/* 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. * * $URL$ * $Id$ * */ #include "igor/igor.h" namespace Igor { static int VAR_CURRENT_TALKING_ACTOR; void IgorEngine::PART_16_EXEC_ACTION(int action) { debugC(9, kDebugGame, "PART_16_EXEC_ACTION %d", action); switch (action) { case 101: PART_16_ACTION_101(); break; case 102: ADD_DIALOGUE_TEXT(208, 2); SET_DIALOGUE_TEXT(1, 1); startIgorDialogue(); break; case 103: _currentPart = 261; break; default: error("PART_16_EXEC_ACTION unhandled action %d", action); break; } } void IgorEngine::PART_16_ACTION_101() { if (_objectsState[52] == 1) { ADD_DIALOGUE_TEXT(207, 1); SET_DIALOGUE_TEXT(1, 1); startIgorDialogue(); return; } ADD_DIALOGUE_TEXT(201, 1); ADD_DIALOGUE_TEXT(202, 2); SET_DIALOGUE_TEXT(1, 2); startIgorDialogue(); waitForEndOfIgorDialogue(); for (int i = 1; i <= 2; ++i) { int offset = 20332; for (int j = 0; j <= 48; ++j) { const uint8 *src = _animFramesBuffer + j * 23 + (i - 1) * 1127; memcpy(_screenVGA + j * 320 + offset, src, 23); } waitForTimer(120); } addObjectToInventory(20, 55); _objectsState[52] = 1; if (_game.version == kIdEngDemo110) { ++_demoActionsCounter; } ADD_DIALOGUE_TEXT(204, 3); SET_DIALOGUE_TEXT(1, 1); startIgorDialogue(); } void IgorEngine::PART_16_UPDATE_DIALOGUE_MARGARET_HARRISON(int action) { switch (action) { case kUpdateDialogueAnimEndOfSentence: PART_16_HELPER_6((VAR_CURRENT_TALKING_ACTOR == 0) ? 34 : 48); break; case kUpdateDialogueAnimMiddleOfSentence: PART_16_HELPER_6((VAR_CURRENT_TALKING_ACTOR == 0) ? getRandomNumber(5) + 30 : getRandomNumber(5) + 44); break; } } void IgorEngine::PART_16_UPDATE_DIALOGUE_MARGARET(int action) { switch (action) { case kUpdateDialogueAnimEndOfSentence: PART_16_HELPER_6(49); break; case kUpdateDialogueAnimMiddleOfSentence: PART_16_HELPER_6(getRandomNumber(4) + 49); break; } } void IgorEngine::PART_16_HELPER_1(int num) { } void IgorEngine::PART_16_HELPER_2() { WalkData *wd = &_walkData[0]; wd->setPos(0, 135, 2, 0); wd->clipSkipX = 1; wd->clipWidth = 30; wd->scaleWidth = 50; wd->xPosChanged = 1; wd->dxPos = 0; wd->yPosChanged = 1; wd->dyPos = 0; wd->scaleHeight = 50; _walkDataLastIndex = 0; buildWalkPath(0, 135, 90, 135); _walkData[_walkDataLastIndex].frameNum = 0; _walkDataCurrentIndex = 1; _gameState.igorMoving = true; waitForIgorMove(); } void IgorEngine::PART_16_HELPER_3() { memset(_screenVGA + 46080, 0, 17920); ADD_DIALOGUE_TEXT(210, 1); ADD_DIALOGUE_TEXT(211, 1); ADD_DIALOGUE_TEXT(212, 1); ADD_DIALOGUE_TEXT(213, 2); SET_DIALOGUE_TEXT(1, 4); startIgorDialogue(); waitForEndOfIgorDialogue(); --_walkDataLastIndex; buildWalkPath(90, 135, 200, 143); _walkDataCurrentIndex = 1; _gameState.igorMoving = true; waitForIgorMove(); _walkDataCurrentIndex = 0; for (int i = 15; i >= 0; --i) { if (i == 15) { _walkCurrentFrame = 0; } _walkData[0].setPos(200, 143, 3, _walkCurrentFrame); WalkData::setNextFrame(3, _walkCurrentFrame); _walkData[0].clipSkipX = 1; _walkData[0].clipWidth = 30; _walkData[0].scaleWidth = i * 3 + 5; _walkData[0].xPosChanged = 1; _walkData[0].dxPos = 0; _walkData[0].yPosChanged = 1; _walkData[0].dyPos = 3; _walkData[0].scaleHeight = 50; moveIgor(_walkData[0].posNum, _walkData[0].frameNum); waitForTimer(15); } fadeOutPalette(768); _currentPart = 331; PART_33(); memset(_currentPalette, 0, 768); setPaletteRange(208, 255); do { PART_MARGARET_ROOM_CUTSCENE(); } while (_objectsState[110] != 9); setupDefaultPalette(); SET_PAL_240_48_1(); SET_PAL_208_96_1(); loadResourceData__ROOM_Laboratory(); loadResourceData__ANIM_Laboratory(); memcpy(_screenVGA, _screenLayer1, 46080); PART_16_HELPER_1(255); fadeInPalette(768); waitForTimer(255); for (int i = 1; i <= 29; ++i) { decodeAnimFrame(_animFramesBuffer + 0x8CE + READ_LE_UINT16(_animFramesBuffer + 0x6F36 + i * 2) - 1, _screenVGA, true); waitForTimer(25); } ADD_DIALOGUE_TEXT(215, 1); ADD_DIALOGUE_TEXT(216, 1); ADD_DIALOGUE_TEXT(217, 1); SET_DIALOGUE_TEXT(1, 3); startCutsceneDialogue(175, 78, 0, 58, 40); VAR_CURRENT_TALKING_ACTOR = 0; _updateDialogue = &IgorEngine::PART_16_UPDATE_DIALOGUE_MARGARET_HARRISON; waitForEndOfCutsceneDialogue(175, 78, 0, 58, 40); _updateDialogue = 0; for (int i = 35; i <= 41; ++i) { decodeAnimFrame(_animFramesBuffer + 0x8CE + READ_LE_UINT16(_animFramesBuffer + 0x6F36 + i * 2) - 1, _screenVGA, true); waitForTimer(35); } ADD_DIALOGUE_TEXT(218, 2); SET_DIALOGUE_TEXT(1, 1); startCutsceneDialogue(88, 69, 63, 32, 0); _updateDialogue = &IgorEngine::PART_16_UPDATE_DIALOGUE_MARGARET; waitForEndOfCutsceneDialogue(88, 69, 63, 32, 0); _updateDialogue = 0; for (int i = 42; i <= 43; ++i) { decodeAnimFrame(_animFramesBuffer + 0x8CE + READ_LE_UINT16(_animFramesBuffer + 0x6F36 + i * 2) - 1, _screenVGA, true); waitForTimer(35); } ADD_DIALOGUE_TEXT(220, 1); ADD_DIALOGUE_TEXT(221, 1); SET_DIALOGUE_TEXT(1, 2); startCutsceneDialogue(175, 78, 0, 58, 40); VAR_CURRENT_TALKING_ACTOR = 1; _updateDialogue = &IgorEngine::PART_16_UPDATE_DIALOGUE_MARGARET_HARRISON; waitForEndOfCutsceneDialogue(175, 78, 0, 58, 40); _updateDialogue = 0; ADD_DIALOGUE_TEXT(222, 2); SET_DIALOGUE_TEXT(1, 1); startCutsceneDialogue(88, 69, 63, 32, 0); _updateDialogue = &IgorEngine::PART_16_UPDATE_DIALOGUE_MARGARET; waitForEndOfCutsceneDialogue(88, 69, 63, 32, 0); _updateDialogue = 0; playSound(26, 1); for (int i = 53; i <= 61; ++i) { decodeAnimFrame(_animFramesBuffer + 0x8CE + READ_LE_UINT16(_animFramesBuffer + 0x6F36 + i * 2) - 1, _screenVGA, true); waitForTimer(35); } playSound(25, 1); for (int i = 1; i <= 20; ++i) { int frame = getRandomNumber(4) + 61; decodeAnimFrame(_animFramesBuffer + 0x8CE + READ_LE_UINT16(_animFramesBuffer + 0x6F36 + frame * 2) - 1, _screenVGA, true); waitForTimer(15); } playSound(27, 1); PART_16_HELPER_5(); for (int i = 1; i <= 3; ++i) { waitForTimer(255); } PART_16_HELPER_1(255); addObjectToInventory(19, 54); _objectsState[53] = 1; _objectsState[65] = 3; playMusic(3); _currentPart = 261; } void IgorEngine::PART_16_HELPER_5() { memset(&_currentPalette[3], 63, 621); setPaletteRange(1, 207); loadData(IMG_PhotoHarrisonMargaret, _screenVGA); loadData(PAL_PhotoHarrisonMargaret, _paletteBuffer); for (int m = 1; m <= 63; ++m) { for (int i = 3; i <= 207 * 3; ++i) { if (_paletteBuffer[i] <= m && _paletteBuffer[i] >= _currentPalette[i]) { --_currentPalette[i]; } } setPaletteRange(1, 207); waitForTimer(); } } void IgorEngine::PART_16_HELPER_6(int frame) { const uint8 *src = _animFramesBuffer + 0x8CE + READ_LE_UINT16(_animFramesBuffer + 0x6F36 + frame * 2) - 1; decodeAnimFrame(src, _screenVGA, true); } void IgorEngine::PART_16() { _gameState.enableLight = 1; loadResourceData__ROOM_Laboratory(); loadResourceData__ANIM_Laboratory(); loadActionData(DAT_Laboratory); _roomDataOffsets = PART_16_ROOM_DATA_OFFSETS; setRoomWalkBounds(0, 0, 248, 143); SET_EXEC_ACTION_FUNC(1, &IgorEngine::PART_16_EXEC_ACTION); PART_16_HELPER_1(255); memcpy(_screenVGA, _screenLayer1, 46080); _currentAction.verb = kVerbWalk; fadeInPalette(768); PART_16_HELPER_2(); if (_objectsState[65] == 2 && _inventoryInfo[71] != 0 && _objectsState[76] == 1) { PART_16_HELPER_3(); } enterPartLoop(); while (_currentPart == 160) { runPartLoop(); } leavePartLoop(); fadeOutPalette(624); } void IgorEngine::loadResourceData__ROOM_Laboratory() { loadRoomData(PAL_Laboratory, IMG_Laboratory, BOX_Laboratory, MSK_Laboratory, TXT_Laboratory); } void IgorEngine::loadResourceData__ANIM_Laboratory() { static const int anm[] = { FRM_Laboratory1, FRM_Laboratory2, FRM_Laboratory3, 0 }; loadAnimData(anm); } } // namespace Igor