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/* 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->_buffer2.copyFrom(*_vm->_screen);
	_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