ScummVM API documentation
Agi::AgiGame Struct Reference

#include <agi.h>

Public Member Functions

const char * getString (int number)
 
void setString (int number, const char *str)
 
void setAppleIIgsSpeedLevel (int appleIIgsSpeedLevel)
 

Public Attributes

AgiEngine_vm
 
int adjMouseX
 
int adjMouseY
 
char name [8]
 
char id [8]
 
uint32 crc
 
uint8 flags [(256 >> 3)]
 
uint8 vars [256]
 
int16 horizon
 
bool cycleInnerLoopActive
 
int16 cycleInnerLoopType
 
int16 curLogicNr
 
Common::Array< ScriptPosexecStack
 
bool playerControl
 
bool exitAllLogics
 
bool pictureShown
 
AgiBlock block
 
bool gfxMode
 
unsigned int numObjects
 
bool controllerOccurred [256]
 
AgiControllerKeyMapping controllerKeyMapping [39]
 
char strings [24+1][40]
 
AgiDir dirLogic [256]
 
AgiDir dirPic [256]
 
AgiDir dirView [256]
 
AgiDir dirSound [256]
 
AgiPicture pictures [256]
 
AgiLogic logics [256]
 
AgiView views [256]
 
AgiSoundsounds [256]
 
AgiLogic_curLogic
 
ScreenObjEntry screenObjTable [255]
 
ScreenObjEntry addToPicView
 
bool automaticSave
 
char automaticSaveDescription [30+1]
 
Common::Rect mouseFence
 
bool mouseEnabled
 
bool mouseHidden
 
bool testResult
 
int max_logics
 
int logic_list [256]
 
bool nonBlockingTextShown
 
int16 nonBlockingTextCyclesLeft
 
bool automaticRestoreGame
 
uint16 appleIIgsSpeedControllerSlot
 
int appleIIgsSpeedLevel
 

Detailed Description

AGI game structure. This structure contains all global data of an AGI game executed by the interpreter.

Member Data Documentation

◆ adjMouseX

int Agi::AgiGame::adjMouseX

last given adj.ego.move.to.x.y-command's 1st parameter

◆ adjMouseY

int Agi::AgiGame::adjMouseY

last given adj.ego.move.to.x.y-command's 2nd parameter

◆ name

char Agi::AgiGame::name[8]

lead in id (e.g. `GR' for goldrush)

◆ id

char Agi::AgiGame::id[8]

game id

◆ crc

uint32 Agi::AgiGame::crc

game CRC

◆ flags

uint8 Agi::AgiGame::flags[(256 >> 3)]

256 1-bit flags combined into a total of 32 bytes

◆ vars

uint8 Agi::AgiGame::vars[256]

256 variables

◆ horizon

int16 Agi::AgiGame::horizon

horizon y coordinate

◆ curLogicNr

int16 Agi::AgiGame::curLogicNr

current logic number

◆ playerControl

bool Agi::AgiGame::playerControl

player is in control

◆ exitAllLogics

bool Agi::AgiGame::exitAllLogics

break cycle after new.room

◆ pictureShown

bool Agi::AgiGame::pictureShown

show.pic has been issued

◆ controllerOccurred

bool Agi::AgiGame::controllerOccurred[256]

keyboard keypress events

◆ strings

char Agi::AgiGame::strings[24+1][40]

strings

◆ pictures

AgiPicture Agi::AgiGame::pictures[256]

AGI picture resources

◆ logics

AgiLogic Agi::AgiGame::logics[256]

AGI logic resources

◆ views

AgiView Agi::AgiGame::views[256]

AGI view resources

◆ sounds

AgiSound* Agi::AgiGame::sounds[256]

Pointers to AGI sound resources

◆ automaticSave

bool Agi::AgiGame::automaticSave

set by CmdSetSimple()

◆ mouseFence

Common::Rect Agi::AgiGame::mouseFence

rectangle set by fence.mouse command

◆ mouseEnabled

bool Agi::AgiGame::mouseEnabled

if mouse is supposed to be active

◆ mouseHidden

bool Agi::AgiGame::mouseHidden

if mouse is currently hidden


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