scummvm/engines/access/room.cpp
2015-01-25 01:37:37 +01:00

908 lines
22 KiB
C++

/* 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 "common/memstream.h"
#include "access/access.h"
#include "access/resources.h"
#include "access/room.h"
namespace Access {
Room::Room(AccessEngine *vm) : Manager(vm) {
_function = FN_NONE;
_roomFlag = 0;
_playField = nullptr;
_playFieldWidth = _playFieldHeight = 0;
_matrixSize = 0;
_tile = nullptr;
_selectCommand = 0;
_conFlag = false;
_selectCommand = -1;
switch (vm->getGameID()) {
case GType_Amazon:
for (int i = 0; i < 10; i++) {
_rMouse[i][0] = Amazon::RMOUSE[i][0];
_rMouse[i][1] = Amazon::RMOUSE[i][1];
}
break;
case GType_MartianMemorandum:
for (int i = 0; i < 10; i++) {
_rMouse[i][0] = Martian::RMOUSE[i][0];
_rMouse[i][1] = Martian::RMOUSE[i][1];
}
break;
default:
error("Game not supported");
}
}
Room::~Room() {
delete[] _playField;
delete[] _tile;
}
void Room::freePlayField() {
delete[] _playField;
_playField = nullptr;
}
void Room::freeTileData() {
delete[] _tile;
_tile = nullptr;
}
void Room::takePicture() {
warning("TODO: takePicture");
}
void Room::doRoom() {
bool reloadFlag = false;
while (!_vm->shouldQuit()) {
if (!reloadFlag) {
_vm->_images.clear();
_vm->_newRects.clear();
_vm->_oldRects.clear();
_vm->_numAnimTimers = 0;
reloadRoom();
}
reloadFlag = false;
_vm->_startup = 8;
_function = FN_NONE;
while (!_vm->shouldQuit()) {
_vm->_images.clear();
if (_vm->_startup != -1 && --_vm->_startup == 0) {
_vm->_events->showCursor();
_vm->_screen->fadeIn();
}
// Poll for events
_vm->_canSaveLoad = true;
_vm->_events->pollEventsAndWait();
_vm->_canSaveLoad = false;
if ((_vm->getGameID() == GType_MartianMemorandum) && (_vm->_player->_roomNumber == 47)) {
takePicture();
} else {
_vm->_player->walk();
_vm->_midi->midiRepeat();
_vm->_player->checkScroll();
}
doCommands();
if (_vm->shouldQuitOrRestart())
return;
// DOROOMFLASHBACK jump point
if (_function == FN_CLEAR1) {
clearRoom();
break;
} else if (_function == FN_CLEAR2) {
clearRoom();
return;
} else if (_function == FN_RELOAD) {
reloadRoom1();
reloadFlag = true;
break;
} else if (_function == FN_BREAK) {
break;
}
if (_vm->_player->_scrollFlag) {
_vm->copyBF1BF2();
_vm->_newRects.clear();
_function = FN_NONE;
roomLoop();
if (_function == FN_CLEAR1) {
clearRoom();
break;
} else {
_vm->plotList();
_vm->copyRects();
_vm->copyBF2Vid();
}
} else {
_vm->copyBF1BF2();
_vm->_newRects.clear();
_function = FN_NONE;
roomLoop();
if (_vm->shouldQuitOrRestart())
return;
if (_function == FN_CLEAR1) {
clearRoom();
break;
} else {
_vm->plotList();
if (((_vm->getGameID() == GType_MartianMemorandum) && (_vm->_events->_mousePos.y < 184)) ||
((_vm->getGameID() == GType_Amazon) && (_vm->_events->_mousePos.y < 177)))
_vm->_events->setCursor(_vm->_events->_normalMouse);
else
_vm->_events->setCursor(CURSOR_ARROW);
_vm->copyBlocks();
}
}
}
}
}
void Room::clearRoom() {
if (_vm->_midi->_music) {
_vm->_midi->stopSong();
_vm->_midi->freeMusic();
}
_vm->_sound->freeSounds();
_vm->_numAnimTimers = 0;
_vm->_animation->freeAnimationData();
_vm->_scripts->freeScriptData();
_vm->freeCells();
freePlayField();
freeTileData();
_vm->_player->freeSprites();
}
void Room::loadRoomData(const byte *roomData) {
RoomInfo roomInfo(roomData, _vm->getGameID(), _vm->isCD(), _vm->isDemo());
_roomFlag = roomInfo._roomFlag;
