Logo Search packages:      
Sourcecode: scummvm version File versions  Download package

part_30.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_30.cpp $
 * $Id: part_30.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#include "igor/igor.h"

namespace Igor {

void IgorEngine::PART_30_EXEC_ACTION(int action) {
      switch (action) {
      case 101:
            _currentPart = 231;
            break;
      case 102:
            PART_30_ACTION_102();
            break;
      case 103:
            ADD_DIALOGUE_TEXT(203, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 104:
            PART_30_ACTION_104();
            break;
      case 105:
            ADD_DIALOGUE_TEXT(202, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 106:
            _currentPart = 210;
            break;
      default:
            error("PART_30_EXEC_ACTION unhandled action %d", action);
            break;
      }
}

void IgorEngine::PART_30_ACTION_102() {
      _roomObjectAreasTable[_screenLayer2[24108]].area = 2;
      --_walkDataLastIndex;
      buildWalkPath(99, 119, 108, 75);
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      _roomObjectAreasTable[_screenLayer2[24170]].area = 0;
      --_walkDataLastIndex;
      buildWalkPath(108, 75, 170, 75);
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      _currentPart = 312;
}

void IgorEngine::PART_30_ACTION_104() {
      --_walkDataLastIndex;
      _roomObjectAreasTable[_screenLayer2[36318]].area = 2;
      buildWalkPath(158, 119, 158, 113);
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      _walkDataCurrentIndex = 0;
      for (int i = 9; i >= 0; --i) {
            if (i == 9) {
                  _walkCurrentFrame = 0;
            }
            _walkData[0].setPos(158, 113, 1, _walkCurrentFrame);
            WalkData::setNextFrame(1, _walkCurrentFrame);
            _walkData[0].setDefaultScale();
            _walkData[0].clipSkipX = 1;
            _walkData[0].clipWidth = 30;
            _walkData[0].dyPos = 3;
            _walkData[0].scaleWidth = i * 3 + 23;
            moveIgor(_walkData[0].posNum, _walkData[0].frameNum);
            waitForTimer(15);
      }
      _currentPart = (_objectsState[111] == 0) ? 171 : 771;
}

void IgorEngine::PART_30_UPDATE_DIALOGUE_LAURA(int action) {
      switch (action) {
      case kUpdateDialogueAnimEndOfSentence:
            PART_30_HELPER_9(42);
            break;
      case kUpdateDialogueAnimMiddleOfSentence:
            PART_30_HELPER_9(getRandomNumber(9) + 42);
            break;
      case kUpdateDialogueAnimStanding:
            PART_30_HELPER_9(33);
            break;
      }
}

void IgorEngine::PART_30_HANDLE_DIALOGUE_LAURA() {
      loadDialogueData(DLG_CollegeStairsFirstFloor);
      _updateDialogue = &IgorEngine::PART_30_UPDATE_DIALOGUE_LAURA;
      handleDialogue(201, 85, 63, 0, 38);
      _updateDialogue = 0;
}

