/* 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/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; _xTrack = 0; _yTrack = 0; _zTrack = 0; _xCam = 0; _yCam = 0; _zCam = 0; _pNumObj = 0; for (int i = 0; i < 32; i++) { _pImgNum[i] = 0; _pObject[i] = nullptr; _pObjX[i] = 0; _pObjY[i] = 0; _pObjZ[i] = 0; } for (int i = 0; i < 16; i++) { _pObjXl[i] = 0; _pObjYl[i] = 0; } } void AmazonScripts::cLoop() { searchForSequence(); _vm->_images.clear(); _vm->_buffer2.copyFrom(_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.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_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->copyFrom(_vm->_buffer1); _vm->_buffer1.copyFrom(_vm->_buffer2); _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.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_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.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_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.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_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.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_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.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_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::doFlyCell() { _game->_destIn = &_game->_buffer2; if (_game->_plane._pCount <= 40) { _vm->_screen->plotImage(_vm->_objectsTable[15], 3, Common::Point(70, 74)); } else if (_game->_plane._pCount <= 80) { _vm->_screen->plotImage(_vm->_objectsTable[15], 6, Common::Point(70, 74)); } else if (_game->_plane._pCount <= 120) { _vm->_screen->plotImage(_vm->_objectsTable[15], 2, Common::Point(50, 76)); } else if (_game->_plane._pCount <= 160) { _vm->_screen->plotImage(_vm->_objectsTable[15], 14, Common::Point(63, 78)); } else if (_game->_plane._pCount <= 200) { _vm->_screen->plotImage(_vm->_objectsTable[15], 5, Common::Point(86, 74)); } else if (_game->_plane._pCount <= 240) { _vm->_screen->plotImage(_vm->_objectsTable[15], 0, Common::Point(103, 76)); } else if (_game->_plane._pCount <= 280) { _vm->_screen->plotImage(_vm->_objectsTable[15], 4, Common::Point(119, 77)); } else { _vm->_screen->plotImage(_vm->_objectsTable[15], 1, Common::Point(111, 77)); } } void AmazonScripts::doFallCell() { if (_vm->_scaleI <= 0) return; _game->_destIn = &_game->_buffer2; // 115, 11, i _vm->_screen->plotImage(_vm->_objectsTable[20], _game->_plane._planeCount / 6, Common::Point(115, 11)); _vm->_scaleI -= 3; _vm->_scale = _vm->_scaleI; _vm->_screen->setScaleTable(_vm->_scale); ++_game->_plane._xCount; if (_game->_plane._xCount == 5) return; _game->_plane._xCount = 0; if (_game->_plane._planeCount == 18) _game->_plane._planeCount = 0; else _game->_plane._planeCount += 6; } void AmazonScripts::pan() { _zCam += _zTrack; _xCam += _xTrack; int tx = (_xCam << 8) / _zCam; _yCam += _yTrack; int ty = (_yCam << 8) / _zCam; if (_vm->_timers[24]._flag != 1) { ++_vm->_timers[24]._flag; for (int i = 0; i < _pNumObj; i++) { _pObjZ[i] = _zTrack; _pObjXl[i] += tx * _zTrack; _pObjX[i] += _pObjXl[i]; _pObjYl[i] += ty * _zTrack; _pObjY[i] += _pObjYl[i]; } } for (int i = 0; i < _pNumObj; i++) { ImageEntry ie; ie._flags= 8; ie._position = Common::Point(_pObjX[i], _pObjY[i]); ie._offsetY = 0xFF; ie._spritesPtr = _pObject[i]; ie._frameNumber = _pImgNum[i]; } } void AmazonScripts::scrollFly() { _vm->copyBF1BF2(); _vm->_newRects.clear(); doFlyCell(); _vm->copyRects(); _vm->copyBF2Vid(); } void AmazonScripts::scrollFall() { _vm->copyBF1BF2(); _vm->_newRects.clear(); doFallCell(); _vm->copyRects(); _vm->copyBF2Vid(); } void AmazonScripts::scrollJWalk() { _vm->copyBF1BF2(); _vm->_newRects.clear(); _game->plotList(); _vm->copyRects(); _vm->copyBF2Vid(); } void