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part_23.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_23.cpp $
 * $Id: part_23.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#include "igor/igor.h"

namespace Igor {

static const uint8 PART_23_ANIM_DATA_1[4] = { 0, 4, 1, 11 };

void IgorEngine::PART_23_EXEC_ACTION(int action) {
      switch (action) {
      case 101:
            _currentPart = 280;
            break;
      case 102:
            ADD_DIALOGUE_TEXT(201, 2);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 105:
            PART_23_ACTION_105();
            break;
      case 106:
            ADD_DIALOGUE_TEXT(205, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 107:
            PART_23_ACTION_107();
            break;
      case 108:
            PART_23_ACTION_108();
            break;
      case 109:
            _currentPart = 300;
            break;
      case 110:
            ADD_DIALOGUE_TEXT(203, 1);
            ADD_DIALOGUE_TEXT(204, 1);
            SET_DIALOGUE_TEXT(1, 2);
            startIgorDialogue();
            break;
      case 111:
            ADD_DIALOGUE_TEXT(208, 2);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 112:
            ADD_DIALOGUE_TEXT(210, 1);
            ADD_DIALOGUE_TEXT(211, 1);
            SET_DIALOGUE_TEXT(1, 2);
            startIgorDialogue();
            break;
      case 113:
            ADD_DIALOGUE_TEXT(212, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      default:
            error("PART_23_EXEC_ACTION unhandled action %d", action);
            break;
      }
}

void IgorEngine::PART_23_ACTION_105() {
      if (_objectsState[66] != 0) {
            _roomObjectAreasTable[_screenLayer2[38633]].area = 1;
            --_walkDataLastIndex;
            buildWalkPathSimple(233, 132, 233, 120);
            _walkDataCurrentIndex = 1;
            _gameState.igorMoving = true;
            waitForIgorMove();
            _currentPart = 190;
      }
}

void IgorEngine::PART_23_ACTION_107() {
      if (_objectsState[66] == 1) {
            EXEC_MAIN_ACTION(11);
      } else {
            const int offset = 23901;
            for (int i = 2; i <= 3; ++i) {
                  for (int j = 0; j <= 53; ++j) {
                        memcpy(_screenVGA + j * 320 + offset, _animFramesBuffer + i * 1620 + j * 30 + 0x895, 30);
                  }
            }
            playSound(13, 1);
            waitForTimer(100);
            _objectsState[66] = 1;
            PART_23_HELPER_1(1);
      }
}

void IgorEngine::PART_23_ACTION_108() {
      if (_objectsState[66] == 0) {
            EXEC_MAIN_ACTION(14);
      } else {
            const int offset = 23901;
            for (int i = 2; i <= 3; ++i) {
                  for (int j = 0; j <= 53; ++j) {
                        memcpy(_screenVGA + j * 320 + offset, _animFramesBuffer + PART_23_ANIM_DATA_1[i] * 1620 + j * 30 + 0x895, 30);
                  }
            }
            playSound(14, 1);
            waitForTimer(100);
            _objectsState[66] = 0;
            PART_23_HELPER_1(1);
      }
}

void IgorEngine::PART_23_UPDATE_ROOM_BACKGROUND() {
      if (compareGameTick(29) || compareGameTick(61)) {
            int rnd = getRandomNumber(11);
            if (rnd <= 4) {
                  _gameState.unk10 = 1;
            } else if (rnd <= 9) {
                  _gameState.unk10 = 2;
            } else if (rnd == 10) {
                  if (_gameState.unk10 < 3) {
                        _gameState.unk10 = getRandomNumber(2) + 3;
                  } else {
                        _gameState.unk10 = getRandomNumber(2) + 1;
                  }
            }
            PART_23_HELPER_7(_gameState.unk10);
      }
}

void IgorEngine::PART_23_HELPER_1(int num) {
      if (num == 1 || num == 255) {
            if (_objectsState[66] == 0) {
                  PART_23_HELPER_2(1);
                  _roomActionsTable[4] = 6;
            } else {
                  PART_23_HELPER_2(2);
                  _roomActionsTable[4] = 7;
            }
      }
      PART_23_HELPER_3();
}

void IgorEngine::PART_23_HELPER_2(int frame) {
      const int offset = 23907;
      for (int i = 0; i <= 53; ++i) {
            memcpy(_screenLayer1 + i * 320 + offset, _animFramesBuffer + (frame - 1) * 1296 + i * 24, 24);
      }
}

