/* 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/martian/martian_game.h" #include "access/martian/martian_resources.h" #include "access/martian/martian_room.h" namespace Access { namespace Martian { MartianRoom::MartianRoom(AccessEngine *vm) : Room(vm) { _game = (MartianEngine *)vm; } MartianRoom::~MartianRoom() { } void MartianRoom::loadRoom(int roomNumber) { loadRoomData(ROOM_TABLE[roomNumber]); } void MartianRoom::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 MartianRoom::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"); //_vm->_inactive._spritesPtr = 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(); // TODO: Refactor _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(); } _vm->_player->_frame = 0; _vm->_oldRects.clear(); _vm->_newRects.clear(); } void MartianRoom::roomSet() { _vm->_numAnimTimers = 0; _vm->_scripts->_sequence = 1000; _vm->_scripts->searchForSequence(); _vm->_scripts->executeScript(); } void MartianRoom::roomMenu() { Resource *iconData = _vm->_files->loadFile("ICONS.LZ"); SpriteResource *spr = new SpriteResource(_vm, iconData); delete iconData; _vm->_screen->saveScreen(); _vm->_screen->setDisplayScan(); _vm->_destIn = _vm->_screen; // TODO: Redundant _vm->_screen->plotImage(spr, 0, Common::Point(0, 177)); _vm->_screen->plotImage(spr, 1, Common::Point(143, 177)); _vm->_screen->restoreScreen(); delete spr; } void MartianRoom::mainAreaClick() { } } // End of namespace Martian } // End of namespace Access