_vm->_establishFlag = false;
if (roomInfo._estIndex != -1) {
_vm->_establishFlag = true;
if (!_vm->_establishTable[roomInfo._estIndex]) {
_vm->_establishTable[roomInfo._estIndex] = true;
_vm->establish(0, roomInfo._estIndex);
}
}
_vm->_midi->freeMusic();
if (roomInfo._musicFile._fileNum != -1) {
_vm->_midi->loadMusic(roomInfo._musicFile);
_vm->_midi->midiPlay();
_vm->_midi->setLoop(true);
}
_vm->_scaleH1 = roomInfo._scaleH1;
_vm->_scaleH2 = roomInfo._scaleH2;
_vm->_scaleN1 = roomInfo._scaleN1;
_vm->_scaleT1 = ((_vm->_scaleH1 - _vm->_scaleH2) << 8) / _vm->_scaleN1;
if (roomInfo._playFieldFile._fileNum != -1) {
loadPlayField(roomInfo._playFieldFile._fileNum,
roomInfo._playFieldFile._subfile);
setupRoom();
_vm->_scaleMaxY = _playFieldHeight << 4;
}
// Load cells
_vm->loadCells(roomInfo._cells);
// Load script data
_vm->_scripts->freeScriptData();
if (roomInfo._scriptFile._fileNum != -1) {
Resource *newScript = _vm->_files->loadFile(roomInfo._scriptFile);
_vm->_scripts->setScript(newScript);
}
// Load animation data
_vm->_animation->freeAnimationData();
if (roomInfo._animFile._fileNum != -1) {
Resource *anim = _vm->_files->loadFile(roomInfo._animFile);
_vm->_animation->loadAnimations(anim);
delete anim;
}
_vm->_scale = _vm->_scaleI = roomInfo._scaleI;
_vm->_screen->setScaleTable(_vm->_scale);
_vm->_player->_scrollThreshold = roomInfo._scrollThreshold;
// Handle loading scene palette data
if (roomInfo._paletteFile._fileNum != -1) {
_vm->_screen->_startColor = roomInfo._startColor;
_vm->_screen->_numColors = roomInfo._numColors;
_vm->_screen->loadPalette(roomInfo._paletteFile._fileNum,
roomInfo._paletteFile._subfile);
}
// Load extra cells
_vm->_extraCells.clear();
for (uint i = 0; i < roomInfo._extraCells.size(); ++i)
_vm->_extraCells.push_back(roomInfo._extraCells[i]);
// Load sounds for the scene
_vm->_sound->loadSounds(roomInfo._sounds);
}
void Room::roomLoop() {
_vm->_scripts->_sequence = ROOM_SCRIPT;
_vm->_scripts->searchForSequence();
_vm->_scripts->executeScript();
}
void Room::setupRoom() {
Screen &screen = *_vm->_screen;
screen.setScaleTable(_vm->_scale);
screen.setBufferScan();
if (_roomFlag != 2)
screen.setIconPalette();
if (screen._vWindowWidth == _playFieldWidth) {
_vm->_scrollX = 0;
_vm->_scrollCol = 0;
} else {
int xv = _vm->_player->_rawPlayer.x / TILE_WIDTH;
_vm->_scrollX = _vm->_player->_rawPlayer.x % TILE_WIDTH;
_vm->_scrollCol = MAX(xv - (screen._vWindowWidth / 2), 0);
int sx = _vm->_scrollCol + screen._vWindowWidth - _playFieldWidth;
if (sx >= 0) {
_vm->_scrollCol -= sx + 1;
}
}
if (screen._vWindowHeight == _playFieldHeight) {
_vm->_scrollY = 0;
_vm->_scrollRow = 0;
} else {
_vm->_scrollY = _vm->_player->_rawPlayer.y -
(_vm->_player->_rawPlayer.y / 16) * 16;
int yc = MAX((_vm->_player->_rawPlayer.y >> 4) -
(screen._vWindowHeight / 2), 0);
_vm->_scrollRow = yc;
yc = yc + screen._vWindowHeight - _playFieldHeight;
if (yc >= 0) {
_vm->_scrollRow = _playFieldHeight - screen._vWindowHeight;
_vm->_scrollY = 0;
}
}
}
void Room::setWallCodes() {
_jetFrame.clear();
_jetFrame.resize(_plotter._walls.size());
_vm->_player->_rawXTemp = _vm->_player->_rawPlayer.x;
_vm->_player->_rawYTemp = _vm->_player->_rawPlayer.y;
}
void Room::buildScreen() {
int scrollCol = _vm->_scrollCol;
int offset = 0;
// Clear current background buffer
_vm->_buffer1.clearBuffer();
// WORKAROUND: Original's use of '+ 1' would frequently cause memory overruns
int w = MIN(_vm->_screen->_vWindowWidth + 1, _playFieldWidth);
// Loop through drawing each column of tiles forming the background
for (int idx = 0; idx < w; offset += TILE_WIDTH, ++idx) {
buildColumn(_vm->_scrollCol, offset);
++_vm->_scrollCol;
}
_vm->_scrollCol = scrollCol;
_vm->copyBF1BF2();
}
void Room::buildColumn(int playX, int screenX) {
if (playX < 0 || playX >= _playFieldWidth)
return;
const byte *pSrc = _playField + _vm->_scrollRow *
_playFieldWidth + playX;
// WORKAROUND: Original's use of '+ 1' would frequently cause memory overruns
int h = MIN(_vm->_screen->_vWindowHeight + 1, _playFieldHeight);
for (int y = 0; y < h; ++y) {
byte *pTile = _tile + (*pSrc << 8);
byte *pDest = (byte *)_vm->_buffer1.getBasePtr(screenX, y * TILE_HEIGHT);
for (int tileY = 0; tileY < TILE_HEIGHT; ++tileY) {
Common::copy(pTile, pTile + TILE_WIDTH, pDest);
pTile += TILE_WIDTH;
pDest += _vm->_buffer1.pitch;
}
pSrc += _playFieldWidth;
}
}
void Room::buildRow(int playY, int screenY) {
if (playY < 0 || playY >= _playFieldHeight)
return;
assert(screenY <= (_vm->_screen->h - TILE_HEIGHT));
const byte *pSrc = _playField + playY *_playFieldWidth + _vm->_scrollCol;
// WORKAROUND: Original's use of '+ 1' would frequently cause memory overruns
int w = MIN(_vm->_screen->_vWindowWidth + 1, _playFieldWidth);
for (int x = 0; x < w; ++x) {
byte *pTile = _tile + (*pSrc << 8);
byte *pDest = (byte *)_vm->_buffer1.getBasePtr(x * TILE_WIDTH, screenY);
for (int tileY = 0; tileY < TILE_HEIGHT; ++tileY) {
Common::copy(pTile, pTile + TILE_WIDTH, pDest);
pTile += TILE_WIDTH;
pDest += _vm->_buffer1.pitch;
}
++pSrc;
}
}
void Room::loadPlayField(int fileNum, int subfile) {
Resource *playData = _vm->_files->loadFile(fileNum, subfile);
byte header[16];
playData->_stream->read(&header[0], 16);
Screen &screen = *_vm->_screen;
// Copy the new palette
screen.loadRawPalette(playData->_stream);
// Copy off the tile data
_tileSize = (int)header[2] << 8;
_tile = new byte[_tileSize];
playData->_stream->read(_tile, _tileSize);
// Copy off the playfield data
_matrixSize = header[0] * header[1];
_playField = new byte[_matrixSize];
playData->_stream->read(_playField, _matrixSize);
// Load the plotter data
int numWalls = READ_LE_UINT16(&header[6]);
int numBlocks = header[8];
_plotter.load(playData->_stream, numWalls, numBlocks);
_playFieldWidth = header[0];
_playFieldHeight = header[1];
screen._vWindowWidth = header[3];
screen._vWindowBytesWide = screen._vWindowWidth << 4;
screen._bufferBytesWide = screen._vWindowBytesWide + 16;
screen._vWindowHeight = header[4];
screen._vWindowLinesTall = screen._vWindowHeight << 4;
_vm->_screen->setBufferScan();
delete playData;
}
/*------------------------------------------------------------------------*/
Plotter::Plotter() {
_delta = _blockIn = 0;
}
void Plotter::load(Common::SeekableReadStream *stream, int wallCount, int blockCount) {
// Load the wall count
_walls.resize(wallCount);
for (int i = 0; i < wallCount; ++i)
_walls[i].left = stream->readSint16LE();
for (int i = 0; i < wallCount; ++i)
_walls[i].top = stream->readSint16LE();
for (int i = 0; i < wallCount; ++i)
_walls[i].right = stream->readSint16LE();
for (int i = 0; i < wallCount; ++i)
_walls[i].bottom = stream->readSint16LE();
