/* 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_scripts.h" namespace Access { namespace Amazon { AmazonScripts::AmazonScripts(AccessEngine *vm) : Scripts(vm) { _game = (AmazonEngine *)_vm; } void AmazonScripts::cLoop() { searchForSequence(); _vm->_images.clear(); _vm->_buffer2.blitFrom(_vm->_buffer1); _vm->_oldRects.clear(); _vm->_scripts->executeScript(); _vm->plotList1(); _vm->copyBlocks(); } void AmazonScripts::mWhile1() { _vm->_screen->setDisplayScan(); _vm->_screen->fadeOut(); _vm->_events->hideCursor(); _vm->_files->loadScreen(14, 0); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_events->showCursor(); _vm->_screen->setIconPalette(); _vm->_screen->forceFadeIn(); Resource *spriteData = _vm->_files->loadFile(14, 6); _vm->_objectsTable[0] = new SpriteResource(_vm, spriteData); delete spriteData; _vm->_images.clear(); _vm->_oldRects.clear(); _sequence = 2100; do { cLoop(); _sequence = 2100; } while (_vm->_flags[52] == 1); _vm->_buffer1.copyTo(_vm->_screen); _vm->_buffer2.copyTo(&_vm->_buffer1); _game->establish(-1, 14); spriteData = _vm->_files->loadFile(14, 7); _vm->_objectsTable[1] = new SpriteResource(_vm, spriteData); delete spriteData; _vm->_sound->playSound(0); _vm->_screen->setDisplayScan(); _vm->_events->hideCursor(); _vm->_files->loadScreen(14, 1); _vm->_screen->setPalette(); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_events->showCursor(); _vm->_screen->setIconPalette(); _vm->_images.clear(); _vm->_oldRects.clear(); _sequence = 2200; _vm->_sound->queueSound(0, 14, 15); do { cLoop(); _sequence = 2200; } while (_vm->_flags[52] == 2); _vm->_screen->setDisplayScan(); _vm->_events->hideCursor(); _vm->_files->loadScreen(14, 2); _vm->_screen->setPalette(); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_events->showCursor(); _vm->_screen->setIconPalette(); _vm->freeCells(); spriteData = _vm->_files->loadFile(14, 8); _vm->_objectsTable[2] = new SpriteResource(_vm, spriteData); delete spriteData; _vm->_images.clear(); _vm->_oldRects.clear(); _sequence = 2300; _vm->_sound->playSound(0); do { cLoop(); _sequence = 2300; } while (_vm->_flags[52] == 3); _vm->freeCells(); spriteData = _vm->_files->loadFile(14, 9); _vm->_objectsTable[3] = new SpriteResource(_vm, spriteData); delete spriteData; _vm->_screen->setDisplayScan(); _vm->_events->hideCursor(); _vm->_files->loadScreen(14, 3); _vm->_screen->setPalette(); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_events->showCursor(); _vm->_screen->setIconPalette(); _vm->_images.clear(); _vm->_oldRects.clear(); _sequence = 2400; do { cLoop(); _sequence = 2400; } while (_vm->_flags[52] == 4); } void AmazonScripts::mWhile2() { _vm->_screen->setDisplayScan(); _vm->_screen->fadeOut(); _vm->_events->hideCursor(); _vm->_files->loadScreen(14, 0); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_events->showCursor(); _vm->_screen->setIconPalette(); _vm->_screen->forceFadeIn(); Resource *spriteData = _vm->_files->loadFile(14, 6); _vm->_objectsTable[0] = new SpriteResource(_vm, spriteData); delete spriteData; _vm->_images.clear(); _vm->_oldRects.clear(); _sequence = 2100; do { cLoop(); _sequence = 2100; } while (_vm->_flags[52] == 1); _vm->_screen->fadeOut(); _vm->freeCells(); spriteData = _vm->_files->loadFile(14, 9); _vm->_objectsTable[3] = new SpriteResource(_vm, spriteData); delete spriteData; _vm->_screen->setDisplayScan(); _vm->_events->hideCursor(); _vm->_files->loadScreen(14, 