/* 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 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