(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGet(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDrop(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPut(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPutF(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x60
|
||||
void cmdGetRoomF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadSound(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSound(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStopSound(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPrint(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPrintF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDisplay(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDisplayF(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x68
|
||||
void cmdClearLines(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdTextScreen(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGraphics(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetCursorChar(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetTextAttribute(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdShakeScreen(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdConfigureScreen(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStatusLineOn(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x70
|
||||
void cmdStatusLineOff(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetString(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetString(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdWordToString(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdParse(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetNum(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPreventInput(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAcceptInput(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x78
|
||||
void cmdSetKey(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAddToPic(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAddToPicV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAddToPicF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdStatus(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSaveGame(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLoadGame(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdInitDisk(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdRestartGame(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x80
|
||||
void cmdShowObj(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdRandom(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdRandomV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdProgramControl(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPlayerControl(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdObjStatusF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdQuit(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdQuitV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdShowMem(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPause(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x88
|
||||
void cmdEchoLine(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCancelLine(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdInitJoy(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdToggleMonitor(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdVersion(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdScriptSize(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetGameID(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdLog(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x90
|
||||
void cmdSetScanStart(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdResetScanStart(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdRepositionTo(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdRepositionToF(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdTraceOn(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdTraceInfo(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPrintAt(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdPrintAtV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0x98
|
||||
//void cmdDiscardView(AgiGame *state, AgiEngine *vm, uint8 *p); // Opcode repeated from 0x20 ?
|
||||
void cmdClearTextRect(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetUpperLeft(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetMenu(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetMenuItem(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSubmitMenu(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdEnableItem(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDisableItem(AgiGame *state, AgiEngine *vm, uint8 *p); // 0xa0
|
||||
void cmdMenuInput(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdShowObjV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdOpenDialogue(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCloseDialogue(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdMulN(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdMulV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDivN(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDivV(AgiGame *state, AgiEngine *vm, uint8 *p); // 0xa8
|
||||
void cmdCloseWindow(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAgi256LoadPic(AgiGame *state, AgiEngine *vm, uint8 *p); // modified 0xaa
|
||||
void cmdPushScript(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAgiMouseGetMouseState(AgiGame *state, AgiEngine *vm, uint8 *p); // modified 0xab
|
||||
void cmdPopScript(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetPriBase(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdDiscardSound(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *p); // 0xb0
|
||||
void cmdAllowMenu(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdFenceMouse(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdGetMousePosn(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdReleaseKey(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdAdjEgoMoveToXY(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
|
||||
void cmdSetSpeed(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetItemView(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdCallV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdNearWater(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdSetBit(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdClearBit(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void cmdUnknown(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
|
||||
void condEqual(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condEqualV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condLess(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condLessV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condGreater(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condGreaterV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condIsSet(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condIsSetV(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condHas(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condHasV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condObjInRoom(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condPosn(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condController(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condSaid(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condCompareStrings(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condObjInBox(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condCenterPosn(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condRightPosn(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condUnknown13(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condUnknown(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
|
||||
void condIsSetV1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condSaid1(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condSaid2(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condSaid3(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
void condBit(AgiGame *state, AgiEngine *vm, uint8 *p);
|
||||
|
||||
} // End of namespace Agi
|
||||
|
||||
#endif /* AGI_OPCODES_H */
|
||||
Reference in New Issue
Block a user