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| Scene (MADSEngine *vm) |
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| ~Scene () |
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void | restrictScene () |
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void | clearVocab () |
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void | addActiveVocab (int vocabId) |
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uint32 | getVocabStringsCount () const |
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void | clearSequenceList () |
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void | clearMessageList () |
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void | loadSceneLogic () |
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void | loadScene (int sceneId, const Common::Path &prefix, bool palFlag) |
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void | loadHotspots () |
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void | loadVocab () |
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bool | getDepthHighBits (const Common::Point &pt) |
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void | loop () |
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void | drawElements (ScreenTransition transitionType, bool surfaceFlag) |
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void | initPaletteAnimation (Common::Array< PaletteCycle > &palCycles, bool animFlag) |
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void | animatePalette () |
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int | loadAnimation (const Common::Path &resName, int trigger=0) |
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Common::String | getVocab (int vocabId) |
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void | freeCurrentScene () |
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void | changeVariant (int variant) |
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void | resetScene () |
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void | removeSprites () |
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void | freeAnimation () |
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void | freeAnimation (int idx) |
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void | synchronize (Common::Serializer &s) |
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void | setAnimFrame (int id, int val) |
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int | getAnimFrame (int id) |
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void | setDynamicAnim (int id, int anim_id, int segment) |
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void | setCamera (Common::Point pos) |
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void | drawToBackground (int spriteId, int frameId, Common::Point pos, int depth, int scale) |
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void | deleteSequence (int idx) |
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void | loadSpeech (int idx) |
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void | playSpeech (int idx) |
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void | sceneScale (int yFront, int maxScale, int yBack, int minScale) |
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void | animations_tick () |
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◆ Scene()
◆ ~Scene()
◆ clearVocab()
void MADS::Scene::clearVocab |
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Clear the vocabulary list
◆ addActiveVocab()
void MADS::Scene::addActiveVocab |
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int |
vocabId | ) |
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Add a given vocab entry to the active list
◆ getVocabStringsCount()
uint32 MADS::Scene::getVocabStringsCount |
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const |
Get the number of entries in the game's vocabulary
◆ clearSequenceList()
void MADS::Scene::clearSequenceList |
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◆ clearMessageList()
void MADS::Scene::clearMessageList |
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◆ loadSceneLogic()
void MADS::Scene::loadSceneLogic |
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Loads the scene logic for a given scene
◆ loadScene()
void MADS::Scene::loadScene |
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int |
sceneId, |
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const Common::Path & |
prefix, |
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bool |
palFlag |
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Loads the resources associated with the given scene
- Parameters
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sceneId | Scene to load |
prefix | Prefix to use for retrieving animation data |
palFlag | Flag for whether to reset the high/lo palette areas |
◆ loadHotspots()
void MADS::Scene::loadHotspots |
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Loads the hotstpots for the scene
◆ loadVocab()
void MADS::Scene::loadVocab |
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◆ loop()
void MADS::Scene::loop |
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◆ drawElements()
void MADS::Scene::drawElements |
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ScreenTransition |
transitionType, |
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bool |
surfaceFlag |
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Draw all the elements onto the scene
◆ animatePalette()
void MADS::Scene::animatePalette |
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Handles cycling palette colors for the scene
◆ loadAnimation()
int MADS::Scene::loadAnimation |
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const Common::Path & |
resName, |
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int |
trigger = 0 |
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◆ getVocab()
◆ freeCurrentScene()
void MADS::Scene::freeCurrentScene |
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Clear the data for the currently loaded scene
◆ changeVariant()
void MADS::Scene::changeVariant |
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int |
variant | ) |
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Set the walk surface for a scene to a different variant
◆ removeSprites()
void MADS::Scene::removeSprites |
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Removes all the scene specific sprites fromt the sprites list, leaving any player sprites list in place at the start of the list.
◆ freeAnimation() [1/2]
void MADS::Scene::freeAnimation |
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Frees any currently active animation for the scene
◆ freeAnimation() [2/2]
void MADS::Scene::freeAnimation |
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int |
idx | ) |
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Frees any given active animation for the scene
◆ synchronize()
The documentation for this class was generated from the following file: