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part_31.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_31.cpp $
 * $Id: part_31.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */

#include "igor/igor.h"

namespace Igor {

static const uint8 PART_31_ANIM_DATA_1[] = { 0, 4, 5, 4, 5, 4, 5, 4, 5, 6 };

static const uint8 PART_31_ANIM_DATA_2[] = { 0, 4, 5, 4, 5, 4, 5, 1, 2, 3 };

void IgorEngine::PART_31_EXEC_ACTION(int action) {
      switch (action) {
      case 101:
            _currentPart = 251;
            break;
      case 102:
            PART_31_ACTION_102();
            break;
      case 103:
            PART_31_ACTION_103();
            break;
      case 104:
            if (_objectsState[72] == 0) {
                  EXEC_MAIN_ACTION(14);
            } else {
                  ADD_DIALOGUE_TEXT(205, 1);
                  SET_DIALOGUE_TEXT(1, 1);
                  startIgorDialogue();
            }
            break;
      case 105:
            ADD_DIALOGUE_TEXT(201, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 106:
            PART_31_ACTION_106();
            break;
      case 107:
            ADD_DIALOGUE_TEXT(203, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 108:
            _currentPart = 240;
            break;
      case 109:
            ADD_DIALOGUE_TEXT(204, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 110:
            PART_31_ACTION_110();
            break;
      case 111:
            ADD_DIALOGUE_TEXT(206, 1);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 112:
            ADD_DIALOGUE_TEXT(208, 1);
            ADD_DIALOGUE_TEXT(209, 2);
            SET_DIALOGUE_TEXT(1, 2);
            startIgorDialogue();
            break;
      case 113:
            ADD_DIALOGUE_TEXT(211, 1);
            ADD_DIALOGUE_TEXT(212, 1);
            ADD_DIALOGUE_TEXT(213, 1);
            SET_DIALOGUE_TEXT(1, 3);
            startIgorDialogue();
            break;
      case 114:
            ADD_DIALOGUE_TEXT(214, 1);
            ADD_DIALOGUE_TEXT(215, 1);
            SET_DIALOGUE_TEXT(1, 2);
            startIgorDialogue();
            break;
      case 115:
            ADD_DIALOGUE_TEXT(220, 3);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      case 116:
            ADD_DIALOGUE_TEXT(218, 2);
            SET_DIALOGUE_TEXT(1, 1);
            startIgorDialogue();
            break;
      default:
            error("PART_31_EXEC_ACTION unhandled action %d", action);
            break;
      }
}

void IgorEngine::PART_31_ACTION_102() {
      if (_objectsState[72] == 0) {
            return;
      }
      _roomObjectAreasTable[_screenLayer2[33712]].area = 2;
      --_walkDataLastIndex;
      buildWalkPath(102, 120, 112, 105);
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      _roomObjectAreasTable[_screenLayer2[20207]].area = 2;
      --_walkDataLastIndex;
      buildWalkPath(112, 105, 47, 63);
      for (int i = 1; i <= _walkDataLastIndex; ++i) {
            _walkData[i].posNum = i;
      }
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      _currentPart = 320;
}

void IgorEngine::PART_31_ACTION_103() {
      if (_objectsState[72] == 1) {
            EXEC_MAIN_ACTION(11);
            return;
      }
      playSound(49, 1);
      const int offset = 20250;
      for (int i = 1; i <= 9; ++i) {
            for (int j = 0; j <= 57; ++j) {
                  memcpy(_screenVGA + j * 320 + offset, _animFramesBuffer + PART_31_ANIM_DATA_1[i] * 1856 + j * 32 + 0x384, 32);
            }
            if (i < 9) {
                  waitForTimer(30);
            }
      }
      ADD_DIALOGUE_TEXT(202, 1);
      SET_DIALOGUE_TEXT(1, 1);
      startIgorDialogue();
}

void IgorEngine::PART_31_ACTION_106() {
      --_walkDataLastIndex;
      _roomObjectAreasTable[_screenLayer2[36326]].area = 2;
      buildWalkPath(166, 120, 166, 113);
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      _walkDataCurrentIndex = 0;
      for (int i = 9; i >= 0; --i) {
            if (i == 9) {
                  _walkCurrentFrame = 0;
            }
            WalkData *wd = &_walkData[0];
            wd->setPos(166, 113, 1, _walkCurrentFrame);
            WalkData::setNextFrame(1, _walkCurrentFrame);
            wd->clipSkipX = 1;
            wd->clipWidth = 30;
            wd->scaleWidth = i * 3 + 23;
            wd->xPosChanged = 1;
            wd->dxPos = 0;
            wd->yPosChanged = 1;
            wd->dyPos = 3;
            wd->scaleHeight = 50;
            moveIgor(wd->posNum, wd->frameNum);
            waitForTimer(15);
      }
      _currentPart = 301;
}

