scummvm/engines/ags/engine/ac/global_room.cpp
Paul Gilbert 6482e38803 AGS: CharacterExtras and MoveLists are stored in std::vector
From upstream 0c81cfefb788c0dcfdb2cad914f939f28110edca
2022-05-05 22:41:08 -07:00

222 lines
6.8 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/>.
*
*/
#include "ags/engine/ac/global_room.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/character.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/event.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/move_list.h"
#include "ags/engine/ac/properties.h"
#include "ags/engine/ac/room.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/script/script.h"
#include "ags/shared/util/math.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace Shared;
void SetAmbientTint(int red, int green, int blue, int opacity, int luminance) {
if ((red < 0) || (green < 0) || (blue < 0) ||
(red > 255) || (green > 255) || (blue > 255) ||
(opacity < 0) || (opacity > 100) ||
(luminance < 0) || (luminance > 100))
quit("!SetTint: invalid parameter. R,G,B must be 0-255, opacity & luminance 0-100");
debug_script_log("Set _GP(ambient) tint RGB(%d,%d,%d) %d%%", red, green, blue, opacity);
_GP(play).rtint_enabled = opacity > 0;
_GP(play).rtint_red = red;
_GP(play).rtint_green = green;
_GP(play).rtint_blue = blue;
_GP(play).rtint_level = opacity;
_GP(play).rtint_light = (luminance * 25) / 10;
}
void SetAmbientLightLevel(int light_level) {
light_level = Math::Clamp(light_level, -100, 100);
_GP(play).rtint_enabled = light_level != 0;
_GP(play).rtint_level = 0;
_GP(play).rtint_light = light_level;
}
void NewRoom(int nrnum) {
if (nrnum < 0)
quitprintf("!NewRoom: room change requested to invalid room number %d.", nrnum);
if (_G(displayed_room) < 0) {
// called from game_start; change the room where the game will start
_G(playerchar)->room = nrnum;
return;
}
debug_script_log("Room change requested to room %d", nrnum);
EndSkippingUntilCharStops();
can_run_delayed_command();
if (_GP(play).stop_dialog_at_end != DIALOG_NONE) {
if (_GP(play).stop_dialog_at_end == DIALOG_RUNNING)
_GP(play).stop_dialog_at_end = DIALOG_NEWROOM + nrnum;
else {
quitprintf("!NewRoom: two NewRoom/RunDialog/StopDialog requests within dialog; last was called in \"%s\", line %d",
_GP(last_in_dialog_request_script_pos).Section.GetCStr(), _GP(last_in_dialog_request_script_pos).Line);
}
return;
}
get_script_position(_GP(last_in_dialog_request_script_pos));
if (_G(in_leaves_screen) >= 0) {
// NewRoom called from the Player Leaves Screen event -- just
// change which room it will go to
_G(in_leaves_screen) = nrnum;
} else if (_G(in_enters_screen)) {
setevent(EV_NEWROOM, nrnum);
return;
} else if (_G(in_inv_screen)) {
_G(inv_screen_newroom) = nrnum;
return;
} else if ((_G(inside_script) == 0) & (_G(in_graph_script) == 0)) {
// Compatibility: old games had a *possibly unintentional* effect:
// if a character was walking, and a "change room" is called
// *NOT* from a script, but by some other trigger,
// they ended up forced to a walkable area in the next room.
if (_G(loaded_game_file_version) < kGameVersion_300) {
_G(new_room_placeonwalkable) = is_char_walking_ndirect(_G(playerchar));
}
new_room(nrnum, _G(playerchar));
return;
} else if (_G(inside_script)) {
_G(curscript)->queue_action(ePSANewRoom, nrnum, "NewRoom");
// we might be within a MoveCharacterBlocking -- the room
// change should abort it
if (is_char_walking_ndirect(_G(playerchar))) {
// nasty hack - make sure it doesn't move the character
// to a walkable area
_GP(mls)[_G(playerchar)->walking].direct = 1;
StopMoving(_GP(game).playercharacter);
}
} else if (_G(in_graph_script))
_G(gs_to_newroom) = nrnum;
}
void NewRoomEx(int nrnum, int newx, int newy) {
Character_ChangeRoom(_G(playerchar), nrnum, newx, newy);
}
void NewRoomNPC(int charid, int nrnum, int newx, int newy) {
if (!is_valid_character(charid))
quit("!NewRoomNPC: invalid character");
if (charid == _GP(game).playercharacter)
quit("!NewRoomNPC: use NewRoomEx with the player character");
Character_ChangeRoom(&_GP(game).chars[charid], nrnum, newx, newy);
}
void ResetRoom(int nrnum) {
if (nrnum == _G(displayed_room))
quit("!ResetRoom: cannot reset current room");
if ((nrnum < 0) | (nrnum >= MAX_ROOMS))
quit("!ResetRoom: invalid room number");
if (isRoomStatusValid(nrnum)) {
RoomStatus *roomstat = getRoomStatus(nrnum);
roomstat->FreeScriptData();
roomstat->FreeProperties();
roomstat->beenhere = 0;
}
debug_script_log("Room %d reset to original state", nrnum);
}
int HasPlayerBeenInRoom(int roomnum) {
if ((roomnum < 0) || (roomnum >= MAX_ROOMS))
return 0;
if (isRoomStatusValid(roomnum))
return getRoomStatus(roomnum)->beenhere;
else
return 0;
}
void CallRoomScript(int value) {
can_run_delayed_command();
if (!_G(inside_script))
quit("!CallRoomScript: not inside a script???");
_GP(play).roomscript_finished = 0;
RuntimeScriptValue params[]{ value , RuntimeScriptValue() };
_G(curscript)->run_another("on_call", kScInstRoom, 1, params);
}
int HasBeenToRoom(int roomnum) {
if ((roomnum < 0) || (roomnum >= MAX_ROOMS))
quit("!HasBeenToRoom: invalid room number specified");
if (isRoomStatusValid(roomnum))
return getRoomStatus(roomnum)->beenhere;
else
return 0;
}
void GetRoomPropertyText(const char *property, char *bufer) {
get_text_property(_GP(thisroom).Properties, _G(croom)->roomProps, property, bufer);
}
void SetBackgroundFrame(int frnum) {
if ((frnum < -1) || (frnum != -1 && (size_t)frnum >= _GP(thisroom).BgFrameCount))
quit("!SetBackgrondFrame: invalid frame number specified");
if (frnum < 0) {
_GP(play).bg_frame_locked = 0;
return;
}
_GP(play).bg_frame_locked = 1;
if (frnum == _GP(play).bg_frame) {
// already on this frame, do nothing
return;
}
_GP(play).bg_frame = frnum;
on_background_frame_change();
}
int GetBackgroundFrame() {
return _GP(play).bg_frame;
}
} // namespace AGS3