/* 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 { 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