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engines/macventure/script.h
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292
engines/macventure/script.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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*
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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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*
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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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/*
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* Based on
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* WebVenture (c) 2010, Sean Kasun
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* https://github.com/mrkite/webventure, http://seancode.com/webventure/
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*
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* Used with explicit permission from the author
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*/
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#ifndef MACVENTURE_SCRIPT_H
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#define MACVENTURE_SCRIPT_H
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#include "macventure/container.h"
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#include "macventure/world.h"
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#include "macventure/macventure.h"
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#include "macventure/controls.h"
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namespace MacVenture {
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class Container;
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class World;
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typedef uint32 ObjID;
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class ScriptAsset {
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public:
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ScriptAsset(ObjID id, Container *container);
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~ScriptAsset() {}
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void reset();
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uint8 fetch();
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bool hasNext();
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void branch(int16 amount);
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ObjID getId();
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private:
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void loadInstructions();
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private:
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ObjID _id;
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Container *_container;
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Common::Array<uint8> _instructions;
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uint32 _ip; // Instruction pointer
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};
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class EngineState {
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public:
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EngineState() {
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clear();
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}
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void push(int16 data) {
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sp--;
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stack[sp] = unneg16(data);
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}
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int16 pop() {
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int16 v = stack[sp];
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sp++;
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return v;
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}
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int16 peek(int16 off) {
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return stack[sp + off];
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}
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void poke(int16 off, int16 val) {
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stack[sp + off] = unneg16(val);
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}
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void clear() {
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sp = 0x80;
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for (int i = 0; i < sp; i++) {
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stack[i] = 0;
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}
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}
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int16 size() {
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return 0x80 - sp;
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}
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private:
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int16 unneg16(int16 data) {
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if (data < 0)
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data = ((-data) ^ 0xFFFF) + 1;
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return data;
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}
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private:
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int16 stack[0x80];
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int16 sp;
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};
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struct FunCall {
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int16 func;
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int16 rank;
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FunCall(int16 f, int16 r) {
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func = f;
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rank = r;
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}
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};
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struct EngineFrame {
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ControlAction action;
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ObjID src;
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ObjID dest;
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int x;
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int y;
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EngineState state;
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Common::List<ScriptAsset> scripts;
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Common::Array<FunCall> saves;
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uint32 familyIdx;
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bool haltedInFirst;
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bool haltedInFamily;
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bool haltedInSaves;
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};
