1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "ags/engine/ac/global_room.h"
24 #include "ags/shared/ac/common.h"
25 #include "ags/engine/ac/character.h"
26 #include "ags/shared/ac/character_info.h"
27 #include "ags/engine/ac/draw.h"
28 #include "ags/engine/ac/event.h"
29 #include "ags/shared/ac/game_setup_struct.h"
30 #include "ags/engine/ac/game_state.h"
31 #include "ags/engine/ac/global_character.h"
32 #include "ags/engine/ac/global_game.h"
33 #include "ags/engine/ac/move_list.h"
34 #include "ags/engine/ac/properties.h"
35 #include "ags/engine/ac/room.h"
36 #include "ags/engine/ac/room_status.h"
37 #include "ags/engine/debugging/debug_log.h"
38 #include "ags/engine/debugging/debugger.h"
39 #include "ags/engine/script/script.h"
40 #include "ags/shared/util/math.h"
41 #include "ags/globals.h"
42 
43 namespace AGS3 {
44 
45 using namespace Shared;
46 
SetAmbientTint(int red,int green,int blue,int opacity,int luminance)47 void SetAmbientTint(int red, int green, int blue, int opacity, int luminance) {
48 	if ((red < 0) || (green < 0) || (blue < 0) ||
49 	        (red > 255) || (green > 255) || (blue > 255) ||
50 	        (opacity < 0) || (opacity > 100) ||
51 	        (luminance < 0) || (luminance > 100))
52 		quit("!SetTint: invalid parameter. R,G,B must be 0-255, opacity & luminance 0-100");
53 
54 	debug_script_log("Set _GP(ambient) tint RGB(%d,%d,%d) %d%%", red, green, blue, opacity);
55 
56 	_GP(play).rtint_enabled = opacity > 0;
57 	_GP(play).rtint_red = red;
58 	_GP(play).rtint_green = green;
59 	_GP(play).rtint_blue = blue;
60 	_GP(play).rtint_level = opacity;
61 	_GP(play).rtint_light = (luminance * 25) / 10;
62 }
63 
SetAmbientLightLevel(int light_level)64 void SetAmbientLightLevel(int light_level) {
65 	light_level = Math::Clamp(light_level, -100, 100);
66 
67 	_GP(play).rtint_enabled = light_level != 0;
68 	_GP(play).rtint_level = 0;
69 	_GP(play).rtint_light = light_level;
70 }
71 
NewRoom(int nrnum)72 void NewRoom(int nrnum) {
73 	if (nrnum < 0)
74 		quitprintf("!NewRoom: room change requested to invalid room number %d.", nrnum);
75 
76 	if (_G(displayed_room) < 0) {
77 		// called from game_start; change the room where the game will start
78 		_G(playerchar)->room = nrnum;
79 		return;
80 	}
81 
82 
83 	debug_script_log("Room change requested to room %d", nrnum);
84 	EndSkippingUntilCharStops();
85 
86 	can_run_delayed_command();
87 
88 	if (_GP(play).stop_dialog_at_end != DIALOG_NONE) {
89 		if (_GP(play).stop_dialog_at_end == DIALOG_RUNNING)
90 			_GP(play).stop_dialog_at_end = DIALOG_NEWROOM + nrnum;
91 		else {
92 			quitprintf("!NewRoom: two NewRoom/RunDialog/StopDialog requests within dialog; last was called in \"%s\", line %d",
93 			           _GP(last_in_dialog_request_script_pos).Section.GetCStr(), _GP(last_in_dialog_request_script_pos).Line);
94 		}
95 		return;
96 	}
97 
98 	get_script_position(_GP(last_in_dialog_request_script_pos));
99 
100 	if (_G(in_leaves_screen) >= 0) {
101 		// NewRoom called from the Player Leaves Screen event -- just
102 		// change which room it will go to
103 		_G(in_leaves_screen) = nrnum;
104 	} else if (_G(in_enters_screen)) {
105 		setevent(EV_NEWROOM, nrnum);
106 		return;
107 	} else if (_G(in_inv_screen)) {
108 		_G(inv_screen_newroom) = nrnum;
109 		return;
110 	} else if ((_G(inside_script) == 0) & (_G(in_graph_script) == 0)) {
111 		// Compatibility: old games had a *possibly unintentional* effect:
112 		// if a character was walking, and a "change room" is called
113 		// *NOT* from a script, but by some other trigger,
114 		// they ended up forced to a walkable area in the next room.
