ScummVM API documentation
Access::Room Class Referenceabstract
Inheritance diagram for Access::Room:
Access::Manager Access::Amazon::AmazonRoom Access::Martian::MartianRoom

Public Member Functions

 Room (AccessEngine *vm)
 
void doRoom ()
 
virtual void loadRoom (int roomNumber)=0
 
virtual void roomMenu ()=0
 
virtual void clearRoom ()
 
void buildScreen ()
 
void buildColumn (int playX, int screenX)
 
void buildRow (int playY, int screenY)
 
virtual void init4Quads ()=0
 
void setWallCodes ()
 
bool codeWalls ()
 
void handleCommand (int commandId)
 
- Public Member Functions inherited from Access::Manager
 Manager (AccessEngine *vm)
 

Public Attributes

Plotter _plotter
 
Common::Array< JetFrame_jetFrame
 
Function _function
 
int _roomFlag
 
byte * _playField
 
int _matrixSize
 
int _playFieldWidth
 
int _playFieldHeight
 
byte * _tile
 
int _selectCommand
 
bool _conFlag
 
int _rMouse [10][2]
 

Protected Member Functions

void loadRoomData (const byte *roomData)
 
void freePlayField ()
 
void freeTileData ()
 
int checkBoxes ()
 
int checkBoxes1 (const Common::Point &pt)
 
int checkBoxes2 (const Common::Point &pt, int start, int count)
 
void checkBoxes3 ()
 
int validateBox (int boxId)
 
void executeCommand (int commandId)
 
void clearCamera ()
 
virtual void reloadRoom ()=0
 
virtual void reloadRoom1 ()=0
 
virtual void setupRoom ()
 
virtual void doCommands ()
 
virtual void mainAreaClick ()=0
 
virtual void walkCursor ()
 

Additional Inherited Members

- Protected Attributes inherited from Access::Manager
AccessEngine_vm
 

Member Function Documentation

◆ freePlayField()

void Access::Room::freePlayField ( )
protected

Free the playfield data

◆ freeTileData()

void Access::Room::freeTileData ( )
protected

Free tile data

◆ executeCommand()

void Access::Room::executeCommand ( int  commandId)
protected

Inner handler for switching to a given command mode

◆ clearRoom()

virtual void Access::Room::clearRoom ( )
virtual

Clear all the data used by the room

Reimplemented in Access::Amazon::AmazonRoom.

◆ buildScreen()

void Access::Room::buildScreen ( )

Builds up a game screen

◆ buildColumn()

void Access::Room::buildColumn ( int  playX,
int  screenX 
)

Draw a column of a game scene

◆ buildRow()

void Access::Room::buildRow ( int  playY,
int  screenY 
)

Draw a row of a game scene

◆ handleCommand()

void Access::Room::handleCommand ( int  commandId)

Switch to a given command mode


The documentation for this class was generated from the following file: