mirror of
https://github.com/libretro/scummvm.git
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137 lines
3.5 KiB
C++
137 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#include "access/access.h"
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#include "access/resources.h"
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#include "access/martian/martian_game.h"
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#include "access/martian/martian_resources.h"
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#include "access/martian/martian_room.h"
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namespace Access {
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namespace Martian {
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MartianRoom::MartianRoom(AccessEngine *vm) : Room(vm) {
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_game = (MartianEngine *)vm;
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}
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MartianRoom::~MartianRoom() {
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}
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void MartianRoom::loadRoom(int roomNumber) {
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loadRoomData(&MMRES.ROOMTBL[roomNumber]._data[0]);
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}
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void MartianRoom::reloadRoom() {
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// _vm->_currentMan = _roomFlag;
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// _vm->_currentManOld = _roomFlag;
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// _vm->_manScaleOff = 0;
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_vm->_player->loadTexPalette();
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_vm->_player->loadSprites("TEX.LZ");
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loadRoom(_vm->_player->_roomNumber);
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reloadRoom1();
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}
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void MartianRoom::reloadRoom1() {
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_selectCommand = -1;
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_vm->_boxSelect = false; //-1
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_vm->_player->_playerOff = false;
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_vm->_screen->forceFadeOut();
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_vm->_events->hideCursor();
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_vm->_screen->clearScreen();
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_vm->_events->showCursor();
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roomSet();
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_vm->_player->load();
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if (_vm->_player->_roomNumber != 47)
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_vm->_player->calcManScale();
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_vm->_events->hideCursor();
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roomMenu();
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_vm->_screen->setBufferScan();
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setupRoom();
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setWallCodes();
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buildScreen();
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_vm->copyBF2Vid();
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_vm->_screen->setManPalette();
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_vm->_events->showCursor();
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_vm->_player->_frame = 0;
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_vm->_oldRects.clear();
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_vm->_newRects.clear();
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_vm->_events->clearEvents();
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}
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void MartianRoom::roomSet() {
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_vm->_numAnimTimers = 0;
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_vm->_scripts->_sequence = 1000;
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_vm->_scripts->searchForSequence();
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_vm->_scripts->executeScript();
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for (int i = 0; i < 30; i++)
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_byte26CD2[i] = 0;
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for (int i = 0; i < 10; i++)
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_byte26CBC[i] = 0;
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}
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void MartianRoom::roomMenu() {
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Resource *iconData = _vm->_files->loadFile("ICONS.LZ");
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SpriteResource *spr = new SpriteResource(_vm, iconData);
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delete iconData;
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_vm->_screen->saveScreen();
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_vm->_screen->setDisplayScan();
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_vm->_destIn = _vm->_screen; // TODO: Redundant
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_vm->_screen->plotImage(spr, 0, Common::Point(5, 184));
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_vm->_screen->plotImage(spr, 1, Common::Point(155, 184));
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_vm->_screen->restoreScreen();
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delete spr;
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}
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void MartianRoom::mainAreaClick() {
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Common::Point &mousePos = _vm->_events->_mousePos;
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Common::Point pt = _vm->_events->calcRawMouse();
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Screen &screen = *_vm->_screen;
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Player &player = *_vm->_player;
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if (_selectCommand == -1) {
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player._moveTo = pt;
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player._playerMove = true;
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} else if (mousePos.x >= screen._windowXAdd &&
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mousePos.x <= (screen._windowXAdd + screen._vWindowBytesWide) &&
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mousePos.y >= screen._windowYAdd &&
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mousePos.y <= (screen._windowYAdd + screen._vWindowLinesTall)) {
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if (checkBoxes1(pt) >= 0) {
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checkBoxes3();
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}
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}
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}
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} // End of namespace Martian
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} // End of namespace Access
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