void IgorEngine::PART_31_ACTION_110() {
      if (_objectsState[72] == 1) {
            EXEC_MAIN_ACTION(11);
            return;
      }
      const int offset = 20250;
      for (int i = 1; i <= 9; ++i) {
            for (int j = 0; j <= 57; ++j) {
                  memcpy(_screenVGA + j * 320 + offset, _animFramesBuffer + PART_31_ANIM_DATA_2[i] * 1856 + j * 32 + 0x384, 32);
            }
            if (i == 9) {
                  playSound(13, 1);
            } else if (i < 8) {
                  waitForTimer(30);
            } else if (i == 8) {
                  waitForTimer(10);
            }
      }
      _objectsState[72] = 1;
      PART_31_HELPER_1(1);
}

void IgorEngine::PART_31_UPDATE_ROOM_BACKGROUND() {
      int xPos, pos;
      if (_gameState.igorMoving) {
            xPos = _walkData[_walkDataCurrentIndex - 1].x;
            pos = _walkData[_walkDataCurrentIndex - 1].posNum;
      } else {
            xPos = _walkData[_walkDataLastIndex - 1].x;
            pos = _walkData[_walkDataLastIndex - 1].posNum;
      }
      if (xPos < 160 && compareGameTick(3, 8)) {
            if (pos == 2) {
                  if (_gameState.igorMoving) {
                        if (_gameState.unk10 == 1 || _gameState.unk10 == 2) {
                              _gameState.unk10 = 3;
                              PART_31_HELPER_2(_gameState.unk10);
                              return;
                        } else if (_gameState.unk10 == 3) {
                              _gameState.unk10 = 4;
                              PART_31_HELPER_2(_gameState.unk10);
                              return;
                        } else if (_gameState.unk10 == 4) {
                              if (getRandomNumber(30) == 0) {
                                    _gameState.unk10 = 5;
                                    PART_31_HELPER_2(_gameState.unk10);
                                    _gameState.counter[4] = 0;
                                    return;
                              }
                        } else if (_gameState.unk10 == 5) {
                              if (_gameState.counter[4] == 20) {
                                    _gameState.unk10 = 4;
                                    PART_31_HELPER_2(_gameState.unk10);
                                    return;
                              } else {
                                    ++_gameState.counter[4];
                              }
                        }
                  }
            } else {
                  if (_gameState.unk10 == 4 || _gameState.unk10 == 5) {
                        _gameState.unk10 = 3;
                        PART_31_HELPER_2(_gameState.unk10);
                        return;
                  }
                  if (_gameState.unk10 == 1 || _gameState.unk10 == 3) {
                        _gameState.unk10 = 2;
                        PART_31_HELPER_2(_gameState.unk10);
                        return;
                  }
            }
      }
      if (xPos > 159 && xPos < 251) {
            if (compareGameTick(3, 32)) {
                  if (_gameState.unk10 == 2) {
                        _gameState.unk10 = 1;
                  } else {
                        _gameState.unk10 = 2;
                  }
                  PART_31_HELPER_2(_gameState.unk10);
                  return;
            }
      }
      if (xPos > 250 && compareGameTick(3, 16)) {
            if (_gameState.unk10 == 1) {
                  _gameState.unk10 = 2;
            } else {
                  _gameState.unk10 = 1;
            }
            PART_31_HELPER_2(_gameState.unk10);
      }
}

void IgorEngine::PART_31_HELPER_1(int num) {
      if (num == 1 || num == 255) {
            if (_objectsState[72] == 0) {
                  _roomActionsTable[74] = 6;
            } else {
                  PART_31_HELPER_9();
                  _roomActionsTable[74] = 7;
            }
      }
}

void IgorEngine::PART_31_HELPER_2(int frame) {
      _roomCursorOn = false;
      for (int i = 0; i <= 42; ++i) {
            for (int j = 0; j <= 30; ++j) {
                  int offset = (i + 88) * 320 + j + 288;
                  uint8 color = _screenVGA[offset];
                  if (color < 192 || (color > 207 && color != 240 && color != 241)) {
                        color = _animFramesBuffer[0x310F + frame * 1333 + i * 31 + j];
                  }
                  _screenTempLayer[100 * i + j] = color;
            }
      }
      for (int i = 0; i <= 42; ++i) {
            const int offset = i * 320 + 28448;
            memcpy(_screenVGA + offset, _screenTempLayer + i * 100, 31);
            memcpy(_screenLayer1 + offset, _animFramesBuffer + 0x310F + frame * 1333 + i * 31, 31);
      }
      if (_dialogueCursorOn) {
            _roomCursorOn = true;
      }
}