// Load the block list
_blocks.resize(blockCount);
for (int i = 0; i < blockCount; ++i)
_blocks[i].left = stream->readSint16LE();
for (int i = 0; i < blockCount; ++i)
_blocks[i].top = stream->readSint16LE();
for (int i = 0; i < blockCount; ++i)
_blocks[i].right = stream->readSint16LE();
for (int i = 0; i < blockCount; ++i)
_blocks[i].bottom = stream->readSint16LE();
}
void Room::doCommands() {
int commandId = 0;
Common::KeyState keyState;
if (_vm->_startup != -1)
return;
if (_vm->_inventory->_invChangeFlag)
_vm->_inventory->refreshInventory();
if (_vm->_screen->_screenChangeFlag) {
_vm->_screen->_screenChangeFlag = false;
_vm->_events->_cursorExitFlag = true;
executeCommand(7);
}
else if (_vm->_events->_wheelUp || _vm->_events->_wheelDown) {
// Handle scrolling mouse wheel
cycleCommand(_vm->_events->_wheelUp ? 1 : -1);
} else if (_vm->_events->_middleButton) {
// Switch back to walking
handleCommand(7);
} else if (_vm->_events->_leftButton) {
if (_vm->_events->_mouseRow >= 22) {
// Mouse in user interface area
for (commandId = 0; commandId < 10; ++commandId) {
if (_vm->_events->_mousePos.x >= _rMouse[commandId][0] &&
_vm->_events->_mousePos.x < _rMouse[commandId][1])
break;
}
if (commandId < 10)
handleCommand(commandId);
} else {
// Mouse click in main game area
mainAreaClick();
}
} else if (_vm->_events->getKey(keyState)) {
if (keyState.keycode == Common::KEYCODE_F1)
handleCommand(keyState.keycode - Common::KEYCODE_F1 + 1);
else if (keyState.keycode >= Common::KEYCODE_F2 && keyState.keycode <= Common::KEYCODE_F10)
handleCommand(keyState.keycode - Common::KEYCODE_F1);
}
}
void Room::cycleCommand(int incr) {
int command = _selectCommand + incr;
if (command < -1)
command = 6;
else if (command == -1)
command = 7;
else if (command == 1)
command = (incr == 1) ? 2 : 0;
else if (command == 4)
command = (incr == 1) ? 5 : 3;
handleCommand(command);
}
void Room::handleCommand(int commandId) {
if (commandId == 9) {
_vm->_events->debounceLeft();
_vm->_canSaveLoad = true;
_vm->openMainMenuDialog();
_vm->_canSaveLoad = false;
} else if (commandId == _selectCommand) {
_vm->_events->debounceLeft();
commandOff();
} else {
_vm->_events->debounceLeft();
executeCommand(commandId);
}
}
void Room::executeCommand(int commandId) {
EventsManager &events = *_vm->_events;
_selectCommand = commandId;
if (_vm->getGameID() == GType_MartianMemorandum) {
switch (commandId) {
case 4:
events.setCursor(CURSOR_ARROW);
if (_vm->_inventory->displayInv() == 2) {
commandOff();
return;
}
if (_vm->_useItem == 39) {
if (_vm->_player->_roomNumber == 23)
_vm->_currentMan = 1;
commandOff();
return;
} else if (_vm->_useItem == 6) {
_vm->_flags[3] = 2;
_vm->_scripts->converse1(24);
_conFlag = true;
while (_conFlag && !_vm->shouldQuitOrRestart()) {
_conFlag = false;
_vm->_scripts->executeScript();
}
_vm->_boxSelect = true;
return;
}
break;
case 7:
walkCursor();
return;
case 8: {
EventsManager &events = *_vm->_events;
events.forceSetCursor(CURSOR_CROSSHAIRS);
_vm->_scripts->_sequence = 10000;
_vm->_scripts->searchForSequence();
_conFlag = true;
while (_conFlag && !_vm->shouldQuitOrRestart()) {
_conFlag = false;
_vm->_scripts->executeScript();
}
_vm->_boxSelect = true;
return;
}
default:
// No set cursor in MM. Forcing to CROSSHAIRS
events.setCursor(CURSOR_CROSSHAIRS);
break;
}
} else {
switch (commandId) {
