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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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, AccessEngine *vm) {
Common::MemoryReadStream s(data, 999);
_charFlag = s.readByte();
if (vm->getGameID() != kGameAmazon || !vm->isCD()) {
_screenFile.load(s);
_estabIndex = s.readSint16LE();
} else {
_estabIndex = s.readSint16LE();
_screenFile.load(s);
}
_paletteFile.load(s);
_startColor = s.readUint16LE();
if (vm->getGameID() == kGameMartianMemorandum) {
int lastColor = s.readUint16LE();
_numColors = lastColor - _startColor;
} else
_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(0), _numColors(0) {
}
/*------------------------------------------------------------------------*/
CharManager::CharManager(AccessEngine *vm) : Manager(vm) {
// Setup character list
for (const auto &charEntry: _vm->_res->CHARTBL) {
if (charEntry.size() == 0)
_charTable.push_back(CharEntry());
else
_charTable.push_back(CharEntry(charEntry.data(), _vm));
}
_charFlag = 0;
}
void CharManager::loadChar(int charId) {
const CharEntry &ce = _charTable[charId];
_charFlag = ce._charFlag;
// Amazon calls "establish" before loading the screen, but MM does it after.
_vm->_establishFlag = false;
if (_vm->getGameID() == kGameAmazon && ce._estabIndex != -1) {
_vm->_establishFlag = true;
if (!_vm->_establishTable[ce._estabIndex]) {
_vm->_establishTable[ce._estabIndex] = true;
_vm->establish(0, ce._estabIndex);
}
}
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.blitFrom(*_vm->_screen);
_vm->_buffer2.blitFrom(*_vm->_screen);
_vm->_screen->setDisplayScan();
if (_vm->getGameID() == kGameMartianMemorandum && ce._estabIndex != -1) {
_vm->_establishFlag = true;
if (!_vm->_establishTable[ce._estabIndex]) {
_vm->_establishTable[ce._estabIndex] = true;
_vm->establish(0, ce._estabIndex);
_vm->_screen->blitFrom(_vm->_buffer1);
}
}
if (_charFlag != 2 && _charFlag != 3) {
charMenu();
}
_vm->_screen->_startColor = ce._startColor;
_vm->_screen->_numColors = ce._numColors;
if (ce._paletteFile._fileNum != -1) {
int srcOffset = (_vm->getGameID() == kGameMartianMemorandum ? ce._startColor * 3 : 0);
_vm->_screen->loadPalette(ce._paletteFile._fileNum, ce._paletteFile._subfile, srcOffset);
}
_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);
delete 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 (const auto &extraCell : ce._extraCells)
_vm->_extraCells.push_back(extraCell);
}
void CharManager::charMenu() {
const SpriteResource *icons = _vm->getIcons();
Screen &screen = *_vm->_screen;
screen.saveScreen();
screen.setDisplayScan();
if (_vm->getGameID() == kGameMartianMemorandum) {
screen.plotImage(icons, 17, Common::Point(0, 184));
screen.plotImage(icons, 18, Common::Point(193, 184));
} else if (_vm->getGameID() == kGameAmazon) {
screen.plotImage(icons, 17, Common::Point(0, 176));
screen.plotImage(icons, 18, Common::Point(155, 176));
} else
error("Game not supported");
// Make a backup copy of the screen including the character buttons,
// for restoring when erasing conversation boxes
screen.copyTo(&_vm->_buffer1);
screen.restoreScreen();
}
} // End of namespace Access