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2023-05-29 15:13:54 +03:00

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// 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;
}