void IgorEngine::PART_23_HELPER_3() {
      const int offset = 25763;
      for (int i = 0; i <= 48; ++i) {
            memcpy(_screenLayer1 + i * 320 + offset, _animFramesBuffer + i * 25 + 0xA20, 25);
      }
}

void IgorEngine::PART_23_HELPER_4() {
      _walkData[0].setPos(233, 120, 3, 0);
      _walkData[0].setDefaultScale();
      _walkDataLastIndex = 0;
      _roomObjectAreasTable[_screenLayer2[38633]].area = 1;
      buildWalkPathSimple(233, 120, 233, 137);
      _roomObjectAreasTable[_screenLayer2[38633]].area = 0;
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      if (_objectsState[59] == 0) {
            for (int i = 0; i <= 53; ++i) {
                  for (int j = 0; j <= 23; ++j) {
                        uint8 color = _screenVGA[(i + 74) * 320 + j + 227];
                        if (color >= 0xC0 && color <= 0xCF) {
                              _screenTempLayer[i * 100 + j] = color;
                        } else {
                              _screenTempLayer[i * 100 + j] = _animFramesBuffer[i * 24 + j];
                        }
                  }
            }
            for (int i = 0; i <= 53; ++i) {
                  memcpy(_screenVGA + i * 320 + 23907, _screenTempLayer + i * 100, 24);
            }
            playSound(14, 1);
            _objectsState[66] = 0;
            PART_23_HELPER_1(1);
            ADD_DIALOGUE_TEXT(206, 2);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
      }
}

void IgorEngine::PART_23_HELPER_5() {
      _walkData[0].setPos(0, 134, 2, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipSkipX = 15;
      _walkData[0].clipWidth = 15;
      _walkDataLastIndex = 0;
      _walkDataCurrentIndex = 1;
      buildWalkPathSimple(0, 134, 100, 140);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_23_HELPER_6() {
      _walkData[0].setPos(319, 134, 4, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipWidth = 15;
      _walkDataLastIndex = 0;
      _walkDataCurrentIndex = 1;
      buildWalkPathSimple(319, 134, 289, 134);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_23_HELPER_7(int frame) {
      _roomCursorOn = false;
      for (int i = 0; i <= 18; ++i) {
            for (int j = 0; j <= 14; ++j) {
                  int offset = (i + 80) * 320 + j + 162;
                  uint8 color = _screenVGA[offset];
                  if ((color >= 192 && color <= 207) || color == 240 || color == 241) {
                        _screenTempLayer[i * 100 + j] = color;
                  } else {
                        _screenTempLayer[i * 100 + j] = _animFramesBuffer[frame * 285 + i * 15 + j + 0x271C];
                  }
            }
      }
      int offset = 25762;
      for (int i = 0; i <= 18; ++i) {
            memcpy(_screenVGA + i * 320 + offset, _screenTempLayer + i * 100, 15);
            memcpy(_screenLayer1 + i * 320 + offset, _animFramesBuffer + frame * 285 + i * 15 + 0x271C, 15);
      }
      if (_dialogueCursorOn) {
            _roomCursorOn = true;
      }
}

void IgorEngine::PART_23() {
      _gameState.enableLight = 2;
      loadRoomData(PAL_CollegeCorridorLucas, IMG_CollegeCorridorLucas, BOX_CollegeCorridorLucas, MSK_CollegeCorridorLucas, TXT_CollegeCorridorLucas);
      static const int anm[] = { FRM_CollegeCorridorLucas1, FRM_CollegeCorridorLucas2, FRM_CollegeCorridorLucas3, FRM_CollegeCorridorLucas4, 0 };
      loadAnimData(anm);
      loadActionData(DAT_CollegeCorridorLucas);
      _roomDataOffsets = PART_23_ROOM_DATA_OFFSETS;
      setRoomWalkBounds(15, 0, 319, 143);
      SET_EXEC_ACTION_FUNC(1, &IgorEngine::PART_23_EXEC_ACTION);
      _updateRoomBackground = &IgorEngine::PART_23_UPDATE_ROOM_BACKGROUND;
      PART_23_HELPER_1(255);
      memcpy(_screenVGA, _screenLayer1, 46080);
      _currentAction.verb = kVerbWalk;
      fadeInPalette(768);
      if (_currentPart == 230) {
            PART_23_HELPER_5();
      } else if (_currentPart == 231) {
            PART_23_HELPER_6();
      } else if (_currentPart == 232) {
            PART_23_HELPER_4();
      }
      enterPartLoop();
      while (_currentPart >= 230 && _currentPart <= 232) {
            runPartLoop();
      }
      leavePartLoop();
      fadeOutPalette(624);
}

} // namespace Igor

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