3); _vm->_screen->setPalette(); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_events->showCursor(); _vm->_screen->setIconPalette(); _vm->_images.clear(); _vm->_oldRects.clear(); _sequence = 2400; do { cLoop(); _sequence = 2400; } while (_vm->_flags[52] == 4); } void AmazonScripts::mWhile(int param1) { switch(param1) { case 1: mWhile1(); break; case 2: _game->_plane->mWhileFly(); break; case 3: _game->_plane->mWhileFall(); break; case 4: _game->_jungle->mWhileJWalk(); break; case 5: _game->_jungle->mWhileDoOpen(); break; case 6: _game->_river->mWhileDownRiver(); break; case 7: mWhile2(); break; case 8: _game->_jungle->mWhileJWalk2(); break; default: break; } } void AmazonScripts::loadBackground(int param1, int param2) { _vm->_files->_setPaletteFlag = false; _vm->_files->loadScreen(param1, param2); _vm->_buffer2.blitFrom(*_vm->_screen); _vm->_buffer1.blitFrom(*_vm->_screen); _vm->_screen->forceFadeIn(); } void AmazonScripts::loadNSound(int param1, int param2) { Resource *sound = _vm->_files->loadFile(param1, param2); _vm->_sound->_soundTable.push_back(SoundEntry(sound, 1)); } void AmazonScripts::setInactive() { _game->_rawInactiveX = _vm->_player->_rawPlayer.x; _game->_rawInactiveY = _vm->_player->_rawPlayer.y; _game->_charSegSwitch = false; mWhile(_game->_rawInactiveY); } void AmazonScripts::boatWalls(int param1, int param2) { if (param1 == 1) _vm->_room->_plotter._walls[42] = Common::Rect(96, 27, 96 + 87, 27 + 42); else { _vm->_room->_plotter._walls[39].bottom = _vm->_room->_plotter._walls[41].bottom = 106; _vm->_room->_plotter._walls[40].left = 94; } } void AmazonScripts::plotInactive() { Player &player = *_vm->_player; InactivePlayer &inactive = _game->_inactive; if (_game->_charSegSwitch) { _game->_currentCharFlag = true; SWAP(inactive._altSpritesPtr, player._playerSprites); _game->_charSegSwitch = false; } else if (_game->_jasMayaFlag != (_game->_currentCharFlag ? 1 : 0)) { if (player._playerOff) { _game->_jasMayaFlag = (_game->_currentCharFlag ? 1 : 0); } else { _game->_currentCharFlag = (_game->_jasMayaFlag == 1); int tmpX = _game->_rawInactiveX; int tmpY = _game->_rawInactiveY; _game->_rawInactiveX = player._rawPlayer.x; _game->_rawInactiveY = player._rawPlayer.y; player._rawPlayer.x = tmpX; player._rawPlayer.y = tmpY; _game->_inactiveYOff = player._playerOffset.y; player.calcManScale(); SWAP(inactive._altSpritesPtr, player._playerSprites); _vm->_room->setWallCodes(); } } _game->_flags[155] = 0; if (_game->_rawInactiveX >= 152 && _game->_rawInactiveX <= 167 && _game->_rawInactiveY >= 158 && _game->_rawInactiveY <= 173) { _game->_flags[155] = 1; } else { _game->_flags[160] = 0; if (!_game->_jasMayaFlag && _game->_rawInactiveX >= 266 && _game->_rawInactiveX <= 290 && _game->_rawInactiveY >= 70 && _game->_rawInactiveY <= 87) { _game->_flags[160] = 1; } } inactive._flags &= ~IMGFLAG_UNSCALED; inactive._flags &= ~IMGFLAG_BACKWARDS; inactive._position.x = _game->_rawInactiveX; inactive._position.y = _game->_rawInactiveY - _game->_inactiveYOff; inactive._offsetY = _game->_inactiveYOff; inactive._spritesPtr = inactive._altSpritesPtr; _vm->_images.addToList(_game->_inactive); } void AmazonScripts::executeSpecial(int commandIndex, int param1, int param2) { switch (commandIndex) { case 0: warning("TODO: DEMO - RESETAN"); break; case 1: _vm->establish(param1, param2); break; case 2: loadBackground(param1, param2); break; case 3: if (_vm->isDemo()) warning("TODO: DEMO - LOADCELLSET"); else _game->_cast->doCast(param1); break; case 4: if (_vm->isDemo()) loadNSound(param1, param2); else setInactive(); break; case 5: warning("TODO: DEMO - UNLOADCELLSET"); break; case 6: mWhile(param1); break; case 7: warning("TODO: DEMO - ADDMONEY"); break; case 8: warning("TODO: DEMO - CHKMONEY"); break; case 9: _game->_guard->doGuard(); break; case 10: _vm->_midi->newMusic(param1, param2); break; case 11: plotInactive(); break; case 13: _game->_river->doRiver(); break; case 14: _game->_ant->doAnt(); break; case 15: boatWalls(param1, param2); break; default: warning("Unexpected Special code %d - Skipped", commandIndex); } } typedef void(AmazonScripts::*AmazonScriptMethodPtr)(); void AmazonScripts::executeCommand(int commandIndex) { static const AmazonScriptMethodPtr COMMAND_LIST[] = { &AmazonScripts::cmdHelp, &AmazonScripts::cmdCycleBack, &AmazonScripts::cmdChapter, &AmazonScripts::cmdSetHelp, &AmazonScripts::cmdCenterPanel, &AmazonScripts::cmdMainPanel, &AmazonScripts::CMDRETFLASH }; if (commandIndex >= 73) (this->*COMMAND_LIST[commandIndex - 73])(); else Scripts::executeCommand(commandIndex); } void AmazonScripts::cmdHelp() { Common::String helpMessage = readString(); if (_game->_helpLevel == 0) { _game->_timers.saveTimers(); _game->_useItem = 0; if (_game->_noHints) { printString(NO_HELP_MESSAGE); return; } else if (_game->_hintLevel == 0) { printString(NO_HINTS_MESSAGE); return; } } int level = _game->_hintLevel - 1; if (level < _game->_helpLevel) _game->_moreHelp = 0; _game->drawHelp(helpMessage); while (!_vm->shouldQuit()) { while (!_vm->shouldQuit() && !_vm->_events->_leftButton) _vm->_events->pollEventsAndWait(); _vm->_events->debounceLeft(); static const Common::Rect butn1 = Common::Rect(HELP1COORDS[0][0], HELP1COORDS[0][2], HELP1COORDS[0][1], HELP1COORDS[0][3]); static const Common::Rect butn2 = Common::Rect(HELP1COORDS[1][0], HELP1COORDS[1][2], HELP1COORDS[1][1], HELP1COORDS[1][3]); const Common::Point pt = _vm->_events->_mousePos; int choice = -1; if (butn1.contains(pt)) choice = 0; else if (butn2.contains(pt)) choice = 1; if (choice < 0) continue; if (choice == 1) { // Done button selected _game->_helpLevel = 0; _game->_moreHelp = 1; _game->_useItem = 0; _vm->_events->hideCursor(); if (_vm->_screen->_vesaMode) { _vm->_screen->restoreScreen(); _vm->_screen->setPanel(0); } else { _vm->_screen->fadeOut(); _vm->_screen->clearBuffer(); } _vm->_buffer2.copyTo(_vm->_screen); _vm->_screen->restorePalette(); _vm->_screen->setPalette(); _vm->_events->showCursor(); delete _vm->_objectsTable[45]; _vm->_objectsTable[45] = nullptr; _vm->_timers.restoreTimers(); break; } else { // More button selected if ((_game->_moreHelp == 0) || (choice != 0)) continue; ++_game->_helpLevel; _game->_useItem = 1; break; } } findNull(); } void AmazonScripts::cmdCycleBack() { if (_vm->_startup == -1) _vm->_screen->cyclePaletteBackwards(); } void AmazonScripts::cmdChapter() { if (_vm->isDemo()) { cmdSetHelp(); } else { int chapter = _data->readByte(); _game->startChapter(chapter); } } void AmazonScripts::cmdSetHelp() { int arrayId = (_data->readUint16LE() & 0xFF) - 1; int helpId = _data->readUint16LE() & 0xFF; byte *help = _game->_helpTbl[arrayId]; help[helpId] = 1; if (_vm->_useItem == 0) { _sequence = 11000; searchForSequence(); } } void AmazonScripts::cmdCenterPanel() { if (_vm->_screen->_vesaMode) { _vm->_screen->clearScreen(); _vm->_screen->setPanel(3); } } void AmazonScripts::cmdMainPanel() { if (_vm->_screen->_vesaMode) { _vm->_room->init4Quads(); _vm->_screen->setPanel(0); } } void AmazonScripts::CMDRETFLASH() { error("TODO CMDRETFLASH"); } } // End of namespace Amazon } // End of namespace Access