scummvm/engines/access/amazon/amazon_room.cpp

238 lines
6.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "access/access.h"
#include "access/resources.h"
#include "access/amazon/amazon_game.h"
#include "access/amazon/amazon_resources.h"
#include "access/amazon/amazon_room.h"
namespace Access {
namespace Amazon {
AmazonRoom::AmazonRoom(AccessEngine *vm) : Room(vm) {
_game = (AmazonEngine *)vm;
_antOutFlag = false;
_icon = nullptr;
}
AmazonRoom::~AmazonRoom() {
}
void AmazonRoom::loadRoom(int roomNumber) {
loadRoomData(&AMRES.ROOMTBL[roomNumber]._data[0]);
}
void AmazonRoom::reloadRoom() {
loadRoom(_vm->_player->_roomNumber);
if (_roomFlag != 1) {
_vm->_currentMan = _roomFlag;
_vm->_currentManOld = _roomFlag;
_vm->_manScaleOff = 0;
switch (_vm->_currentMan) {
case 0:
_vm->_player->loadSprites("MAN.LZ");
break;
case 2:
_vm->_player->loadSprites("JMAN.LZ");
break;
case 3:
_vm->_player->loadSprites("OVERHEAD.LZ");
_vm->_manScaleOff = 1;
break;
default:
break;
}
}
reloadRoom1();
}
void AmazonRoom::reloadRoom1() {
if (_vm->_player->_roomNumber == 29 || _vm->_player->_roomNumber == 31
|| _vm->_player->_roomNumber == 42 || _vm->_player->_roomNumber == 44) {
Resource *spriteData = _vm->_files->loadFile("MAYA.LZ");
_game->_inactive._altSpritesPtr = new SpriteResource(_vm, spriteData);
delete spriteData;
_vm->_currentCharFlag = false;
}
_selectCommand = -1;
_vm->_events->setNormalCursor(CURSOR_CROSSHAIRS);
_vm->_mouseMode = 0;
_vm->_boxSelect = true;
_vm->_player->_playerOff = false;
_vm->_screen->fadeOut();
_vm->_screen->clearScreen();
roomSet();
if (_roomFlag != 1 && (_vm->_player->_roomNumber != 61 || !_antOutFlag)) {
_vm->_player->load();
_vm->_player->calcManScale();
}
if (_vm->_player->_roomNumber != 20 && _vm->_player->_roomNumber != 24
&& _vm->_player->_roomNumber != 33 && _vm->_player->_roomNumber != 45) {
roomMenu();
}
_vm->_screen->setBufferScan();
setupRoom();
setWallCodes();
buildScreen();
if (!_vm->_screen->_vesaMode) {
_vm->copyBF2Vid();
} else if (_vm->_player->_roomNumber != 20 && _vm->_player->_roomNumber != 24
&& _vm->_player->_roomNumber != 33) {
_vm->_screen->setPalette();
_vm->copyBF2Vid();
}
// Stop player moving
_vm->_player->_playerMove = false;
_vm->_player->_frame = 0;
// Clear any dirty rects from the old scene
_vm->_oldRects.clear();
_vm->_newRects.clear();
}
void AmazonRoom::setupRoom() {
Room::setupRoom();
// WORKAROUND: The original engine doesn't handle vertical scrolling rooms
Screen &screen = *_vm->_screen;
if (screen._vWindowHeight == (_playFieldHeight - 1)) {
_vm->_scrollRow = 1;
_vm->_scrollY = 0;
}
}
void AmazonRoom::roomSet() {
_vm->_numAnimTimers = 0;
_vm->_scripts->_sequence = 1000;
_vm->_scripts->searchForSequence();
_vm->_scripts->executeScript();
}
void AmazonRoom::roomMenu() {
Resource *iconData = _vm->_files->loadFile("ICONS.LZ");
SpriteResource *spr = new SpriteResource(_vm, iconData);
delete iconData;
Screen &screen = *_vm->_screen;
screen.saveScreen();
screen.setDisplayScan();
_vm->_destIn = &screen; // TODO: Redundant
screen.plotImage(spr, 0, Common::Point(0, 177));
screen.plotImage(spr, 1, Common::Point(143, 177));
screen.restoreScreen();
delete spr;
}
void AmazonRoom::mainAreaClick() {
Common::Point &mousePos = _vm->_events->_mousePos;
Common::Point pt = _vm->_events->calcRawMouse();
Screen &screen = *_vm->_screen;
Player &player = *_vm->_player;
if (_selectCommand == -1) {
if (player._roomNumber == 42 || player._roomNumber == 44 ||
player._roomNumber == 31 || player._roomNumber == 29) {
switch (checkBoxes1(pt)) {
case 0:
// Make Jason the active player
_game->_jasMayaFlag = 0;
return;
case 1:
// Make Maya the active player
_game->_jasMayaFlag = 1;
return;
default:
break;
}
}
// WORKAROUND: In Amazon room 9, you can't leave the screen to the south due
// to not being able to click a Y position that's high enough
if (_vm->_scrollRow == 0 && pt.y > 178)
pt.y = 200;
player._moveTo = pt;
player._playerMove = true;
} else if (mousePos.x >= screen._windowXAdd &&
mousePos.x <= (screen._windowXAdd + screen._vWindowBytesWide) &&
mousePos.y >= screen._windowYAdd &&
mousePos.y <= (screen._windowYAdd + screen._vWindowLinesTall)) {
if (checkBoxes1(pt) >= 0) {
checkBoxes3();
}
}
}
void AmazonRoom::walkCursor() {
// WORKAROUND: For scene 29, which is a normal walkable scene, but yet can be
// 'exited'. This workaround ensures the scene will only be left if you click
// the Exit icon when the cursor is already a walk cursor
EventsManager &events = *_vm->_events;
if (_vm->_events->_middleButton || (_vm->_player->_roomNumber == 29 &&
events._normalMouse != CURSOR_CROSSHAIRS)) {
events.forceSetCursor(CURSOR_CROSSHAIRS);
_selectCommand = -1;
_vm->_boxSelect = true;
} else {
Room::walkCursor();
}
}
void AmazonRoom::init4Quads() {
if (!_vm->_screen->_vesaMode)
return;
// CHECKME: in the original, this call of tileScreen uses an useless parameter, "TILES.BLK"
_game->tileScreen();
_vm->_inventory->refreshInventory();
_game->updateSummary(_game->_chapter);
_vm->_screen->setPanel(0);
_vm->_screen->clearScreen();
}
void AmazonRoom::clearRoom() {
_game->freeInactivePlayer();
Room::clearRoom();
}
} // End of namespace Amazon
} // End of namespace Access