// main global script file #sectionstart game_start // DO NOT EDIT OR REMOVE THIS LINE function game_start() // called when the game starts, before the first room is loaded { mouse.Mode = 1; } #sectionend game_start // DO NOT EDIT OR REMOVE THIS LINE #sectionstart repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE function repeatedly_execute() { // put anything you want to happen every game cycle here } #sectionend repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE #sectionstart on_key_press // DO NOT EDIT OR REMOVE THIS LINE function on_key_press(int keycode) // called when a key is pressed. keycode holds the key's ASCII code { if (IsGamePaused()==1) keycode=0; // game paused, so don't react to keypresses if (keycode==17) QuitGame(1); // Ctrl-Q if (keycode==363) SaveGameDialog(); // F5 if (keycode==365) RestoreGameDialog(); // F7 if (keycode==367) RestartGame(); // F9 if (keycode==434) SaveScreenShot("scrnshot.pcx"); // F12 if (keycode==19) Debug(0,0); // Ctrl-S, give all inventory if (keycode==22) Debug(1,0); // Ctrl-V, version if (keycode==1) Debug(2,0); // Ctrl-A, show walkable areas if (keycode==24) Debug(3,0); // Ctrl-X, teleport to room } #sectionend on_key_press // DO NOT EDIT OR REMOVE THIS LINE #sectionstart on_mouse_click // DO NOT EDIT OR REMOVE THIS LINE function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT { if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click) { } else if (button == eMouseLeft) { ProcessClick(mouse.x,mouse.y, mouse.Mode); } else // right-click, so cycle cursor { mouse.Mode = 1; } } #sectionend on_mouse_click // DO NOT EDIT OR REMOVE THIS LINE #sectionstart interface_click // DO NOT EDIT OR REMOVE THIS LINE function interface_click(int interface, int button) { // OBSOLETE, NOT USED IN AGS 2.7 AND LATER VERSIONS } #sectionend interface_click // DO NOT EDIT OR REMOVE THIS LINE function dialog_request(int param) { } function btn_addgame_cancel_OnClick(GUIControl *control, MouseButton button) { g_addGame.Visible = false; g_main.Visible = true; } function btn_main_addGame_OnClick(GUIControl *control, MouseButton button) { g_addGame.Visible = true; g_msgBox_SAF.Visible = true; g_main.Visible = false; } function btn_changeLanguage_OnClick(GUIControl *control, MouseButton button) { switch (Game.TranslationFilename) { case "": Game.ChangeTranslation("French"); break; case "French": Game.ChangeTranslation("German"); break; case "German": Game.ChangeTranslation(""); break; } label_lang_file.Text = String.Format("<%s>", Game.TranslationFilename); label_lang_font.Text = String.Format("Font %i", Game.NormalFont); } function g_msgBox_SAF_alt_OnClick(GUIControl *control, MouseButton button) { //g_msgBox_SAF.Visible = false; } function btn_msgbox_SAF_OnClick(GUIControl *control, MouseButton button) { g_msgBox_SAF.Visible = false; }