case 0:
case 1:
events.forceSetCursor(CURSOR_LOOK);
break;
case 2:
events.forceSetCursor(CURSOR_USE);
break;
case 3:
events.forceSetCursor(CURSOR_TAKE);
break;
case 4:
events.setCursor(CURSOR_ARROW);
if (_vm->_inventory->newDisplayInv() == 2) {
commandOff();
return;
}
break;
case 5:
events.forceSetCursor(CURSOR_CLIMB);
break;
case 6:
events.forceSetCursor(CURSOR_TALK);
break;
case 7:
walkCursor();
return;
case 8:
events.forceSetCursor(CURSOR_HELP);
break;
default:
break;
}
}
_vm->_screen->saveScreen();
_vm->_screen->setDisplayScan();
// Get the toolbar icons resource
Resource *iconData = _vm->_files->loadFile("ICONS.LZ");
SpriteResource *spr = new SpriteResource(_vm, iconData);
delete iconData;
// Draw the button as selected
_vm->_screen->plotImage(spr, _selectCommand + 2,
Common::Point(_rMouse[_selectCommand][0], (_vm->getGameID() == GType_MartianMemorandum) ? 184 : 176));
_vm->_screen->restoreScreen();
_vm->_boxSelect = true;
}
void Room::walkCursor() {
EventsManager &events = *_vm->_events;
events.forceSetCursor(CURSOR_CROSSHAIRS);
_vm->_scripts->_sequence = 5000;
_vm->_scripts->searchForSequence();
roomMenu();
_selectCommand = -1;
_conFlag = true;
while (_conFlag && !_vm->shouldQuitOrRestart()) {
_conFlag = false;
_vm->_scripts->executeScript();
}
_vm->_boxSelect = true;
}
void Room::commandOff() {
_selectCommand = -1;
_vm->_events->forceSetCursor(CURSOR_CROSSHAIRS);
roomMenu();
}
int Room::checkBoxes() {
return checkBoxes1(_vm->_player->_rawPlayer);
}
int Room::checkBoxes1(const Common::Point &pt) {
return checkBoxes2(pt, 0, _plotter._blocks.size());
}
int Room::checkBoxes2(const Common::Point &pt, int start, int count) {
for (; count > 0; --count, ++start) {
if (_plotter._blocks[start].contains(pt)) {
_plotter._blockIn = start;
return start;
}
}
return -1;
}
void Room::checkBoxes3() {
Common::Point pt = _vm->_events->calcRawMouse();
for (uint start = 0; start < _plotter._blocks.size(); ++start) {
if (_plotter._blocks[start].contains(pt)) {
_plotter._blockIn = start;
if (!(validateBox(start) & 0x80)) {
_vm->_events->debounceLeft();
_vm->_boxSelect = start;
_conFlag = true;
while (_conFlag && !_vm->shouldQuitOrRestart()) {
_conFlag = false;
_vm->_scripts->executeScript();
}
_vm->_boxSelect = true;
return;
}
}
}
}
int Room::validateBox(int boxId) {
_vm->_scripts->_sequence = boxId;
_vm->_scripts->searchForSequence();
return _vm->_scripts->executeScript();
}
void Room::swapOrg() {
SWAP<int>(_vm->_screen->_orgX1, _vm->_screen->_orgX2);
SWAP<int>(_vm->_screen->_orgY1, _vm->_screen->_orgY2);
}
int Room::calcLR(int yp) {
const Screen &screen = *_vm->_screen;
int yv = (yp - screen._orgY1) * (screen._orgX2 - screen._orgX1);
int yd = screen._orgY2 - screen._orgY1;
int rem = (yv % yd) << 1;
yv /= yd;
if (rem >= yd || rem < 0)
++yv;
return yv + screen._orgX1;
}
int Room::calcUD(int xp) {
const Screen &screen = *_vm->_screen;
int xv = (xp - screen._orgX1) * (screen._orgY2 - screen._orgY1);
int xd = screen._orgX2 - screen._orgX1;
int rem = (xv % xd) << 1;
xv /= xd;
if (rem >= xd || rem < 0)
++xv;
return xv + screen._orgY1;
}
bool Room::codeWalls() {
Screen &screen = *_vm->_screen;
Player &player = *_vm->_player;
if (_plotter._walls.size() == 0)
return false;
for (uint i = 0; i < _plotter._walls.size(); ++i) {
Common::Rect &r = _plotter._walls[i];
