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engines/access/char.cpp
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180
engines/access/char.cpp
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/* 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/memstream.h"
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#include "access/access.h"
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#include "access/char.h"
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#include "access/amazon/amazon_resources.h"
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namespace Access {
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CharEntry::CharEntry(const byte *data, AccessEngine *vm) {
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Common::MemoryReadStream s(data, 999);
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_charFlag = s.readByte();
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if (vm->getGameID() != kGameAmazon || !vm->isCD()) {
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_screenFile.load(s);
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_estabIndex = s.readSint16LE();
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} else {
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_estabIndex = s.readSint16LE();
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_screenFile.load(s);
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}
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_paletteFile.load(s);
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_startColor = s.readUint16LE();
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if (vm->getGameID() == kGameMartianMemorandum) {
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int lastColor = s.readUint16LE();
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_numColors = lastColor - _startColor;
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} else
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_numColors = s.readUint16LE();
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// Load cells
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for (byte cell = s.readByte(); cell != 0xff; cell = s.readByte()) {
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CellIdent ci;
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ci._cell = cell;
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ci.load(s);
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_cells.push_back(ci);
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}
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_animFile.load(s);
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_scriptFile.load(s);
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for (int16 v = s.readSint16LE(); v != -1; v = s.readSint16LE()) {
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ExtraCell ec;
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ec._vid._fileNum = v;
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ec._vid._subfile = s.readSint16LE();
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ec._vidSound.load(s);
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_extraCells.push_back(ec);
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}
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}
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CharEntry::CharEntry() : _charFlag(0), _estabIndex(0), _startColor(0), _numColors(0) {
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}
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/*------------------------------------------------------------------------*/
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CharManager::CharManager(AccessEngine *vm) : Manager(vm) {
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// Setup character list
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for (const auto &charEntry: _vm->_res->CHARTBL) {
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if (charEntry.size() == 0)
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_charTable.push_back(CharEntry());
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else
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_charTable.push_back(CharEntry(charEntry.data(), _vm));
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}
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_charFlag = 0;
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}
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void CharManager::loadChar(int charId) {
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const CharEntry &ce = _charTable[charId];
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_charFlag = ce._charFlag;
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// Amazon calls "establish" before loading the screen, but MM does it after.
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_vm->_establishFlag = false;
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if (_vm->getGameID() == kGameAmazon && ce._estabIndex != -1) {
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_vm->_establishFlag = true;
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if (!_vm->_establishTable[ce._estabIndex]) {
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_vm->_establishTable[ce._estabIndex] = true;
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_vm->establish(0, ce._estabIndex);
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}
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}
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if (_charFlag != 0 && _charFlag != 3) {
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if (!_vm->_establishFlag)
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_vm->_screen->fadeOut();
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_vm->_files->loadScreen(ce._screenFile._fileNum, ce._screenFile._subfile);
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_vm->_screen->setIconPalette();
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_vm->_screen->fadeIn();
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}
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_screen->setDisplayScan();
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if (_vm->getGameID() == kGameMartianMemorandum && ce._estabIndex != -1) {
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_vm->_establishFlag = true;
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if (!_vm->_establishTable[ce._estabIndex]) {
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_vm->_establishTable[ce._estabIndex] = true;
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_vm->establish(0, ce._estabIndex);
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_vm->_screen->blitFrom(_vm->_buffer1);
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}
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}
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if (_charFlag != 2 && _charFlag != 3) {
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charMenu();
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}
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_vm->_screen->_startColor = ce._startColor;
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_vm->_screen->_numColors = ce._numColors;
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if (ce._paletteFile._fileNum != -1) {
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int srcOffset = (_vm->getGameID() == kGameMartianMemorandum ? ce._startColor * 3 : 0);
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_vm->_screen->loadPalette(ce._paletteFile._fileNum, ce._paletteFile._subfile, srcOffset);
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}
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_vm->_screen->setIconPalette();
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_vm->_screen->setPalette();
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_vm->loadCells(ce._cells);
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if (ce._animFile._fileNum != -1) {
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Resource *data = _vm->_files->loadFile(ce._animFile);
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_vm->_animation->loadAnimations(data);
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delete data;
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}
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// Load script data
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_vm->_scripts->freeScriptData();
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if (ce._scriptFile._fileNum != -1) {
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Resource *data = _vm->_files->loadFile(ce._scriptFile);
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_vm->_scripts->setScript(data);
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}
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// Load extra cells
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_vm->_extraCells.clear();
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for (const auto &extraCell : ce._extraCells)
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_vm->_extraCells.push_back(extraCell);
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}
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void CharManager::charMenu() {
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const SpriteResource *icons = _vm->getIcons();
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Screen &screen = *_vm->_screen;
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screen.saveScreen();
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screen.setDisplayScan();
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if (_vm->getGameID() == kGameMartianMemorandum) {
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screen.plotImage(icons, 17, Common::Point(0, 184));
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screen.plotImage(icons, 18, Common::Point(193, 184));
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} else if (_vm->getGameID() == kGameAmazon) {
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screen.plotImage(icons, 17, Common::Point(0, 176));
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screen.plotImage(icons, 18, Common::Point(155, 176));
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} else
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error("Game not supported");
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// Make a backup copy of the screen including the character buttons,
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// for restoring when erasing conversation boxes
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screen.copyTo(&_vm->_buffer1);
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screen.restoreScreen();
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}
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} // End of namespace Access
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