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 #ifndef AGS_ENGINE_AC_ROOM_H
24 #define AGS_ENGINE_AC_ROOM_H
25 
26 #include "ags/engine/ac/dynobj/script_drawing_surface.h"
27 #include "ags/shared/ac/character_info.h"
28 #include "ags/engine/script/runtime_script_value.h"
29 #include "ags/shared/game/room_struct.h"
30 
31 namespace AGS3 {
32 
33 ScriptDrawingSurface *Room_GetDrawingSurfaceForBackground(int backgroundNumber);
34 ScriptDrawingSurface *Room_GetDrawingSurfaceForMask(RoomAreaMask mask);
35 int Room_GetObjectCount();
36 int Room_GetWidth();
37 int Room_GetHeight();
38 int Room_GetColorDepth();
39 int Room_GetLeftEdge();
40 int Room_GetRightEdge();
41 int Room_GetTopEdge();
42 int Room_GetBottomEdge();
43 int Room_GetMusicOnLoad();
44 const char *Room_GetTextProperty(const char *property);
45 int Room_GetProperty(const char *property);
46 const char *Room_GetMessages(int index);
47 bool Room_Exists(int room);
48 RuntimeScriptValue Sc_Room_GetProperty(const RuntimeScriptValue *params, int32_t param_count);
49 
50 //=============================================================================
51 
52 void  save_room_data_segment();
53 void  unload_old_room();
54 void  load_new_room(int newnum, CharacterInfo *forchar);
55 void  new_room(int newnum, CharacterInfo *forchar);
56 int   find_highest_room_entered();
57 void  first_room_initialization();
58 void  check_new_room();
59 void  compile_room_script();
60 void  on_background_frame_change();
61 // Clear the current room pointer if room status is no longer valid
62 void  croom_ptr_clear();
63 
64 // These functions convert coordinates between data resolution and region mask.
65 // In hi-res games region masks are 1:2 (or smaller) of the room size.
66 // In legacy games with low-res data resolution there's additional conversion
67 // between data and room coordinates.
68 //
69 // gets multiplier for converting from room mask to data coordinate
70 extern AGS_INLINE int get_roommask_to_data_mul();
71 // coordinate conversion data ---> room ---> mask
72 extern AGS_INLINE int room_to_mask_coord(int coord);
73 // coordinate conversion mask ---> room ---> data
74 extern AGS_INLINE int mask_to_room_coord(int coord);
75 
76 struct MoveList;
77 // Convert move path from room's mask resolution to room resolution
78 void convert_move_path_to_room_resolution(MoveList *ml);
79 
80 } // namespace AGS3
81 
82 #endif
83