JetFrame &jf = _jetFrame[i];
jf._wallCode = 0;
jf._wallCode1 = 0;
screen._orgX1 = r.left;
screen._orgY1 = r.top;
screen._orgX2 = r.right;
screen._orgY2 = r.bottom;
if (screen._orgY2 != screen._orgY1) {
if (screen._orgY2 < screen._orgY1)
swapOrg();
if ((player._rawYTemp >= screen._orgY1) &&
(player._rawYTemp <= screen._orgY2)) {
jf._wallCode |= (calcLR(player._rawYTemp) - player._rawXTemp) < 0 ? 2 : 1;
jf._wallCode1 |= (calcLR(player._rawYTemp) -
(player._rawXTemp + player._playerOffset.x)) < 0 ? 2 : 1;
}
}
if (screen._orgX2 != screen._orgX1) {
if (screen._orgX2 < screen._orgX1)
swapOrg();
if ((player._rawXTemp >= screen._orgX1) &&
(player._rawXTemp <= screen._orgX2)) {
int y = screen._orgY2;
if (y != screen._orgY1)
y = calcUD(player._rawXTemp);
jf._wallCode |= (player._rawYTemp - y) < 0 ? 4 : 8;
}
int x = player._rawXTemp + player._playerOffset.x;
if ((x >= screen._orgX1) && (x <= screen._orgX2)) {
int y = screen._orgY2;
if (screen._orgY2 != screen._orgY1)
y = calcUD(player._rawXTemp + player._playerOffset.x);
jf._wallCode1 |= (player._rawYTemp - y) < 0 ? 4 : 8;
}
}
}
for (uint i = 0; i < _jetFrame.size(); ++i) {
JetFrame &jf = _jetFrame[i];
if (checkCode(jf._wallCode, jf._wallCodeOld) ||
checkCode(jf._wallCode1, jf._wallCode1Old))
return true;
}
// Copy the current wall calculations to the old properties
for (uint i = 0; i < _jetFrame.size(); ++i) {
JetFrame &jf = _jetFrame[i];
jf._wallCodeOld = jf._wallCode;
jf._wallCode1Old = jf._wallCode1;
}
return false;
}
bool Room::checkCode(int v1, int v2) {
Player &p = *_vm->_player;
if (!v1 || !v2 || (v1 == v2))
return false;
if (v1 & 1) {
if (v2 & 2) {
p._collideFlag = true;
return true;
}
} else if (v1 & 2) {
if (v2 & 1) {
p._collideFlag = true;
return true;
}
} else if (v1 & 4) {
if (v2 & 8) {
p._collideFlag = true;
return true;
}
} else if (v1 & 8) {
if (v2 & 4) {
p._collideFlag = true;
return true;
}
}
return false;
}
/*------------------------------------------------------------------------*/
RoomInfo::RoomInfo(const byte *data, int gameType, bool isCD, bool isDemo) {
Common::MemoryReadStream stream(data, 999);
_roomFlag = stream.readByte();
if (gameType == GType_Amazon) {
if (isCD)
_estIndex = stream.readSint16LE();
else {
_estIndex = -1;
if (!isDemo)
stream.readSint16LE();
}
} else
_estIndex = -1;
_musicFile.load(stream);
_scaleH1 = stream.readByte();
_scaleH2 = stream.readByte();
_scaleN1 = stream.readByte();
_playFieldFile.load(stream);
for (byte cell = stream.readByte(); cell != 0xff; cell = stream.readByte()) {
CellIdent ci;
ci._cell = cell;
ci.load(stream);
_cells.push_back(ci);
}
_scriptFile.load(stream);
_animFile.load(stream);
_scaleI = stream.readByte();
_scrollThreshold = stream.readByte();
_paletteFile.load(stream);
if (_paletteFile._fileNum == -1) {
_startColor = _numColors = 0;
} else {
_startColor = stream.readUint16LE();
_numColors = stream.readUint16LE();
}
for (int16 v = stream.readSint16LE(); v != -1; v = stream.readSint16LE()) {
ExtraCell ec;
ec._vid._fileNum = v;
ec._vid._subfile = stream.readSint16LE();
_extraCells.push_back(ec);
}
for (int16 fileNum = stream.readSint16LE(); fileNum != -1; fileNum = stream.readSint16LE()) {
SoundIdent fi;
fi._fileNum = fileNum;
fi._subfile = stream.readUint16LE();
fi._priority = stream.readUint16LE();
_sounds.push_back(fi);
}
}
} // End of namespace Access