void IgorEngine::PART_31_HELPER_3() {
      _walkData[0].setPos(0, 137, 2, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipSkipX = 15;
      _walkData[0].clipWidth = 15;
      _walkDataLastIndex = 0;
      buildWalkPath(0, 137, 30, 137);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_31_HELPER_4() {
      _walkData[0].setPos(47, 63, 2, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipWidth = 30;
      _walkDataLastIndex = 0;
      _roomObjectAreasTable[_screenLayer2[20207]].area = 2;
      _roomObjectAreasTable[_screenLayer2[33712]].area = 2;
      buildWalkPath(47, 63, 112, 105);
      for (int i = 1; i <= _walkDataCurrentIndex; ++i) {
            _walkData[i].posNum = 2;
      }
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
      buildWalkPath(112, 105, 102, 125);
      _roomObjectAreasTable[_screenLayer2[20207]].area = 0;
      _roomObjectAreasTable[_screenLayer2[33712]].area = 0;
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_31_HELPER_5() {
      _walkDataCurrentIndex = 0;
      _walkCurrentFrame = 1;
      _walkCurrentPos = 3;
      for (int i = 0; i <= 9; ++i) {
            WalkData *wd = &_walkData[0];
            if (i == 9) {
                  _walkCurrentFrame = 0;
            }
            wd->setPos(166, 113, 3, _walkCurrentFrame);
            WalkData::setNextFrame(3, _walkCurrentFrame);
            wd->clipSkipX = 1;
            wd->clipWidth = 30;
            wd->scaleWidth = i * 3 + 23;
            wd->xPosChanged = 1;
            wd->dxPos = 0;
            wd->yPosChanged = 1;
            wd->dyPos = 3;
            wd->scaleHeight = 50;
            moveIgor(wd->posNum, wd->frameNum);
            waitForTimer(15);
      }
      _walkDataLastIndex = 1;
      _walkDataCurrentIndex = 1;
      _roomObjectAreasTable[_screenLayer2[36326]].area = 2;
      --_walkDataLastIndex;
      buildWalkPath(166, 113, 140, 123);
      _roomObjectAreasTable[_screenLayer2[36326]].area = 0;
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_31_HELPER_6() {
      _walkData[0].setPos(319, 138, 4, 0);
      _walkData[0].setDefaultScale();
      _walkData[0].clipWidth = 15;
      _walkDataLastIndex = 0;
      buildWalkPath(319, 138, 289, 138);
      _walkData[_walkDataLastIndex].frameNum = 0;
      _walkDataCurrentIndex = 1;
      _gameState.igorMoving = true;
      waitForIgorMove();
}

void IgorEngine::PART_31_HELPER_9() {
      const int offset = 20256;
      for (int i = 0; i <= 52; ++i) {
            memcpy(_screenLayer1 + i * 320 + offset, _animFramesBuffer + i * 26 + 0x562, 26);
      }
}

void IgorEngine::PART_31() {
      _gameState.enableLight = 2;
      loadRoomData(PAL_CollegeStairsSecondFloor, IMG_CollegeStairsSecondFloor, BOX_CollegeStairsSecondFloor, MSK_CollegeStairsSecondFloor, TXT_CollegeStairsSecondFloor);
      static const int anm[] = { FRM_CollegeStairsSecondFloor1, FRM_CollegeStairsSecondFloor2, FRM_CollegeStairsSecondFloor3, 0 };
      loadAnimData(anm);
      loadActionData(DAT_CollegeStairsSecondFloor);
      _roomDataOffsets = PART_31_ROOM_DATA_OFFSETS;
      setRoomWalkBounds(0, 0, 319, 143);
      SET_EXEC_ACTION_FUNC(1, &IgorEngine::PART_31_EXEC_ACTION);
      _updateRoomBackground = &IgorEngine::PART_31_UPDATE_ROOM_BACKGROUND;
      PART_31_HELPER_1(255);
      memcpy(_screenVGA, _screenLayer1, 46080);
      _currentAction.verb = kVerbWalk;
      _gameState.unk10 = 4;
      PART_31_HELPER_2(_gameState.unk10);
      fadeInPalette(768);
      if (_currentPart == 310) {
            PART_31_HELPER_3();
      } else if (_currentPart == 311) {
            PART_31_HELPER_4();
      } else if (_currentPart == 312) {
            PART_31_HELPER_5();
      } else if (_currentPart == 313) {
            PART_31_HELPER_6();
      }
      enterPartLoop();
      while (_currentPart >= 310 && _currentPart <= 313) {
            runPartLoop();
      }
      leavePartLoop();
      fadeOutPalette(624);
}

} // namespace Igor

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