aboutsummaryrefslogtreecommitdiff
path: root/engines/access/martian/martian_room.cpp
blob: dfc0dbcd5ebb11e207fcebdb9fa2aee85e1add9a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
/* 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;

// CHECKME: Useful?
//	_vm->_events->setNormalCursor(CURSOR_CROSSHAIRS);
//	_vm->_mouseMode = 0;
//	_vm->_boxSelect = true;

	_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();
	warning("TODO: 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();
}

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