115 		if (_G(loaded_game_file_version) < kGameVersion_300) {
116 			_G(new_room_placeonwalkable) = is_char_walking_ndirect(_G(playerchar));
117 		}
118 
119 		new_room(nrnum, _G(playerchar));
120 		return;
121 	} else if (_G(inside_script)) {
122 		_G(curscript)->queue_action(ePSANewRoom, nrnum, "NewRoom");
123 		// we might be within a MoveCharacterBlocking -- the room
124 		// change should abort it
125 		if (is_char_walking_ndirect(_G(playerchar))) {
126 			// nasty hack - make sure it doesn't move the character
127 			// to a walkable area
128 			_G(mls)[_G(playerchar)->walking].direct = 1;
129 			StopMoving(_GP(game).playercharacter);
130 		}
131 	} else if (_G(in_graph_script))
132 		_G(gs_to_newroom) = nrnum;
133 }
134 
135 
NewRoomEx(int nrnum,int newx,int newy)136 void NewRoomEx(int nrnum, int newx, int newy) {
137 	Character_ChangeRoom(_G(playerchar), nrnum, newx, newy);
138 }
139 
NewRoomNPC(int charid,int nrnum,int newx,int newy)140 void NewRoomNPC(int charid, int nrnum, int newx, int newy) {
141 	if (!is_valid_character(charid))
142 		quit("!NewRoomNPC: invalid character");
143 	if (charid == _GP(game).playercharacter)
144 		quit("!NewRoomNPC: use NewRoomEx with the player character");
145 
146 	Character_ChangeRoom(&_GP(game).chars[charid], nrnum, newx, newy);
147 }
148 
ResetRoom(int nrnum)149 void ResetRoom(int nrnum) {
150 	if (nrnum == _G(displayed_room))
151 		quit("!ResetRoom: cannot reset current room");
152 	if ((nrnum < 0) | (nrnum >= MAX_ROOMS))
153 		quit("!ResetRoom: invalid room number");
154 
155 	if (isRoomStatusValid(nrnum)) {
156 		RoomStatus *roomstat = getRoomStatus(nrnum);
157 		roomstat->FreeScriptData();
158 		roomstat->FreeProperties();
159 		roomstat->beenhere = 0;
160 	}
161 
162 	debug_script_log("Room %d reset to original state", nrnum);
163 }
164 
HasPlayerBeenInRoom(int roomnum)165 int HasPlayerBeenInRoom(int roomnum) {
166 	if ((roomnum < 0) || (roomnum >= MAX_ROOMS))
167 		return 0;
168 	if (isRoomStatusValid(roomnum))
169 		return getRoomStatus(roomnum)->beenhere;
170 	else
171 		return 0;
172 }
173 
CallRoomScript(int value)174 void CallRoomScript(int value) {
175 	can_run_delayed_command();
176 
177 	if (!_G(inside_script))
178 		quit("!CallRoomScript: not inside a script???");
179 
180 	_GP(play).roomscript_finished = 0;
181 	RuntimeScriptValue rval_null;
182 	_G(curscript)->run_another("on_call", kScInstRoom, 1, RuntimeScriptValue().SetInt32(value), rval_null);
183 }
184 
HasBeenToRoom(int roomnum)185 int HasBeenToRoom(int roomnum) {
186 	if ((roomnum < 0) || (roomnum >= MAX_ROOMS))
187 		quit("!HasBeenToRoom: invalid room number specified");
188 
189 	if (isRoomStatusValid(roomnum))
190 		return getRoomStatus(roomnum)->beenhere;
191 	else
192 		return 0;
193 }
194 
GetRoomPropertyText(const char * property,char * bufer)195 void GetRoomPropertyText(const char *property, char *bufer) {
196 	get_text_property(_GP(thisroom).Properties, _G(croom)->roomProps, property, bufer);
197 }
198 
SetBackgroundFrame(int frnum)199 void SetBackgroundFrame(int frnum) {
200 	if ((frnum < -1) || (frnum != -1 && (size_t)frnum >= _GP(thisroom).BgFrameCount))
201 		quit("!SetBackgrondFrame: invalid frame number specified");
202 	if (frnum < 0) {
203 		_GP(play).bg_frame_locked = 0;
204 		return;
205 	}
206 
207 	_GP(play).bg_frame_locked = 1;
208 
209 	if (frnum == _GP(play).bg_frame) {
210 		// already on this frame, do nothing
211 		return;
212 	}
213 
214 	_GP(play).bg_frame = frnum;
215 	on_background_frame_change();
216 }
217 
GetBackgroundFrame()218 int GetBackgroundFrame() {
219 	return _GP(play).bg_frame;
220 }
221 
222 } // namespace AGS3
223