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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/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() {
// _vm->_currentMan = _roomFlag;
// _vm->_currentManOld = _roomFlag;
// _vm->_manScaleOff = 0;
_vm->_player->loadTexPalette();
_vm->_player->loadSprites("TEX.LZ");
loadRoom(_vm->_player->_roomNumber);
reloadRoom1();
}
void MartianRoom::reloadRoom1() {
_selectCommand = -1;
_vm->_boxSelect = false; //-1
_vm->_player->_playerOff = false;
_vm->_screen->forceFadeOut();
_vm->_events->hideCursor();
_vm->_screen->clearScreen();
_vm->_events->showCursor();
roomSet();
_vm->_player->load();
if (_vm->_player->_roomNumber != 47)
_vm->_player->calcManScale();
_vm->_events->hideCursor();
roomMenu();
_vm->_screen->setBufferScan();
setupRoom();
setWallCodes();
buildScreen();
_vm->copyBF2Vid();
_vm->_screen->setManPalette();
_vm->_events->showCursor();
_vm->_player->_frame = 0;
_vm->_oldRects.clear();
_vm->_newRects.clear();
_vm->_events->clearEvents();
}
void MartianRoom::roomSet() {
_vm->_numAnimTimers = 0;
_vm->_scripts->_sequence = 1000;
_vm->_scripts->searchForSequence();
_vm->_scripts->executeScript();
for (int i = 0; i < 30; i++)
_byte26CD2[i] = 0;
for (int i = 0; i < 10; i++)
_byte26CBC[i] = 0;
}
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(5, 184));
_vm->_screen->plotImage(spr, 1, Common::Point(155, 184));
_vm->_screen->restoreScreen();
delete spr;
}
void MartianRoom::mainAreaClick() {
}
} // End of namespace Martian
} // End of namespace Access
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