/* 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. * */ /* * This code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #include "lab/lab.h" #include "lab/stddefines.h" #include "lab/labfun.h" #include "lab/diff.h" #include "lab/vga.h" #include "lab/text.h" #include "lab/mouse.h" #include "lab/parsefun.h" #include "lab/parsetypes.h" #include "lab/interface.h" #include "lab/text.h" namespace Lab { static TextFont *BigMsgFont; static TextFont bmf; extern uint16 Direction; extern bool IsHiRes; extern uint32 VGAScreenWidth, VGAScreenHeight; extern CloseDataPtr CPtr; extern uint16 RoomNum; /*****************************************************************************/ /* Converts an Amiga palette (up to 16 colors) to a VGA palette, then sets */ /* the VGA palette. */ /*****************************************************************************/ void setAmigaPal(uint16 *pal, uint16 numcolors) { byte vgapal[16 * 3]; uint16 vgacount = 0; if (numcolors > 16) numcolors = 16; for (uint16 counter = 0; counter < numcolors; counter++) { vgapal[vgacount++] = (byte)(((pal[counter] & 0xf00) >> 8) << 2); vgapal[vgacount++] = (byte)(((pal[counter] & 0x0f0) >> 4) << 2); vgapal[vgacount++] = (byte)(((pal[counter] & 0x00f)) << 2); } writeColorRegsSmooth(vgapal, 0, 16); } /*****************************************************************************/ /* Gets a font from disk and puts it into temporary memory. */ /*****************************************************************************/ bool getFont(const char *filename, TextFont *textfont) { byte **file = NULL; char header[5]; uint32 filesize, headersize = 4L + 2L + 256 * 3 + 4L; file = g_music->newOpen(filename, filesize); g_music->updateMusic(); if ((file != NULL) && (filesize > headersize)) { byte *fontbuffer = (byte *)stealBufMem(filesize - (sizeof(TextFont) + 4)); if (!fontbuffer) return false; header[4] = 0; readBlock(&header, 4L, file); if (strcmp(header, "VGAF") == 0) { textfont->DataLength = filesize - headersize; readBlock(&(textfont->Height), 2L, file); swapUShortPtr(&(textfont->Height), 1); readBlock(textfont->Widths, 256L, file); readBlock(textfont->Offsets, 256L * 2L, file); swapUShortPtr(textfont->Offsets, 256); (*file) += 4; textfont->data = fontbuffer; readBlock(textfont->data, textfont->DataLength, file); return true; } } return false; } /*****************************************************************************/ /* Gets a chunk of text and puts it into the graphics memory. */ /*****************************************************************************/ char *getText(const char *filename) { bool dodecrypt; byte **tfile; g_music->updateMusic(); dodecrypt = (isBuffered(filename) == NULL); tfile = g_music->newOpen(filename); if (!tfile) return NULL; if (dodecrypt) decrypt(*tfile); return (char *)*tfile; } /*****************************************************************************/ /* Reads in an image from disk. */ /*****************************************************************************/ void readImage(byte **buffer, Image **im) { uint32 size; (*im) = (Image *)(*buffer); (*im)->Width = READ_LE_UINT16(*buffer); (*im)->Height = READ_LE_UINT16(*buffer + 2); *buffer += 8; /* sizeof(struct Image); */ size = (*im)->Width * (*im)->Height; if (1L & size) size++; (*im)->ImageData = (byte *)(*buffer); (*buffer) += size; } /*---------------------------------------------------------------------------*/ /*------------------------------ The Map stuff ------------------------------*/ /*---------------------------------------------------------------------------*/ extern RoomData *Rooms; static Image *Map, *Room, *UpArrowRoom, *DownArrowRoom, *Bridge, *HRoom, *VRoom, *Maze, *HugeMaze, *Path, *MapNorth, *MapEast, *MapSouth, *MapWest, *XMark, *Back, *BackAlt, *Down, *DownAlt, *Up, *UpAlt; static uint16 MaxRooms; static MapData *Maps; extern char *LOWERFLOORS, *MIDDLEFLOORS, *UPPERFLOORS, *MEDMAZEFLOORS, *HEDGEMAZEFLOORS, *SURMAZEFLOORS, *CARNIVALFLOOR, *SURMAZEMSG; extern TextFont *MsgFont; uint16 *FadePalette; static uint16 MapGadX[3] = {101, 55, 8}, MapGadY[3] = {105, 105, 105}; static Gadget downgadget = { 101, 105, 2, VKEY_DNARROW, 0L, NULL, NULL, NULL }, upgadget = { 55, 105, 1, VKEY_UPARROW, 0L, NULL, NULL, &downgadget }, backgadget = { 8, 105, 0, 0, 0L, NULL, NULL, &upgadget }; static Gadget *MapGadgetList = &backgadget; static uint16 AmigaMapPalette[] = { 0x0BA8, 0x0C11, 0x0A74, 0x0076, 0x0A96, 0x0DCB, 0x0CCA, 0x0222, 0x0444, 0x0555, 0x0777, 0x0999, 0x0AAA, 0x0ED0, 0x0EEE, 0x0694 }; #define LOWERFLOOR 1 #define MIDDLEFLOOR 2 #define UPPERFLOOR 3 #define MEDMAZEFLOOR 4 #define HEDGEMAZEFLOOR 5 #define SURMAZEFLOOR 6 #define CARNIVAL 7 static uint16 mapScaleX(uint16 x) { if (IsHiRes) return (x - 45); else return ((x - 45) >> 1); } static uint16 mapScaleY(uint16 y) { if (IsHiRes) return y; else return ((y - 35) >> 1) - (y >> 6); } /*****************************************************************************/ /* Loads in the map data. */ /*****************************************************************************/ static bool loadMapData() { byte **buffer, Temp[5]; uint32 Size; Gadget *gptr; uint16 counter; BigMsgFont = &bmf; if (!getFont("P:Map.fon", BigMsgFont)) BigMsgFont = MsgFont; resetBuffer(); /* Make images load into start of buffer */ buffer = g_music->newOpen("P:MapImage", Size); if (!buffer) return false; stealBufMem(Size); /* Now freeze that buffer from further use */ readImage(buffer, &Map); readImage(buffer, &Room); readImage(buffer, &UpArrowRoom); readImage(buffer, &DownArrowRoom); readImage(buffer, &HRoom); readImage(buffer, &VRoom); readImage(buffer, &Maze); readImage(buffer, &HugeMaze); readImage(buffer, &MapNorth); readImage(buffer, &MapEast); readImage(buffer, &MapSouth); readImage(buffer, &MapWest); readImage(buffer, &Path); readImage(buffer, &Bridge); readImage(buffer, &Back); readImage(buffer, &BackAlt); readImage(buffer, &Up); readImage(buffer, &UpAlt); readImage(buffer, &Down); readImage(buffer, &DownAlt); backgadget.Im = Back; backgadget.ImAlt = BackAlt; upgadget.Im = Up; upgadget.ImAlt = UpAlt; downgadget.Im = Down; downgadget.ImAlt = DownAlt; counter = 0; gptr = MapGadgetList; while (gptr) { gptr->x = VGAScaleX(MapGadX[counter]); gptr->y = VGAScaleY(MapGadY[counter]); gptr = gptr->NextGadget; counter++; } uint32 bufferSize; buffer = g_music->newOpen("Lab:Maps", bufferSize); stealBufMem(bufferSize); /* Freeze the memory for the maps */ readBlock(Temp, 4L, buffer); Temp[4] = 0; if (strcmp((char *)Temp, "MAP0") == 0) { readBlock(&MaxRooms, 2L, buffer); swapUShortPtr(&MaxRooms, 1); Maps = (MapData *)(*buffer); for (counter = 1; counter <= MaxRooms; counter++) { swapUShortPtr(&Maps[counter].x, 4); swapULong(&Maps[counter].MapFlags); } } else return false; return true; } static uint16 fadeNumIn(uint16 num, uint16 res, uint16 counter) { return (num - ((((int32)(15 - counter)) * ((int32)(num - res))) / 15)); } static uint16 fadeNumOut(uint16 num, uint16 res, uint16 counter) { return (num - ((((int32) counter) * ((int32)(num - res))) / 15)); } /*****************************************************************************/ /* Does the fading of the Palette on the screen. */ /*****************************************************************************/ void fade(bool fadein, uint16 res) { uint16 pennum, counter, newpal[16]; for (counter = 0; counter < 16; counter++) { for (pennum = 0; pennum < 16; pennum++) { if (fadein) newpal[pennum] = (0x00F & fadeNumIn(0x00F & FadePalette[pennum], 0x00F & res, counter)) + (0x0F0 & fadeNumIn(0x0F0 & FadePalette[pennum], 0x0F0 & res, counter)) + (0xF00 & fadeNumIn(0xF00 & FadePalette[pennum], 0xF00 & res, counter)); else newpal[pennum] = (0x00F & fadeNumOut(0x00F & FadePalette[pennum], 0x00F & res, counter)) + (0x0F0 & fadeNumOut(0x0F0 & FadePalette[pennum], 0x0F0 & res, counter)) + (0xF00 & fadeNumOut(0xF00 & FadePalette[pennum], 0xF00 & res, counter)); } setAmigaPal(newpal, 16); waitTOF(); g_music->updateMusic(); } } /*****************************************************************************/ /* Figures out what a room's coordinates should be. */ /*****************************************************************************/ static void roomCords(uint16 CurRoom, uint16 *x1, uint16 *y1, uint16 *x2, uint16 *y2) { *x1 = mapScaleX(Maps[CurRoom].x); *y1 = mapScaleY(Maps[CurRoom].y); *x2 = *x1; *y2 = *y1; switch (Maps[CurRoom].SpecialID) { case NORMAL: case UPARROWROOM: case DOWNARROWROOM: (*x2) += Room->Width; (*y2) += Room->Height; break; case BRIDGEROOM: (*x2) += Bridge->Width; (*y2) += Bridge->Height; break; case VCORRIDOR: (*x2) += VRoom->Width; (*y2) += VRoom->Height; break; case HCORRIDOR: (*x2) += HRoom->Width; (*y2) += HRoom->Height; break; } } /*****************************************************************************/ /* Draws a room to the bitmap. */ /*****************************************************************************/ static void drawRoom(uint16 CurRoom, bool drawx) { uint16 x, y, xx, xy, offset; uint32 flags; x = mapScaleX(Maps[CurRoom].x); y = mapScaleY(Maps[CurRoom].y); flags = Maps[CurRoom].MapFlags; switch (Maps[CurRoom].SpecialID) { case NORMAL: case UPARROWROOM: case DOWNARROWROOM: if (Maps[CurRoom].SpecialID == NORMAL) drawImage(Room, x, y); else if (Maps[CurRoom].SpecialID == DOWNARROWROOM) drawImage(DownArrowRoom, x, y); else drawImage(UpArrowRoom, x, y); offset = (Room->Width - Path->Width) / 2; if ((NORTHDOOR & flags) && (y >= Path->Height)) drawImage(Path, x + offset, y - Path->Height); if (SOUTHDOOR & flags) drawImage(Path, x + offset, y + Room->Height); offset = (Room->Height - Path->Height) / 2; if (EASTDOOR & flags) drawImage(Path, x + Room->Width, y + offset); if (WESTDOOR & flags) drawImage(Path, x - Path->Width, y + offset); xx = x + (Room->Width - XMark->Width) / 2; xy = y + (Room->Height - XMark->Height) / 2; break; case BRIDGEROOM: drawImage(Bridge, x, y); xx = x + (Bridge->Width - XMark->Width) / 2; xy = y + (Bridge->Height - XMark->Height) / 2; break; case VCORRIDOR: drawImage(VRoom, x, y); offset = (VRoom->Width - Path->Width) / 2; if (NORTHDOOR & flags) drawImage(Path, x + offset, y - Path->Height); if (SOUTHDOOR & flags) drawImage(Path, x + offset, y + VRoom->Height); offset = (Room->Height - Path->Height) / 2; if (EASTDOOR & flags) drawImage(Path, x + VRoom->Width, y + offset); if (WESTDOOR & flags) drawImage(Path, x - Path->Width, y + offset); if (EASTBDOOR & flags) drawImage(Path, x + VRoom->Width, y - offset - Path->Height + VRoom->Height); if (WESTBDOOR & flags) drawImage(Path, x - Path->Width, y - offset - Path->Height + VRoom->Height); offset = (VRoom->Height - Path->Height) / 2; if (EASTMDOOR & flags) drawImage(Path, x + VRoom->Width, y - offset - Path->Height + VRoom->Height); if (WESTMDOOR & flags) drawImage(Path, x - Path->Width, y - offset - Path->Height + VRoom->Height); xx = x + (VRoom->Width - XMark->Width) / 2; xy = y + (VRoom->Height - XMark->Height) / 2; break; case HCORRIDOR: drawImage(HRoom, x, y); offset = (Room->Width - Path->Width) / 2; if (NORTHDOOR & flags) drawImage(Path, x + offset, y - Path->Height); if (SOUTHDOOR & flags) drawImage(Path, x + offset, y + Room->Height); if (NORTHRDOOR & flags) drawImage(Path, x - offset - Path->Width + HRoom->Width, y - Path->Height); if (SOUTHRDOOR & flags) drawImage(Path, x - offset - Path->Width + HRoom->Width, y + Room->Height); offset = (HRoom->Width - Path->Width) / 2; if (NORTHMDOOR & flags) drawImage(Path, x - offset - Path->Width + HRoom->Width, y - Path->Height); if (SOUTHMDOOR & flags) drawImage(Path, x - offset - Path->Width + HRoom->Width, y + Room->Height); offset = (Room->Height - Path->Height) / 2; if (EASTDOOR & flags) drawImage(Path, x + HRoom->Width, y + offset); if (WESTDOOR & flags) drawImage(Path, x - Path->Width, y + offset); xx = x + (HRoom->Width - XMark->Width) / 2; xy = y + (HRoom->Height - XMark->Height) / 2; break; default: return; } if (drawx) drawImage(XMark, xx, xy); } /*****************************************************************************/ /* Checks if a floor has been visitted. */ /*****************************************************************************/ static bool onFloor(uint16 Floor) { uint16 drawroom; for (drawroom = 1; drawroom <= MaxRooms; drawroom++) { if ((Maps[drawroom].PageNumber == Floor) && g_lab->_roomsFound->in(drawroom) && Maps[drawroom].x) { return true; } } return false; } /*****************************************************************************/ /* Figures out which floor, if any, should be gone to if the up arrow is hit */ /*****************************************************************************/ static void getUpFloor(uint16 *Floor, bool *isfloor) { do { *isfloor = true; if (*Floor < UPPERFLOOR) (*Floor)++; else { *Floor = CARNIVAL + 1; *isfloor = false; return; } } while ((!onFloor(*Floor)) && (*Floor <= CARNIVAL)); } /*****************************************************************************/ /* Figures out which floor, if any, should be gone to if the down arrow is */ /* hit. */ /*****************************************************************************/ static void getDownFloor(uint16 *Floor, bool *isfloor) { do { *isfloor = true; if ((*Floor == LOWERFLOOR) || (*Floor == 0)) { *Floor = 0; *isfloor = false; return; } else if (*Floor > UPPERFLOOR) { /* LAB: Labyrinth specific code */ if (*Floor == HEDGEMAZEFLOOR) *Floor = UPPERFLOOR; else if ((*Floor == CARNIVAL) || (*Floor == MEDMAZEFLOOR)) *Floor = MIDDLEFLOOR; else if (*Floor == SURMAZEFLOOR) *Floor = LOWERFLOOR; else { *Floor = 0; *isfloor = false; return; } } else (*Floor)--; } while ((!onFloor(*Floor)) && *Floor); } /*****************************************************************************/ /* Draws the map */ /*****************************************************************************/ static void drawMap(uint16 CurRoom, uint16 CurMsg, uint16 Floor, bool fadeout, bool fadein) { uint16 drawroom; char *sptr; uint16 tempfloor; bool noghoast; mouseHide(); if (fadeout) fade(false, 0); setAPen(0); rectFill(0, 0, VGAScreenWidth - 