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engines/dragons/sequenceopcodes.h
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95
engines/dragons/sequenceopcodes.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef DRAGONS_SEQUENCEOPCODES_H
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#define DRAGONS_SEQUENCEOPCODES_H
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#include "common/func.h"
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#include "common/str.h"
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namespace Dragons {
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#define DRAGONS_NUM_SEQ_OPCODES 22
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class DragonsEngine;
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class Actor;
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struct OpCall {
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byte _op;
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byte _opSize;
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int32 _deltaOfs;
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byte *_code;
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int _result;
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void skip(uint size);
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byte readByte();
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int16 readSint16();
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uint32 readUint32();
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};
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// Convenience macros
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#define ARG_SKIP(x) opCall.skip(x);
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#define ARG_BYTE(name) byte name = opCall.readByte(); debug(5, "ARG_BYTE(" #name " = %d)", name);
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#define ARG_INT8(name) int8 name = opCall.readByte(); debug(5, "ARG_INT8(" #name " = %d)", name);
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#define ARG_INT16(name) int16 name = opCall.readSint16(); debug(5, "ARG_INT16(" #name " = %d)", name);
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#define ARG_UINT32(name) uint32 name = opCall.readUint32(); debug(5, "ARG_UINT32(" #name " = %08X)", name);
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typedef Common::Functor2<Actor*, OpCall&, void> SequenceOpcode;
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class SequenceOpcodes {
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public:
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SequenceOpcodes(DragonsEngine *vm);
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~SequenceOpcodes();
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void execOpcode(Actor *actor, OpCall &opCall);
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protected:
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DragonsEngine *_vm;
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SequenceOpcode *_opcodes[DRAGONS_NUM_SEQ_OPCODES];
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Common::String _opcodeNames[DRAGONS_NUM_SEQ_OPCODES];
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void initOpcodes();
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void freeOpcodes();
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void updateReturn(OpCall &opCall, uint16 size);
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// Opcodes
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void opSetFramePointer(Actor *actor, OpCall &opCall);
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void opSetFramePointerAndStop(Actor *actor, OpCall &opCall);
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void opJmp(Actor *actor, OpCall &opCall);
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void opSetSequenceTimerStartValue(Actor *actor, OpCall &opCall);
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void opSetSequenceTimer(Actor *actor, OpCall &opCall);
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void opUpdateXYResetSeqTimer(Actor *actor, OpCall &opCall);
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void opUpdateXYResetSeqTimerAndStop(Actor *actor, OpCall &opCall);
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void opSetActorFlag4AndStop(Actor *actor, OpCall &opCall);
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void opSetActorFlags404(Actor *actor, OpCall &opCall);
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void opClearActorFlag400(Actor *actor, OpCall &opCall);
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void opChangeSequence(Actor *actor, OpCall &opCall);
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void opSetField7a(Actor *actor, OpCall &opCall);
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void opUpdateFlags(Actor *actor, OpCall &opCall);
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void opPlaySound(Actor *actor, OpCall &opCall);
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void opSetXY(Actor *actor, OpCall &opCall);
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void opSetXYAndStop(Actor *actor, OpCall &opCall);
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};
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} // End of namespace Dragons
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#endif // DRAGONS_SEQUENCEOPCODES_H
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