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class ScriptEngine {
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public:
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ScriptEngine(MacVentureEngine *engine, World *world);
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~ScriptEngine();
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public:
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bool runControl(ControlAction action, ObjID source, ObjID destination, Common::Point delta);
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bool resume(bool execAll);
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void reset();
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private:
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bool execFrame(bool execAll);
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bool loadScript(EngineFrame *frame, uint32 scriptID);
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bool resumeFunc(EngineFrame *frame);
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bool runFunc(EngineFrame *frame);
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private:
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// Aux
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int16 neg16(int16 val);
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int16 neg8(int16 val);
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int16 sumChildrenAttr(int16 obj, int16 attr, bool recursive);
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void ensureNonzeroDivisor(int16 divisor, byte opcode);
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// Opcodes
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void op80GATT(EngineState *state, EngineFrame *frame); //get attribute
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void op81SATT(EngineState *state, EngineFrame *frame); //set attribute
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void op82SUCH(EngineState *state, EngineFrame *frame); //sum children attribute
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void op83PUCT(EngineState *state, EngineFrame *frame); //push selected control
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void op84PUOB(EngineState *state, EngineFrame *frame); //push selected object
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void op85PUTA(EngineState *state, EngineFrame *frame); //push target
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void op86PUDX(EngineState *state, EngineFrame *frame); //push deltax
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void op87PUDY(EngineState *state, EngineFrame *frame); //push deltay
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void op88PUIB(EngineState *state, EngineFrame *frame, ScriptAsset *script);//push immediate.b
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void op89PUI(EngineState *state, EngineFrame *frame, ScriptAsset *script);//push immediate
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void op8aGGLO(EngineState *state, EngineFrame *frame); //get global
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void op8bSGLO(EngineState *state, EngineFrame *frame); //set global
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void op8cRAND(EngineState *state, EngineFrame *frame); //random
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void op8dCOPY(EngineState *state, EngineFrame *frame); //copy
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void op8eCOPYN(EngineState *state, EngineFrame *frame); //copyn
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void op8fSWAP(EngineState *state, EngineFrame *frame); //swap
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void op90SWAPN(EngineState *state, EngineFrame *frame); //swapn
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void op91POP(EngineState *state, EngineFrame *frame); //pop
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void op92COPYP(EngineState *state, EngineFrame *frame); //copy+1
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void op93COPYPN(EngineState *state, EngineFrame *frame);//copy+n
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void op94SHUFF(EngineState *state, EngineFrame *frame); //shuffle
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void op95SORT(EngineState *state, EngineFrame *frame); //sort
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void op96CLEAR(EngineState *state, EngineFrame *frame); //clear stack
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void op97SIZE(EngineState *state, EngineFrame *frame); //get stack size
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void op98ADD(EngineState *state, EngineFrame *frame); //add
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void op99SUB(EngineState *state, EngineFrame *frame); //subtract
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void op9aMUL(EngineState *state, EngineFrame *frame); //multiply
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void op9bDIV(EngineState *state, EngineFrame *frame); //divide
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void op9cMOD(EngineState *state, EngineFrame *frame); //mod
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void op9dDMOD(EngineState *state, EngineFrame *frame); //divmod
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void op9eABS(EngineState *state, EngineFrame *frame); //abs
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void op9fNEG(EngineState *state, EngineFrame *frame); //neg
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void opa0AND(EngineState *state, EngineFrame *frame); //and
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void opa1OR(EngineState *state, EngineFrame *frame); //or
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void opa2XOR(EngineState *state, EngineFrame *frame); //xor
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void opa3NOT(EngineState *state, EngineFrame *frame); //not
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void opa4LAND(EngineState *state, EngineFrame *frame); //logical and
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void opa5LOR(EngineState *state, EngineFrame *frame); //logical or
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void opa6LXOR(EngineState *state, EngineFrame *frame); //logical xor
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void opa7LNOT(EngineState *state, EngineFrame *frame); //logical not
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void opa8GTU(EngineState *state, EngineFrame *frame); //gt? unsigned
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void opa9LTU(EngineState *state, EngineFrame *frame); //lt? unsigned
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void opaaGTS(EngineState *state, EngineFrame *frame); //gt? signed
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void opabLTS(EngineState *state, EngineFrame *frame); //lt? signed
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void opacEQ(EngineState *state, EngineFrame *frame); //eq?
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void opadEQS(EngineState *state, EngineFrame *frame); //eq string?
