/* 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/memstream.h" #include "access/access.h" #include "access/char.h" #include "access/amazon/amazon_resources.h" namespace Access { CharEntry::CharEntry(const byte *data) { Common::MemoryReadStream s(data, 999); _charFlag = s.readByte(); _estabIndex = s.readSint16LE(); _screenFile.load(s); _paletteFile.load(s); _startColor = s.readUint16LE(); _numColors = s.readUint16LE(); // Load cells for (byte cell = s.readByte(); cell != 0xff; cell = s.readByte()) { CellIdent ci; ci._cell = cell; ci.load(s); _cells.push_back(ci); } _animFile.load(s); _scriptFile.load(s); for (int16 v = s.readSint16LE(); v != -1; v = s.readSint16LE()) { ExtraCell ec; ec._vid._fileNum = v; ec._vid._subfile = s.readSint16LE(); ec._vidSound.load(s); _extraCells.push_back(ec); } } CharEntry::CharEntry() { _charFlag = 0; _estabIndex = 0; _startColor = _numColors = 0; } /*------------------------------------------------------------------------*/ CharManager::CharManager(AccessEngine *vm) : Manager(vm) { switch (vm->getGameID()) { case GType_Amazon: // Setup character list for (int i = 0; i < 37; ++i) _charTable.push_back(CharEntry(Amazon::CHARTBL[i])); break; default: error("Unknown game"); } _charFlag = 0; } void CharManager::loadChar(int charId) { CharEntry &ce = _charTable[charId]; _charFlag = ce._charFlag; _vm->_establishFlag = false; if (ce._estabIndex != -1) { _vm->_establishFlag = true; if (!_vm->_establishTable[ce._estabIndex]) { _vm->_establishTable[ce._estabIndex] = true; _vm->establish(ce._estabIndex, 0); } } if (_charFlag != 0 && _charFlag != 3) { if (!_vm->_establishFlag) _vm->_screen->fadeOut(); _vm->_files->loadScreen(ce._screenFile._fileNum, ce._screenFile._subfile); _vm->_screen->setIconPalette(); _vm->_screen->fadeIn(); } _vm->_buffer1.copyFrom(*_vm->_screen); _vm->_screen->copyFrom(_vm->_buffer2); _vm->_screen->setDisplayScan(); if (_charFlag != 2 && _charFlag != 3) { charMenu(); } _vm->_screen->_startColor = ce._startColor; _vm->_screen->_numColors = ce._numColors; if (ce._paletteFile._fileNum != -1) { _vm->_screen->loadPalette(ce._paletteFile._fileNum, ce._paletteFile._subfile); } _vm->_screen->setIconPalette(); _vm->_screen->setPalette(); _vm->loadCells(ce._cells); if (ce._animFile._fileNum != -1) { Resource *data = _vm->_files->loadFile(ce._animFile); _vm->_animation->loadAnimations(data); } // Load script data _vm->_scripts->freeScriptData(); if (ce._scriptFile._fileNum != -1) { Resource *data = _vm->_files->loadFile(ce._scriptFile); _vm->_scripts->setScript(data); } // Load extra cells _vm->_extraCells.clear(); for (uint i = 0; i < ce._extraCells.size(); ++i) _vm->_extraCells.push_back(ce._extraCells[i]); } void CharManager::charMenu() { Resource *iconData = _vm->_files->loadFile("ICONS.LZ"); SpriteResource *spr = new SpriteResource(_vm, iconData); delete iconData; Screen &screen = *_vm->_screen; screen.saveScreen(); screen.setDisplayScan(); screen.plotImage(spr, 17, Common::Point(0, 176)); screen.plotImage(spr, 18, Common::Point(155, 176)); screen.restoreScreen(); delete spr; } } // End of namespace Access