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void compile_room_script(); void on_background_frame_change(); // Clear the current room pointer if room status is no longer valid void croom_ptr_clear(); // Following functions convert coordinates between room resolution and region mask.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