/* 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