void IgorEngine::PART_30_HELPER_1(int num) {
}

void IgorEngine::PART_30_HELPER_2() {
      _walkData[0].setPos(0, 138, 2, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipWidth = 15;
      _walkDataLastIndex = 0;
      _walkDataCurrentIndex = 1;
      buildWalkPath(0, 138, 30, 138);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_30_HELPER_3() {
      _roomObjectAreasTable[_screenLayer2[24170]].area = 2;
      _walkData[0].setPos(170, 75, 4, 0);
      _walkData[0].setDefaultScale();
      _walkDataLastIndex = 0;
      _roomObjectAreasTable[_screenLayer2[24108]].area = 2;
      buildWalkPath(170, 75, 108, 75);
      _roomObjectAreasTable[_screenLayer2[24170]].area = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      --_walkDataLastIndex;
      buildWalkPath(108, 75, 99, 119);
      _roomObjectAreasTable[_screenLayer2[24108]].area = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      --_walkDataLastIndex;
      buildWalkPath(99, 119, 128, 123);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_30_HELPER_4() {
      _walkDataCurrentIndex = 0;
      _walkCurrentFrame = 1;
      _walkCurrentPos = 3;
      for (int i = 0; i <= 9; ++i) {
            if (i == 9) {
                  _walkCurrentFrame = 0;
            }
            _walkData[0].setPos(158, 113, 3, _walkCurrentFrame);
            WalkData::setNextFrame(3, _walkCurrentFrame);
            _walkData[0].setDefaultScale();
            _walkData[0].scaleWidth = i * 3 + 23;
            moveIgor(_walkData[0].posNum, _walkData[0].frameNum);
            waitForTimer(15);
      }
      _walkDataLastIndex = 1;
      _walkDataCurrentIndex = 1;
      _roomObjectAreasTable[_screenLayer2[36318]].area = 2;
      --_walkDataLastIndex;
      buildWalkPath(158, 113, 128, 123);
      _roomObjectAreasTable[_screenLayer2[36318]].area = 0;
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_30_HELPER_5() {
      _walkData[0].setPos(319, 138, 4, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipWidth = 15;
      _walkDataLastIndex = 0;
      _walkDataCurrentIndex = 1;
      buildWalkPath(319, 138, 289, 138);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_30_HELPER_8() {
      playMusic(3);
      memset(_screenVGA + 46080, 0, 17920);
      fadeInPalette(768);
      for (int i = 1; i <= 40; ++i) {
            const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + i * 2) - 1;
            decodeAnimFrame(src, _screenVGA, true);
            if (i < 34) {
                  waitForTimer(25);
            } else {
                  waitForTimer(15);
            }
      }
      _walkData[0].setPos(172, 134, 2, 0);
      _walkData[0].setDefaultScale();
      _walkDataLastIndex = 1;
      _walkDataCurrentIndex = 1;
      _updateDialogue = &IgorEngine::PART_30_UPDATE_DIALOGUE_LAURA;
      ADD_DIALOGUE_TEXT(203, 1);
      ADD_DIALOGUE_TEXT(204, 1);
      ADD_DIALOGUE_TEXT(205, 1);
      SET_DIALOGUE_TEXT(1, 3);
      startIgorDialogue();
      waitForEndOfIgorDialogue();
      ADD_DIALOGUE_TEXT(206, 1);
      SET_DIALOGUE_TEXT(1, 1);
      startCutsceneDialogue(201, 85, 63, 0, 38);
      waitForEndOfCutsceneDialogue(201, 85, 63, 0, 38);
      decodeAnimFrame(_animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBEE6) - 1, _screenVGA, true);
      for (int i = 1; i <= 41; ++i) {
            const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + i * 2) - 1;
            decodeAnimFrame(src, _screenVGA, true);
      }
      PART_30_HANDLE_DIALOGUE_LAURA();
      ADD_DIALOGUE_TEXT(207, 1);
      SET_DIALOGUE_TEXT(1, 1);
      startIgorDialogue();
      waitForEndOfIgorDialogue();
      ADD_DIALOGUE_TEXT(208, 1);
      ADD_DIALOGUE_TEXT(209, 1);
      SET_DIALOGUE_TEXT(1, 2);
      startCutsceneDialogue(201, 85, 63, 0, 38);
      waitForEndOfCutsceneDialogue(201, 85, 63, 0, 38);
      _updateDialogue = 0;
      for (int i = 51; i <= 70; ++i) {
            const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + i * 2) - 1;
            decodeAnimFrame(src, _screenVGA, true);
            if (i < 68) {
                  waitForTimer(25);
            }
      }
      _walkData[0].setPos(164, 135, 3, 0);
      _walkData[0].setDefaultScale();
      _walkDataLastIndex = 1;
      ADD_DIALOGUE_TEXT(210, 1);
      SET_DIALOGUE_TEXT(1, 1);
      startIgorDialogue();
      memset(_screenVGA + 46080, 0, 17920);
      drawVerbsPanel();
      drawInventory(_inventoryInfo[72], 0);
      _currentAction.verb = kVerbWalk;
      _objectsState[73] = 1;
      PART_30_HELPER_1(255);
}

void IgorEngine::PART_30_HELPER_9(int frame) {
      const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + frame * 2) - 1;
      decodeAnimFrame(src, _screenVGA, true);
}

void IgorEngine::PART_30() {
      _gameState.enableLight = 2;
      loadRoomData(PAL_CollegeStairsFirstFloor, IMG_CollegeStairsFirstFloor, BOX_CollegeStairsFirstFloor, MSK_CollegeStairsFirstFloor, TXT_CollegeStairsFirstFloor);
      static const int anm[] = { FRM_CollegeStairsFirstFloor1, FRM_CollegeStairsFirstFloor2, 0 };
      loadAnimData(anm);
      loadActionData(DAT_CollegeStairsFirstFloor);
      _roomDataOffsets = PART_30_ROOM_DATA_OFFSETS;
      setRoomWalkBounds(0, 0, 319, 143);
      SET_EXEC_ACTION_FUNC(1, &IgorEngine::PART_30_EXEC_ACTION);
      PART_30_HELPER_1(255);
      memcpy(_screenVGA, _screenLayer1, 46080);
      _currentAction.verb = kVerbWalk;
      if (_objectsState[73] == 0) {
             PART_30_HELPER_8();
      } else {
            if (_currentPart != 302) {
                  fadeInPalette(768);
            }
            if (_currentPart == 300) {
                  PART_30_HELPER_2();
            } else if (_currentPart == 301) {
                  PART_30_HELPER_3();
            } else if (_currentPart == 302) {
                  playMusic(3);
                  fadeInPalette(768);
                  PART_30_HELPER_4();
            } else if (_currentPart == 303) {
                  PART_30_HELPER_5();
            }
      }
      enterPartLoop();
      while (_currentPart >= 300 && _currentPart <= 303) {
            runPartLoop();
      }
      leavePartLoop();
      fadeOutPalette(624);
}

} // namespace Igor

Generated by  Doxygen 1.6.0   Back to index