scummvm/engines/ags/engine/ac/event.h
Thierry Crozat a7017efb7b AGS: Added event eEventEnterRoomAfterFadein
From upstream 98312a3929df381604d3879aae61a0c3c15d9ca6
2022-06-19 00:46:56 +01:00

112 lines
3.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_ENGINE_AC_EVENT_H
#define AGS_ENGINE_AC_EVENT_H
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/script/runtime_script_value.h"
namespace AGS3 {
// parameters to run_on_event
#define GE_LEAVE_ROOM 1
#define GE_ENTER_ROOM 2
//#define GE_MAN_DIES 3 // ancient obsolete event
#define GE_GOT_SCORE 4
#define GE_GUI_MOUSEDOWN 5
#define GE_GUI_MOUSEUP 6
#define GE_ADD_INV 7
#define GE_LOSE_INV 8
#define GE_RESTORE_GAME 9
#define GE_ENTER_ROOM_AFTERFADE 10
// Game event types:
// common script callback
#define EV_TEXTSCRIPT 1
// room event
#define EV_RUNEVBLOCK 2
// fade-in event
#define EV_FADEIN 3
// gui click
#define EV_IFACECLICK 4
// new room event
#define EV_NEWROOM 5
// Text script callback types:
// repeatedly execute
#define TS_REPEAT 1
// on key press
#define TS_KEYPRESS 2
// mouse click
#define TS_MCLICK 3
// on text input
#define TS_TEXTINPUT 4
// script callback types number
#define TS_NUM 5
// Room event types:
// hotspot event
#define EVB_HOTSPOT 1
// room own event
#define EVB_ROOM 2
// Room event sub-types:
// room edge crossing
#define EVROM_EDGELEFT 0
#define EVROM_EDGERIGHT 1
#define EVROM_EDGEBOTTOM 2
#define EVROM_EDGETOP 3
// first time enters room
#define EVROM_FIRSTENTER 4
// load room; aka before fade-in
#define EVROM_BEFOREFADEIN 5
// room's rep-exec
#define EVROM_REPEXEC 6
// after fade-in
#define EVROM_AFTERFADEIN 7
// Hotspot event types:
// player stands on hotspot
#define EVHOT_STANDSON 0
// cursor is over hotspot
#define EVHOT_MOUSEOVER 6
struct EventHappened {
int type = 0;
int data1 = 0, data2 = 0, data3 = 0;
int player = -1;
};
int run_claimable_event(const char *tsname, bool includeRoom, int numParams, const RuntimeScriptValue *params, bool *eventWasClaimed);
// runs the global script on_event fnuction
void run_on_event(int evtype, RuntimeScriptValue &wparam);
void run_room_event(int id);
void run_event_block_inv(int invNum, int event);
// event list functions
void setevent(int evtyp, int ev1 = 0, int ev2 = -1000, int ev3 = -1000);
void force_event(int evtyp, int ev1 = 0, int ev2 = -1000, int ev3 = -1000);
void process_event(const EventHappened *evp);
void runevent_now(int evtyp, int ev1, int ev2, int ev3);
void processallevents();
// end event list functions
void ClaimEvent();
} // namespace AGS3
#endif