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+/* 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) {
+ if (_vm->isDemo())
+ loadRoomData(ROOM_TABLE_DEMO[roomNumber]);
+ else
+ loadRoomData(ROOM_TABLE[roomNumber]);
+}
+
+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