AmazonScripts::mWhileFly() { _vm->_events->hideCursor(); _vm->_screen->clearScreen(); _vm->_screen->setBufferScan(); _vm->_screen->fadeOut(); _vm->_screen->_scrollX = 0; _vm->_room->buildScreen(); _vm->copyBF2Vid(); _vm->_screen->fadeIn(); _vm->_oldRects.clear(); _vm->_newRects.clear(); // KEYFLG = 0; _vm->_screen->_scrollRow = _vm->_screen->_scrollCol = 0; _vm->_screen->_scrollX = _vm->_screen->_scrollY = 0; _vm->_player->_rawPlayer = Common::Point(0, 0); _vm->_player->_scrollAmount = 1; _game->_plane._pCount = 0; _game->_plane._planeCount = 0; _game->_plane._propCount = 0; _game->_plane._xCount = 0; _game->_plane._position = Common::Point(20, 29); warning("FIXME: _vbCount should be handled in NEWTIMER"); while (true) { int _vbCount = 4; if (_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth == _vm->_room->_playFieldWidth) { _vm->_events->showCursor(); return; } _vm->_screen->_scrollX += _vm->_player->_scrollAmount; while (_vm->_screen->_scrollX >= TILE_WIDTH) { _vm->_screen->_scrollX -= TILE_WIDTH; ++_vm->_screen->_scrollCol; _vm->_buffer1.moveBufferLeft(); _vm->_room->buildColumn(_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth, _vm->_screen->_vWindowBytesWide); } scrollFly(); ++_game->_plane._pCount; g_system->delayMillis(10); while(_vbCount > 0) { // To be rewritten when NEWTIMER is done _vm->_events->checkForNextFrameCounter(); _vbCount--; _vm->_sound->playSound(0); } } } void AmazonScripts::mWhileFall() { _vm->_events->hideCursor(); _vm->_screen->clearScreen(); _vm->_screen->setBufferScan(); _vm->_screen->fadeOut(); _vm->_screen->_scrollX = 0; _vm->_room->buildScreen(); _vm->copyBF2Vid(); _vm->_screen->fadeIn(); _vm->_oldRects.clear(); _vm->_newRects.clear(); // KEYFLG = 0; _vm->_screen->_scrollRow = _vm->_screen->_scrollCol = 0; _vm->_screen->_scrollX = _vm->_screen->_scrollY = 0; _vm->_player->_scrollAmount = 3; _vm->_scaleI = 255; _game->_plane._xCount = 0; _game->_plane._planeCount = 0; while (true) { int _vbCount = 4; if (_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth == _vm->_room->_playFieldWidth) { _vm->_events->showCursor(); return; } _vm->_screen->_scrollX += _vm->_player->_scrollAmount; while (_vm->_screen->_scrollX >= TILE_WIDTH) { _vm->_screen->_scrollX -= TILE_WIDTH; ++_vm->_screen->_scrollCol; _vm->_buffer1.moveBufferLeft(); _vm->_room->buildColumn(_vm->_screen->_scrollCol + _vm->_screen->_vWindowWidth, _vm->_screen->_vWindowBytesWide); } scrollFall(); g_system->delayMillis(10); while(_vbCount > 0) { // To be rewritten when NEWTIMER is done _vm->_events->checkForNextFrameCounter(); _vbCount--; } } } void AmazonScripts::mWhileJWalk() { const int jungleObj[7][4] = { {2, 77, 0, 40}, {0, 290, 0, 50}, {1, 210, 0, 70}, {0, 50, 0, 30}, {1, 70, 0, 20}, {0, -280, 0, 60}, {1, -150, 0, 30}, }; _vm->_screen->fadeOut(); _vm->_events->hideCursor(); _vm->_screen->clearScreen(); _vm->_buffer2.clearBuffer(); _vm->_screen->setBufferScan(); _vm->_screen->_scrollX = 0; _vm->_room->buildScreen(); _vm->copyBF2Vid(); _vm->_screen->fadeIn(); // KEYFLG = 0; _vm->_player->_xFlag = 1; _vm->_player->_yFlag = 0; _vm->_player->_moveTo.x = 160; _vm->_player->_move = UP; _game->_plane._xCount = 2; _xTrack = 10; _yTrack = _zTrack = 0; _xCam = 480; _yCam = 0; _zCam = 80; TimerEntry *te = &_vm->_timers[24]; te->_initTm = te->_timer = 1; te->_flag++; _pNumObj = 7; for (int i = 0; i < _pNumObj; i++) { _pObject[i] = _vm->_objectsTable[24]; _pImgNum[i] = jungleObj[i][0]; _pObjX[i] = jungleObj[i][1]; _pObjY[i] = jungleObj[i][2]; _pObjZ[i] = jungleObj[i][3]; _pObjXl[i] = _pObjYl[i] = 0; } while (true) { _vm->_images.clear(); int _vbCount = 6; if (_vm->_player->_xFlag == 2) { _vm->_events->showCursor(); return; } _pImgNum[0] = _game->_plane._xCount; if (_game->_plane._xCount == 2) ++_game->_plane._xCount; else --_game->_plane._xCount; _vm->_player->checkMove(); _vm->_player->checkScroll(); pan(); scrollJWalk(); g_system->delayMillis(10); while(_vbCount > 0) { // To be rewritten when NEWTIMER is done _vm->_events->checkForNextFrameCounter(); _vbCount--; } } } void AmazonScripts::mWhileDoOpen() { const int openObj[10][4] = { {8, -80, 120, 30}, {13, 229, 0, 50}, {12, 78, 0, 50}, {11, 10, 0, 50}, {10, 178, 97, 50}, {9, 92, 192, 50}, {14, 38, 0, 100}, {15, 132, 76, 100}, {16, 142, 0, 100}, {4, -280, 40, 120}, }; _vm->_screen->setBufferScan(); _vm->_events->hideCursor(); _vm->_screen->forceFadeOut(); _game->_skipStart = false; if (_vm->_conversation != 2) { _vm->_screen->setPanel(3); _game->startChapter(1); _game->establishCenter(0, 1); } Resource *data = _vm->_files->loadFile(0, 1); SpriteResource *spr = new SpriteResource(_vm, data); delete data; _vm->_objectsTable[1] = spr; _vm->_files->_setPaletteFlag = false; _vm->_files->loadScreen(1, 2); _vm->_buffer2.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_vm->_screen); warning("TODO _roomInfo = _vm->_files->loadFile(1, 1);"); _xTrack = 8; _yTrack = -3; _zTrack = 0; _xCam = _yCam = 0; _zCam = 270; _vm->_timers[24]._timer = _vm->_timers[24]._initTm = 1; ++_vm->_timers[24]._flag; _pNumObj = 10; for (int i = 0; i < _pNumObj; i++) { _pObject[i] = _vm->_objectsTable[1]; _pImgNum[i] = openObj[i][0]; _pObjX[i] = openObj[i][1]; _pObjY[i] = openObj[i][2]; _pObjZ[i] = openObj[i][3]; _pObjXl[i] = _pObjYl[i] = 0; } _vm->_oldRects.clear(); _vm->_newRects.clear(); Animation *anim = _vm->_animation->setAnimation(0); _vm->_animation->setAnimTimer(anim); anim = _vm->_animation->setAnimation(1); _vm->_animation->setAnimTimer(anim); _vm->_sound->newMusic(10, 0); bool startFl = false; while (true) { _vm->_images.clear(); _vm->_animation->animate(0); _vm->_animation->animate(1); pan(); _vm->_buffer2.copyFrom(_vm->_buffer1); _vm->_newRects.clear(); _game->plotList(); _vm->copyBlocks(); if (!startFl) { startFl = true; _vm->_screen->forceFadeIn(); } _vm->_events->pollEvents(); warning("TODO: check on KEYBUFCNT"); if (_vm->_events->_leftButton || _vm->_events->_rightButton) { _game->_skipStart = true; _vm->_sound->newMusic(10, 1); break; } if (_xCam > 680) { warning("FIXME: _vbCount should be handled in NEWTIMER"); int _vbCount = 125; while(_vbCount > 0) { // To be rewritten when NEWTIMER is done _vm->_events->checkForNextFrameCounter(); _vbCount--; } break; } } _vm->_events->showCursor(); _vm->_buffer2.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_vm->_screen); warning("TODO: delete _roomInfo;"); _vm->freeCells(); _vm->_oldRects.clear(); _vm->_newRects.clear(); _vm->_numAnimTimers = 0; _vm->_images.clear(); if (_vm->_conversation == 2) { Resource *spriteData = _vm->_files->loadFile(28, 37); _vm->_objectsTable[28] = new SpriteResource(_vm, spriteData); delete spriteData; warning("TODO: _roomInfo = _vm->_files->loadFile(28, 38);"); } } void AmazonScripts::mWhile(int param1) { switch(param1) { case 1: mWhile1(); break; case 2: mWhileFly(); break; case 3: mWhileFall(); break; case 4: mWhileJWalk(); break; case 5: mWhileDoOpen(); break; case 6: warning("TODO DOWNRIVER"); break; case 7: mWhile2(); break; case 8: warning("TODO JWALK2"); break; default: break; } } void AmazonScripts::guardSee() { warning("TODO: guardSee()"); } void AmazonScripts::setGuardFrame() { warning("TODO: setGuardFrame()"); } void AmazonScripts::guard() { if (_vm->_timers[8]._flag != 0) return; ++_vm->_timers[8]._flag; ++_game->_guard._guardCel; int curCel = _game->_guard._guardCel; switch (_game->_guardLocation) { case 1: if (curCel <= 8 || curCel > 13) _game->_guard._guardCel = curCel = 8; _game->_guard._position.y = _vm->_player->_walkOffDown[curCel - 8]; guardSee(); if (_game->_guard._position.y >= 272) { _game->_guard._position.y = 272; _game->_guardLocation = 2; } break; case 2: if (curCel <= 43 || curCel > 48) _game->_guard._guardCel = curCel = 43; _game->_guard._position.x = _vm->_player->_walkOffLeft[curCel - 43]; guardSee(); if (_game->_guard._position.x <= 56) { _game->_guard._position.x = 56; _game->_guardLocation = 3; } break; case 3: if (curCel <= 0 || curCel > 5) _game->_guard._guardCel = curCel = 0; _game->_guard._position.y = _vm->_player->_walkOffUp[curCel]; guardSee(); if (_game->_guard._position.y <= 89) { _game->_guard._position.y = 89; _game->_guardLocation = 4; warning("CHECME: unused flag121"); } break; default: if (curCel <= 43 || curCel > 48) _game->_guard._guardCel = curCel = 43; _game->_guard._position.x = _vm->_player->_walkOffRight[curCel - 43]; guardSee(); if (_game->_guard._position.x >= 127) { _game->_guard._position.x = 127; _game->_guardLocation = 1; } break; } setGuardFrame(); } void AmazonScripts::loadBackground(int param1, int param2) { _vm->_files->_setPaletteFlag = false; _vm->_files->loadScreen(param1, param2); _vm->_buffer2.copyFrom(*_vm->_screen); _vm->_buffer1.copyFrom(*_vm->_screen); _vm->_screen->forceFadeIn(); } 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, 87, 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() { if (_game->_charSegSwitch) { _game->_currentCharFlag = true; SpriteResource *tmp = _vm->_inactive._spritesPtr; _vm->_inactive._spritesPtr = _vm->_player->_playerSprites; _vm->_player->_playerSprites = tmp; _game->_charSegSwitch = false; } else if (_game->_jasMayaFlag != (_game->_currentCharFlag ? 1 : 0)) { if (_vm->_player->_playerOff) { _game->_jasMayaFlag = (_game->_currentCharFlag ? 1 : 0); } else { _game->_currentCharFlag = (_game->_jasMayaFlag == 1); int tmpX = _game->_rawInactiveX; int tmpY = _game->_rawInactiveY; _game->_rawInactiveX = _vm->_player->_rawPlayer.x; _game->_rawInactiveY = _vm->_player->_rawPlayer.y; _vm->_player->_rawPlayer.x = tmpX; _vm->_player->_rawPlayer.y = tmpY; _game->_inactiveYOff = _vm->_player->_playerOffset.y; _vm->_player->calcManScale(); } } if (_vm->_player->_roomNumber == 44) { warning("CHECKME: Only sets useless(?) flags 155 and 160"); } _vm->_inactive._flags &= 0xFD; _vm->_inactive._flags &= 0xF7; _vm->_inactive._position.x = _game->_rawInactiveX; _vm->_inactive._position.y = _game->_rawInactiveY - _game->_inactiveYOff; _vm->_inactive._offsetY = _game->_inactiveYOff; _vm->_inactive._frameNumber = 0; _vm->_images.addToList(&_vm->_inactive); } void AmazonScripts::executeSpecial(int commandIndex, int param1, int param2) { switch (commandIndex) { case 1: _vm->establish(param1, param2); break; case 2: loadBackground(param1, param2); break; case 3: warning("TODO DOCAST"); break; case 4: setInactive(); break; case 6: mWhile(param1); break; case 9: guard(); break; case 10: _vm->_sound->newMusic(param1, param2); break; case 11: plotInactive(); break; case 13: warning("TODO RIVER"); break; case 14: warning("TODO ANT"); 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(); error("TODO: more cmdHelp"); } void AmazonScripts::cmdCycleBack() { if (_vm->_startup == -1) _vm->_screen->cyclePaletteBackwards(); } void AmazonScripts::cmdChapter() { int chapter = _data->readByte(); _game->startChapter(chapter); } void AmazonScripts::cmdSetHelp() { int arrayId = (_data->readUint16LE() && 0xFF) - 1; int helpId = _data->readUint16LE() && 0xFF; byte *help = _vm->_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