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Plotter | _plotter |
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Common::Array< JetFrame > | _jetFrame |
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Function | _function |
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int | _roomFlag |
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byte * | _playField |
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int | _matrixSize |
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int | _playFieldWidth |
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int | _playFieldHeight |
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byte * | _tile |
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int | _selectCommand |
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bool | _conFlag |
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int | _rMouse [10][2] |
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void | loadRoomData (const byte *roomData) |
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void | freePlayField () |
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void | freeTileData () |
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int | checkBoxes () |
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int | checkBoxes1 (const Common::Point &pt) |
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int | checkBoxes2 (const Common::Point &pt, int start, int count) |
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void | checkBoxes3 () |
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int | validateBox (int boxId) |
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void | executeCommand (int commandId) |
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void | clearCamera () |
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virtual void | reloadRoom ()=0 |
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virtual void | reloadRoom1 ()=0 |
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virtual void | setupRoom () |
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virtual void | doCommands () |
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virtual void | mainAreaClick ()=0 |
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virtual void | walkCursor () |
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◆ freePlayField()
void Access::Room::freePlayField |
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protected |
◆ freeTileData()
void Access::Room::freeTileData |
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protected |
◆ executeCommand()
void Access::Room::executeCommand |
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int |
commandId | ) |
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protected |
Inner handler for switching to a given command mode
◆ clearRoom()
virtual void Access::Room::clearRoom |
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virtual |
◆ buildScreen()
void Access::Room::buildScreen |
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◆ buildColumn()
void Access::Room::buildColumn |
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int |
playX, |
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int |
screenX |
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) |
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Draw a column of a game scene
◆ buildRow()
void Access::Room::buildRow |
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int |
playY, |
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int |
screenY |
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) |
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Draw a row of a game scene
◆ handleCommand()
void Access::Room::handleCommand |
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int |
commandId | ) |
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Switch to a given command mode
The documentation for this class was generated from the following file: