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