1, VGAScreenHeight - 1); drawImage(Map, 0, 0); drawGadgetList(MapGadgetList); for (drawroom = 1; drawroom <= MaxRooms; drawroom++) { if ((Maps[drawroom].PageNumber == Floor) && g_lab->_roomsFound->in(drawroom) && Maps[drawroom].x) { drawRoom(drawroom, (bool)(drawroom == CurRoom)); g_music->updateMusic(); } } if ((Maps[CurRoom].PageNumber == Floor) /* Makes sure the X is drawn in corridors */ && g_lab->_roomsFound->in(CurRoom) /* NOTE: this here on purpose just in case there's some weird condition, like the surreal maze where there are no rooms */ && Maps[CurRoom].x) drawRoom(CurRoom, true); tempfloor = Floor; getUpFloor(&tempfloor, &noghoast); if (noghoast) unGhoastGadget(&upgadget); else ghoastGadget(&upgadget, 12); tempfloor = Floor; getDownFloor(&tempfloor, &noghoast); if (noghoast) unGhoastGadget(&downgadget); else ghoastGadget(&downgadget, 12); /* LAB: Labyrinth specific code */ if (Floor == LOWERFLOOR) { if (onFloor(SURMAZEFLOOR)) drawImage(Maze, mapScaleX(538), mapScaleY(277)); } else if (Floor == MIDDLEFLOOR) { if (onFloor(CARNIVAL)) drawImage(Maze, mapScaleX(358), mapScaleY(72)); if (onFloor(MEDMAZEFLOOR)) drawImage(Maze, mapScaleX(557), mapScaleY(325)); } else if (Floor == UPPERFLOOR) { if (onFloor(HEDGEMAZEFLOOR)) drawImage(HugeMaze, mapScaleX(524), mapScaleY(97)); } else if (Floor == SURMAZEFLOOR) { flowText(MsgFont, 0, 7, 0, true, true, true, true, mapScaleX(360), 0, mapScaleX(660), mapScaleY(450), SURMAZEMSG); } switch (Floor) { case LOWERFLOOR: sptr = LOWERFLOORS; break; case MIDDLEFLOOR: sptr = MIDDLEFLOORS; break; case UPPERFLOOR: sptr = UPPERFLOORS; break; case MEDMAZEFLOOR: sptr = MEDMAZEFLOORS; break; case HEDGEMAZEFLOOR: sptr = HEDGEMAZEFLOORS; break; case SURMAZEFLOOR: sptr = SURMAZEFLOORS; break; case CARNIVAL: sptr = CARNIVALFLOOR; break; default: sptr = NULL; break; } if (sptr) flowText(MsgFont, 0, 5, 3, true, true, true, true, VGAScaleX(14), VGAScaleY(75), VGAScaleX(134), VGAScaleY(97), sptr); if ((sptr = Rooms[CurMsg].RoomMsg)) flowText(MsgFont, 0, 5, 3, true, true, true, true, VGAScaleX(14), VGAScaleY(148), VGAScaleX(134), VGAScaleY(186), sptr); if (fadein) fade(true, 0); mouseShow(); } /*****************************************************************************/ /* Processes the map. */ /*****************************************************************************/ void processMap(uint16 CurRoom) { uint32 Class, place = 1; uint16 Code, Qualifier, MouseX, MouseY, GadgetID, CurFloor, OldFloor, OldMsg, CurMsg, drawroom, x1, y1, x2, y2; char *sptr; byte newcolor[3]; bool drawmap; IntuiMessage *Msg; CurMsg = CurRoom; CurFloor = Maps[CurRoom].PageNumber; while (1) { g_music->updateMusic(); /* Make sure we check the music at least after every message */ Msg = getMsg(); if (Msg == NULL) { g_music->updateMusic(); if (place <= 14) { newcolor[0] = 14 << 2; newcolor[1] = place << 2; newcolor[2] = newcolor[1]; } else { newcolor[0] = 14 << 2; newcolor[1] = (28 - place) << 2; newcolor[2] = newcolor[1]; } waitTOF(); writeColorReg(newcolor, 1); updateMouse(); waitTOF(); updateMouse(); waitTOF(); updateMouse(); waitTOF(); updateMouse(); place++; if (place >= 28) place = 1; } else { Class = Msg->Class; Code = Msg->Code; GadgetID = Msg->GadgetID; Qualifier = Msg->Qualifier; MouseX = Msg->MouseX; MouseY = Msg->MouseY; if (((Class == MOUSEBUTTONS) && (IEQUALIFIER_RBUTTON & Qualifier)) || ((Class == RAWKEY) && (Code == 27))) return; if (Class == GADGETUP) { if (GadgetID == 0) { /* Quit menu button */ return; } else if (GadgetID == 1) { /* Up arrow */ OldFloor = CurFloor; getUpFloor(&CurFloor, &drawmap); if (drawmap) { fade(false, 0); drawMap(CurRoom, CurMsg, CurFloor, false, false); fade(true, 0); } else CurFloor = OldFloor; } else if (GadgetID == 2) { /* Down arrow */ OldFloor = CurFloor; getDownFloor(&CurFloor, &drawmap); if (drawmap) { fade(false, 0); drawMap(CurRoom, CurMsg, CurFloor, false, false); fade(true, 0); } else CurFloor = OldFloor; } } else if ((Class == MOUSEBUTTONS) && (IEQUALIFIER_LEFTBUTTON & Qualifier)) { if ((CurFloor == LOWERFLOOR) && (MouseX >= mapScaleX(538)) && (MouseY >= mapScaleY(277)) && (MouseX <= mapScaleX(633)) && (MouseY <= mapScaleY(352)) && onFloor(SURMAZEFLOOR)) { CurFloor = SURMAZEFLOOR; fade(false, 0); drawMap(CurRoom, CurMsg, CurFloor, false, false); fade(true, 0); } else if ((CurFloor == MIDDLEFLOOR) && (MouseX >= mapScaleX(358)) && (MouseY >= mapScaleY(71)) && (MouseX <= mapScaleX(452)) && (MouseY <= mapScaleY(147)) && onFloor(CARNIVAL)) { CurFloor = CARNIVAL; fade(false, 0); drawMap(CurRoom, CurMsg, CurFloor, false, false); fade(true, 0); } else if ((CurFloor == MIDDLEFLOOR) && (MouseX >= mapScaleX(557)) && (MouseY >= mapScaleY(325)) && (MouseX <= mapScaleX(653)) && (MouseY <= mapScaleY(401)) && onFloor(MEDMAZEFLOOR)) { CurFloor = MEDMAZEFLOOR; fade(false, 0); drawMap(CurRoom, CurMsg, CurFloor, false, false); fade(true, 0); } else if ((CurFloor == UPPERFLOOR) && (MouseX >= mapScaleX(524)) && (MouseY >= mapScaleY(97)) && (MouseX <= mapScaleX(645)) && (MouseY <= mapScaleY(207)) && onFloor(HEDGEMAZEFLOOR)) { CurFloor = HEDGEMAZEFLOOR; fade(false, 0); drawMap(CurRoom, CurMsg, CurFloor, false, false); fade(true, 0); } else if (MouseX > mapScaleX(314)) { OldMsg = CurMsg; for (drawroom = 1; drawroom <= MaxRooms; drawroom++) { roomCords(drawroom, &x1, &y1, &x2, &y2); if ((Maps[drawroom].PageNumber == CurFloor) && g_lab->_roomsFound->in(drawroom) && (MouseX >= x1) && (MouseX <= x2) && (MouseY >= y1) && (MouseY <= y2)) { CurMsg = drawroom; } } if (OldMsg != CurMsg) { if (Rooms[CurMsg].RoomMsg == NULL) readViews(CurMsg, ViewPath); if ((sptr = Rooms[CurMsg].RoomMsg)) { mouseHide(); setAPen(3); rectFill(VGAScaleX(13), VGAScaleY(148), VGAScaleX(135), VGAScaleY(186)); flowText(MsgFont, 0, 5, 3, true, true, true, true, VGAScaleX(14), VGAScaleY(148), VGAScaleX(134), VGAScaleY(186), sptr); if (Maps[OldMsg].PageNumber == CurFloor) drawRoom(OldMsg, (bool)(OldMsg == CurRoom)); roomCords(CurMsg, &x1, &y1, &x2, &y2); x1 = (x1 + x2) / 2; y1 = (y1 + y2) / 2; if ((CurMsg != CurRoom) && (Maps[CurMsg].PageNumber == CurFloor)) { setAPen(1); rectFill(x1 - 1, y1, x1, y1); } mouseShow(); } } } } WSDL_UpdateScreen(); } } } /*****************************************************************************/ /* Does the map processing. */ /*****************************************************************************/ void doMap(uint16 CurRoom) { FadePalette = AmigaMapPalette; g_music->updateMusic(); loadMapData(); blackAllScreen(); if (Direction == NORTH) XMark = MapNorth; else if (Direction == SOUTH) XMark = MapSouth; else if (Direction == EAST) XMark = MapEast; else if (Direction == WEST) XMark = MapWest; drawMap(CurRoom, CurRoom, Maps[CurRoom].PageNumber, false, true); mouseShow(); attachGadgetList(MapGadgetList); WSDL_UpdateScreen(); processMap(CurRoom); attachGadgetList(NULL); fade(false, 0); blackAllScreen(); mouseHide(); setAPen(0); rectFill(0, 0, VGAScreenWidth - 1, VGAScreenHeight - 1); freeAllStolenMem(); blackAllScreen(); mouseShow(); WSDL_UpdateScreen(); } } // End of namespace Lab