Go to the documentation of this file.
27 #ifndef __ADONTHELL_H__
28 #define __ADONTHELL_H__
30 #include "win_mapview.h"
71 void main (
win_base *wnd = NULL,
const string name =
"");
142 return control_active_;
199 view.mapview::draw (x, y, da_opt, target);
207 view.mapview::set_schedule (s, args);
223 bool control_active_;
245 #endif // __ADONTHELL_H__
s_int8 get_state(igzstream &file)
Restore the engine's state.
Common properties for each win_base's object.
void set_mapview_schedule(string s, PyObject *args=NULL)
bool control_active()
Returns whether the control script is active or not.
Class where drawables can actually be drawn to.
Class to read data from a Gzip compressed file.
Map where the world takes place.
adonthell * engine
Engine used during the game.
Class to write data from a Gzip compressed file.
#define s_int16
16 bits long signed integer
#define s_int8
8 bits long signed integer
void main_quit()
Quit the main loop.
void fade_in()
Fades in from a black screen.
void set_control_active(bool c)
Set whether the control script should be executed or not.
adonthell()
Standard constructor.
Implements "drawing zones" for drawing operations.
void main(win_base *wnd=NULL, const string name="")
Starts the main loop.
void fade_out()
Fades the screen to black.
void main_loop()
The actual main loop.
void set_update_map(bool u)
s_int8 put_state(ogzstream &file)
Save the engine's state.
void draw(s_int16 x, s_int16 y, drawing_area *da_opt=NULL, surface *target=NULL)
This is the heart of the Adonthell engine.
Allows you to display a landmap on a specified area of a surface.