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part_22.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/igor/parts/part_22.cpp $
 * $Id: part_22.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#include "igor/igor.h"

namespace Igor {

static const uint8 PART_22_ANIM_DATA_1[4] = { 0, 1, 2, 1 };

void IgorEngine::PART_22_EXEC_ACTION(int action) {
      switch (action) {
      case 101:
            PART_22_ACTION_101();
            break;
      case 102:
            PART_22_ACTION_102();
            break;
      default:
            error("PART_22_EXEC_ACTION unhandled action %d", action);
            break;
      }
}

void IgorEngine::PART_22_ACTION_101() {
      if (_objectsState[78] == 1 && _inventoryInfo[64] == 0) {
            ADD_DIALOGUE_TEXT(203, 2);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            waitForEndOfIgorDialogue();
            for (int i = 1; i <= 3; ++i) {
                  const int offset = 24141;
                  for (int j = 0; j <= 29; ++j) {
                        const uint8 *src = _animFramesBuffer + 0xA0E6 + PART_22_ANIM_DATA_1[i] * 1050 + j * 35;
                        memcpy(_screenVGA + j * 320 + offset, src, 35);
                  }
                  waitForTimer(60);
            }
            addObjectToInventory(29, 64);
            PART_22_HELPER_1(255);
            ADD_DIALOGUE_TEXT(205, 1);
            ADD_DIALOGUE_TEXT(206, 1);
            SET_DIALOGUE_TEXT(1, 2);
            startIgorDialogue();
            _objectsState[105] = 1;
      } else {
            ADD_DIALOGUE_TEXT(201, 2);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
      }
}

void IgorEngine::PART_22_ACTION_102() {
      _walkDataCurrentIndex = 0;
      _walkCurrentFrame = 1;
      for (int i = 9; i >= 0; --i) {
            WalkData *wd = &_walkData[0];
            wd->setPos(138, 123, 1, _walkCurrentFrame);
            WalkData::setNextFrame(1, _walkCurrentFrame);
            wd->clipSkipX = 1;
            wd->clipWidth = 30;
            wd->scaleWidth = 23 + i * 3;
            wd->xPosChanged = 1;
            wd->dxPos = 0;
            wd->yPosChanged = 1;
            wd->dyPos = 3;
            wd->scaleHeight = 50;
            moveIgor(wd->posNum, wd->frameNum);
            waitForTimer(15);
      }
      int i = 16;
      do {
            if (compareGameTick(1, 16)) {
                  memcpy(_screenTextLayer + (i * 8 + 16) * 320, _screenLayer1 + (128 - i * 8) * 320, (i * 8 + 16) * 320);
                  memcpy(_screenTextLayer + (i * 8 + 16) * 320, _animFramesBuffer, (128 - i * 8) * 320);
                  memcpy(_screenVGA, _screenTextLayer, 46080);
                  if (i == 0) {
                        i = 255;
                  } else {
                        --i;
                  }
            }
            waitForTimer();
      } while (i != 255);
      _currentPart = 141;
}

void IgorEngine::PART_22_HELPER_1(int num) {
}

void IgorEngine::PART_22_HELPER_2() {
      int i = 16;
      do {
            if (compareGameTick(1, 16)) {
                  memcpy(_screenTextLayer, _screenLayer1 + (128 - i * 8) * 320, (i * 8 + 16) * 320);
                  memcpy(_screenTextLayer + (128 - i * 8) * 320, _animFramesBuffer, (i * 8 + 16) * 320);
                  memcpy(_screenVGA, _screenTextLayer, 46080);
                  ++i;
            }
            waitForTimer();
      } while (i != 17);
      _walkDataCurrentIndex = 0;
      _walkCurrentFrame = 1;
      for ( i = 0; i <= 9; ++i) {
            WalkData *wd = &_walkData[0];
            if (i == 9) {
                  _walkCurrentFrame = 0;
            }
            wd->setPos(138, 123, 3, _walkCurrentFrame);
            WalkData::setNextFrame(3, _walkCurrentFrame);
            wd->clipSkipX = 1;
            wd->clipWidth = 30;
            wd->scaleWidth = 23 + i * 3;
            wd->xPosChanged = 1;
            wd->dxPos = 0;
            wd->yPosChanged = 1;
            wd->dyPos = 3;
            wd->scaleHeight = 50;
            moveIgor(3, wd->frameNum);
            waitForTimer(15);
      }
      _walkDataLastIndex = 0;
      buildWalkPathSimple(138, 123, 150, 123);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_22() {
      _gameState.enableLight = 1;
      loadRoomData(PAL_BellChurch, IMG_BellChurch, BOX_BellChurch, MSK_BellChurch, TXT_BellChurch);
      static const int anm[] = { FRM_BellChurch1, FRM_BellChurch2, 0 };
      loadAnimData(anm);
      loadActionData(DAT_BellChurch);
      _roomDataOffsets = PART_22_ROOM_DATA_OFFSETS;
      setRoomWalkBounds(126, 123, 193, 123);
      SET_EXEC_ACTION_FUNC(1, &IgorEngine::PART_22_EXEC_ACTION);
      PART_22_HELPER_1(255);
      memcpy(_screenVGA, _screenLayer1, 46080);
      _currentAction.verb = kVerbWalk;
      fadeInPalette(768);
      PART_22_HELPER_2();
      enterPartLoop();
      while (_currentPart == 220) {
            runPartLoop();
      }
      leavePartLoop();
      fadeOutPalette(624);
}

} // namespace Igor

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