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void opaeCONT(EngineState *state, EngineFrame *frame); //contains
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void opafCONTW(EngineState *state, EngineFrame *frame); //contains word
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void opb0BRA(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bra
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void opb1BRAB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bra.b
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void opb2BEQ(EngineState *state, EngineFrame *frame, ScriptAsset *script); //beq
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void opb3BEQB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //beq.b
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void opb4BNE(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bne
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void opb5BNEB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bne.b
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void opb6CLAT(EngineState *state, EngineFrame *frame); //call later
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void opb7CCA(EngineState *state, EngineFrame *frame); //cancel call
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void opb8CLOW(EngineState *state, EngineFrame *frame); //cancel low priority
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void opb9CHI(EngineState *state, EngineFrame *frame); //cancel high priority
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void opbaCRAN(EngineState *state, EngineFrame *frame); //cancel priority range
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bool opbbFORK(EngineState *state, EngineFrame *frame); //fork
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bool opbcCALL(EngineState *state, EngineFrame *frame, ScriptAsset &script); //call
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void opbdFOOB(EngineState *state, EngineFrame *frame); //focus object
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void opbeSWOB(EngineState *state, EngineFrame *frame); //swap objects
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void opbfSNOB(EngineState *state, EngineFrame *frame); //snap object
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void opc0TEXI(EngineState *state, EngineFrame *frame); //toggle exits
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void opc1PTXT(EngineState *state, EngineFrame *frame); //print text
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void opc2PNEW(EngineState *state, EngineFrame *frame); //print newline
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void opc3PTNE(EngineState *state, EngineFrame *frame); //print text+nl
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void opc4PNTN(EngineState *state, EngineFrame *frame); //print nl+text+nl
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void opc5PNUM(EngineState *state, EngineFrame *frame); //print number
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void opc6P2(EngineState *state, EngineFrame *frame); //push 2
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void opc7PLBG(EngineState *state, EngineFrame *frame); //play sound in background
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void opc8PLAW(EngineState *state, EngineFrame *frame); //play sound and wait
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void opc9WAIT(EngineState *state, EngineFrame *frame); //wait for sound to finish?
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void opcaTIME(EngineState *state, EngineFrame *frame); //get current time
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void opcbDAY(EngineState *state, EngineFrame *frame); //get current day
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void opccCHLD(EngineState *state, EngineFrame *frame); //get children
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void opcdNCHLD(EngineState *state, EngineFrame *frame); //get num children
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void opceVERS(EngineState *state, EngineFrame *frame); //get engine version
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void opcfPSCE(EngineState *state, EngineFrame *frame); //push scenario number
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void opd0P1(EngineState *state, EngineFrame *frame); //push 1
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void opd1GOBD(EngineState *state, EngineFrame *frame); //get object dimensions
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void opd2GOVP(EngineState *state, EngineFrame *frame); //get overlap percent
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void opd3CAPC(EngineState *state, EngineFrame *frame); //capture children
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void opd4RELC(EngineState *state, EngineFrame *frame); //release children
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void opd5DLOG(EngineState *state, EngineFrame *frame); //show speech dialog
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void opd6ACMD(EngineState *state, EngineFrame *frame); //activate command
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void opd7LOSE(EngineState *state, EngineFrame *frame); //lose game
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void opd8WIN(EngineState *state, EngineFrame *frame); //win game
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void opd9SLEEP(EngineState *state, EngineFrame *frame); //sleep
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void opdaCLICK(EngineState *state, EngineFrame *frame); //click to continue
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void opdbROBQ(EngineState *state, EngineFrame *frame); //run queue
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void opdcRSQ(EngineState *state, EngineFrame *frame); //run sound queue
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void opddRTQ(EngineState *state, EngineFrame *frame); //run text queue
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void opdeUPSC(EngineState *state, EngineFrame *frame); //update screen
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void opdfFMAI(EngineState *state, EngineFrame *frame); //flash main window
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void ope0CHGR(EngineState *state, EngineFrame *frame); //cache graphic and object
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void ope1CHSO(EngineState *state, EngineFrame *frame); //cache sound
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void ope2MDIV(EngineState *state, EngineFrame *frame); //muldiv
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void ope3UPOB(EngineState *state, EngineFrame *frame); //update object
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void ope4PLEV(EngineState *state, EngineFrame *frame); //currently playing event?
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void ope5WEV(EngineState *state, EngineFrame *frame); //wait for event to finish
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void ope6GFIB(EngineState *state, EngineFrame *frame); //get fibonacci (joke)
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void ope7CFIB(EngineState *state, EngineFrame *frame); //calc fibonacci
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void op00NOOP(byte op);
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private:
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MacVentureEngine *_engine;
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World *_world;
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Common::List<EngineFrame> _frames;
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Container *_scripts;
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};
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} // End of namespace MacVenture
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#endif
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