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engines/ags/engine/ac/global_room.cpp
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engines/ags/engine/ac/global_room.cpp
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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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#include "ags/engine/ac/global_room.h"
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/character.h"
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#include "ags/shared/ac/character_info.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/engine/ac/event.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_character.h"
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#include "ags/engine/ac/global_game.h"
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#include "ags/engine/ac/move_list.h"
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#include "ags/engine/ac/properties.h"
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#include "ags/engine/ac/room.h"
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#include "ags/engine/ac/room_status.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/debugging/debugger.h"
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#include "ags/engine/script/script.h"
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#include "ags/shared/util/math.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace Shared;
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void SetAmbientTint(int red, int green, int blue, int opacity, int luminance) {
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if ((red < 0) || (green < 0) || (blue < 0) ||
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(red > 255) || (green > 255) || (blue > 255) ||
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(opacity < 0) || (opacity > 100) ||
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(luminance < 0) || (luminance > 100))
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quit("!SetTint: invalid parameter. R,G,B must be 0-255, opacity & luminance 0-100");
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debug_script_log("Set _GP(ambient) tint RGB(%d,%d,%d) %d%%", red, green, blue, opacity);
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_GP(play).rtint_enabled = opacity > 0;
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_GP(play).rtint_red = red;
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_GP(play).rtint_green = green;
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_GP(play).rtint_blue = blue;
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_GP(play).rtint_level = opacity;
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_GP(play).rtint_light = (luminance * 25) / 10;
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}
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void SetAmbientLightLevel(int light_level) {
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light_level = Math::Clamp(light_level, -100, 100);
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_GP(play).rtint_enabled = light_level != 0;
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_GP(play).rtint_level = 0;
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_GP(play).rtint_light = light_level;
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}
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void NewRoom(int nrnum) {
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if (nrnum < 0)
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quitprintf("!NewRoom: room change requested to invalid room number %d.", nrnum);
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if (_G(displayed_room) < 0) {
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// called from game_start; change the room where the game will start
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_G(playerchar)->room = nrnum;
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return;
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}
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debug_script_log("Room change requested to room %d", nrnum);
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EndSkippingUntilCharStops();
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can_run_delayed_command();
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if (_GP(play).stop_dialog_at_end != DIALOG_NONE) {
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if (_GP(play).stop_dialog_at_end == DIALOG_RUNNING)
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_GP(play).stop_dialog_at_end = DIALOG_NEWROOM + nrnum;
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else {
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quitprintf("!NewRoom: two NewRoom/RunDialog/StopDialog requests within dialog; last was called in \"%s\", line %d",
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_GP(last_in_dialog_request_script_pos).Section.GetCStr(), _GP(last_in_dialog_request_script_pos).Line);
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}
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return;
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}
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get_script_position(_GP(last_in_dialog_request_script_pos));
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if (_G(in_leaves_screen) >= 0) {
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// NewRoom called from the Player Leaves Screen event -- just
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// change which room it will go to
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_G(in_leaves_screen) = nrnum;
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} else if (_G(in_enters_screen)) {
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setevent(EV_NEWROOM, nrnum);
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return;
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} else if (_G(in_inv_screen)) {
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_G(inv_screen_newroom) = nrnum;
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return;
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} else if ((_G(inside_script) == 0) && (_G(in_graph_script) == 0)) {
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// Compatibility: old games had a *possibly unintentional* effect:
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// if a character was walking, and a "change room" is called
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// *NOT* from a script, but by some other trigger,
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// they ended up forced to a walkable area in the next room.
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if (_G(loaded_game_file_version) < kGameVersion_300) {
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_G(new_room_placeonwalkable) = is_char_walking_ndirect(_G(playerchar));
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}
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new_room(nrnum, _G(playerchar));
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return;
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} else if (_G(inside_script)) {
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_G(curscript)->queue_action(ePSANewRoom, nrnum, "NewRoom");
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// we might be within a MoveCharacterBlocking -- the room
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// change should abort it
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if (is_char_walking_ndirect(_G(playerchar))) {
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// nasty hack - make sure it doesn't move the character
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// to a walkable area
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_GP(mls)[_G(playerchar)->walking].direct = 1;
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StopMoving(_GP(game).playercharacter);
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}
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} else if (_G(in_graph_script))
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_G(gs_to_newroom) = nrnum;
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}
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void NewRoomEx(int nrnum, int newx, int newy) {
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Character_ChangeRoom(_G(playerchar), nrnum, newx, newy);
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}
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void NewRoomNPC(int charid, int nrnum, int newx, int newy) {
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if (!is_valid_character(charid))
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quit("!NewRoomNPC: invalid character");
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if (charid == _GP(game).playercharacter)
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quit("!NewRoomNPC: use NewRoomEx with the player character");
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Character_ChangeRoom(&_GP(game).chars[charid], nrnum, newx, newy);
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}
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void ResetRoom(int nrnum) {
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if (nrnum == _G(displayed_room))
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quit("!ResetRoom: cannot reset current room");
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if ((nrnum < 0) || (nrnum >= MAX_ROOMS))
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quit("!ResetRoom: invalid room number");
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if (isRoomStatusValid(nrnum)) {
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RoomStatus *roomstat = getRoomStatus(nrnum);
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roomstat->FreeScriptData();
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roomstat->FreeProperties();
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roomstat->beenhere = 0;
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}
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debug_script_log("Room %d reset to original state", nrnum);
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}
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int HasPlayerBeenInRoom(int roomnum) {
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if ((roomnum < 0) || (roomnum >= MAX_ROOMS))
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return 0;
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if (isRoomStatusValid(roomnum))
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return getRoomStatus(roomnum)->beenhere;
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else
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return 0;
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}
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void CallRoomScript(int value) {
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can_run_delayed_command();
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if (!_G(inside_script))
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quit("!CallRoomScript: not inside a script???");
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_GP(play).roomscript_finished = 0;
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RuntimeScriptValue params[]{ value , RuntimeScriptValue() };
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_G(curscript)->run_another("on_call", kScInstRoom, 1, params);
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}
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int HasBeenToRoom(int roomnum) {
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if ((roomnum < 0) || (roomnum >= MAX_ROOMS))
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quit("!HasBeenToRoom: invalid room number specified");
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if (isRoomStatusValid(roomnum))
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return getRoomStatus(roomnum)->beenhere;
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else
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return 0;
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}
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void GetRoomPropertyText(const char *property, char *bufer) {
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get_text_property(_GP(thisroom).Properties, _G(croom)->roomProps, property, bufer);
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}
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void SetBackgroundFrame(int frnum) {
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if ((frnum < -1) || (frnum != -1 && (size_t)frnum >= _GP(thisroom).BgFrameCount))
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quit("!SetBackgrondFrame: invalid frame number specified");
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if (frnum < 0) {
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_GP(play).bg_frame_locked = 0;
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return;
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}
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_GP(play).bg_frame_locked = 1;
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if (frnum == _GP(play).bg_frame) {
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// already on this frame, do nothing
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return;
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}
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_GP(play).bg_frame = frnum;
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on_background_frame_change();
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}
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int GetBackgroundFrame() {
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return _GP(play).bg_frame;
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}
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} // namespace AGS3
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