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engines/ags/engine/ac/room.h
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engines/ags/engine/ac/room.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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#ifndef AGS_ENGINE_AC_ROOM_H
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#define AGS_ENGINE_AC_ROOM_H
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#include "ags/engine/ac/dynobj/script_drawing_surface.h"
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#include "ags/shared/ac/character_info.h"
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#include "ags/engine/script/runtime_script_value.h"
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#include "ags/shared/game/room_struct.h"
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namespace AGS3 {
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ScriptDrawingSurface *Room_GetDrawingSurfaceForBackground(int backgroundNumber);
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ScriptDrawingSurface *Room_GetDrawingSurfaceForMask(RoomAreaMask mask);
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int Room_GetObjectCount();
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int Room_GetWidth();
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int Room_GetHeight();
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int Room_GetColorDepth();
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int Room_GetLeftEdge();
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int Room_GetRightEdge();
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int Room_GetTopEdge();
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int Room_GetBottomEdge();
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int Room_GetMusicOnLoad();
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const char *Room_GetTextProperty(const char *property);
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int Room_GetProperty(const char *property);
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bool Room_SetProperty(const char *property, int value);
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bool Room_SetTextProperty(const char *property, const char *value);
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const char *Room_GetMessages(int index);
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bool Room_Exists(int room);
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RuntimeScriptValue Sc_Room_GetProperty(const RuntimeScriptValue *params, int32_t param_count);
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ScriptDrawingSurface *GetDrawingSurfaceForWalkableArea();
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ScriptDrawingSurface *GetDrawingSurfaceForWalkbehind();
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ScriptDrawingSurface *Hotspot_GetDrawingSurface();
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ScriptDrawingSurface *Region_GetDrawingSurface();
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//=============================================================================
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void save_room_data_segment();
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void unload_old_room();
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void load_new_room(int newnum, CharacterInfo *forchar);
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void new_room(int newnum, CharacterInfo *forchar);
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// Sets up a placeholder room object; this is used to avoid occasional crashes
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// in case an API function was called that needs to access a room, while no real room is loaded
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void set_room_placeholder();
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int find_highest_room_entered();
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void first_room_initialization();
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void check_new_room();
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void compile_room_script();
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void on_background_frame_change();
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// Clear the current room pointer if room status is no longer valid
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void croom_ptr_clear();
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// Following functions convert coordinates between room resolution and region mask.
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// Region masks can be 1:N of the room size: 1:1, 1:2 etc.
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// In contemporary games this is simply multiplying or dividing on mask resolution.
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// In legacy upscale mode (and generally pre-3.* high-res games) things are more
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// complicated, as first we need to make an additional conversion between data coords
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// and upscale game coordinates.
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//
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// coordinate conversion (data) ---> game ---> (room mask)
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extern int room_to_mask_coord(int coord);
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// coordinate conversion (room mask) ---> game ---> (data)
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extern int mask_to_room_coord(int coord);
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struct MoveList;
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// Convert move path from room's mask resolution to room resolution
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void convert_move_path_to_room_resolution(MoveList *ml, int from_step = 0, int to_step = -1);
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} // namespace AGS3
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#endif
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