mirror of
https://github.com/libretro/scummvm.git
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798ce43e19
- added end of demo check for demo 1.10 - simplified parts loop - populated strings table in IGOR.TBL - updated and packed charset data svn-id: r29641
311 lines
8.8 KiB
C++
311 lines
8.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "igor/igor.h"
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namespace Igor {
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void IgorEngine::PART_30_EXEC_ACTION(int action) {
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switch (action) {
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case 101:
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_currentPart = 231;
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break;
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case 102:
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PART_30_ACTION_102();
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break;
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case 103:
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ADD_DIALOGUE_TEXT(203, 1);
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SET_DIALOGUE_TEXT(1, 1);
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startIgorDialogue();
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break;
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case 104:
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PART_30_ACTION_104();
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break;
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case 105:
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ADD_DIALOGUE_TEXT(202, 1);
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SET_DIALOGUE_TEXT(1, 1);
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startIgorDialogue();
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break;
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case 106:
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_currentPart = 210;
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break;
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default:
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error("PART_30_EXEC_ACTION unhandled action %d", action);
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break;
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}
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}
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void IgorEngine::PART_30_ACTION_102() {
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_roomObjectAreasTable[_screenLayer2[24108]].area = 2;
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--_walkDataLastIndex;
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buildWalkPath(99, 119, 108, 75);
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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_roomObjectAreasTable[_screenLayer2[24170]].area = 0;
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--_walkDataLastIndex;
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buildWalkPath(108, 75, 170, 75);
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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_currentPart = 312;
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}
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void IgorEngine::PART_30_ACTION_104() {
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--_walkDataLastIndex;
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_roomObjectAreasTable[_screenLayer2[36318]].area = 2;
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buildWalkPath(158, 119, 158, 113);
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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_walkDataCurrentIndex = 0;
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for (int i = 9; i >= 0; --i) {
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if (i == 9) {
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_walkCurrentFrame = 0;
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}
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_walkData[0].setPos(158, 113, 1, _walkCurrentFrame);
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WalkData::setNextFrame(1, _walkCurrentFrame);
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_walkData[0].setDefaultScale();
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_walkData[0].clipSkipX = 1;
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_walkData[0].clipWidth = 30;
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_walkData[0].dyPos = 3;
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_walkData[0].scaleWidth = i * 3 + 23;
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moveIgor(_walkData[0].posNum, _walkData[0].frameNum);
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waitForTimer(15);
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}
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_currentPart = (_objectsState[111] == 0) ? 171 : 771;
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}
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void IgorEngine::PART_30_UPDATE_DIALOGUE_LAURA(int action) {
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switch (action) {
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case kUpdateDialogueAnimEndOfSentence:
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PART_30_HELPER_9(42);
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break;
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case kUpdateDialogueAnimMiddleOfSentence:
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PART_30_HELPER_9(getRandomNumber(9) + 42);
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break;
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case kUpdateDialogueAnimStanding:
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PART_30_HELPER_9(33);
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break;
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}
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}
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void IgorEngine::PART_30_HANDLE_DIALOGUE_LAURA() {
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loadDialogueData(DLG_CollegeStairsFirstFloor);
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_updateDialogue = &IgorEngine::PART_30_UPDATE_DIALOGUE_LAURA;
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handleDialogue(201, 85, 63, 0, 38);
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_updateDialogue = 0;
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}
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void IgorEngine::PART_30_HELPER_1(int num) {
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}
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void IgorEngine::PART_30_HELPER_2() {
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_walkData[0].setPos(0, 138, 2, 0);
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_walkData[0].setDefaultScale();
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_walkData[0].clipWidth = 15;
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_walkDataLastIndex = 0;
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_walkDataCurrentIndex = 1;
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buildWalkPath(0, 138, 30, 138);
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_walkData[_walkDataLastIndex].frameNum = 0;
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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}
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void IgorEngine::PART_30_HELPER_3() {
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_roomObjectAreasTable[_screenLayer2[24170]].area = 2;
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_walkData[0].setPos(170, 75, 4, 0);
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_walkData[0].setDefaultScale();
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_walkDataLastIndex = 0;
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_roomObjectAreasTable[_screenLayer2[24108]].area = 2;
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buildWalkPath(170, 75, 108, 75);
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_roomObjectAreasTable[_screenLayer2[24170]].area = 0;
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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--_walkDataLastIndex;
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buildWalkPath(108, 75, 99, 119);
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_roomObjectAreasTable[_screenLayer2[24108]].area = 0;
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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--_walkDataLastIndex;
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buildWalkPath(99, 119, 128, 123);
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_walkData[_walkDataLastIndex].frameNum = 0;
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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}
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void IgorEngine::PART_30_HELPER_4() {
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_walkDataCurrentIndex = 0;
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_walkCurrentFrame = 1;
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_walkCurrentPos = 3;
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for (int i = 0; i <= 9; ++i) {
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if (i == 9) {
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_walkCurrentFrame = 0;
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}
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_walkData[0].setPos(158, 113, 3, _walkCurrentFrame);
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WalkData::setNextFrame(3, _walkCurrentFrame);
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_walkData[0].setDefaultScale();
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_walkData[0].scaleWidth = i * 3 + 23;
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moveIgor(_walkData[0].posNum, _walkData[0].frameNum);
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waitForTimer(15);
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}
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_walkDataLastIndex = 1;
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_walkDataCurrentIndex = 1;
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_roomObjectAreasTable[_screenLayer2[36318]].area = 2;
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--_walkDataLastIndex;
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buildWalkPath(158, 113, 128, 123);
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_roomObjectAreasTable[_screenLayer2[36318]].area = 0;
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_walkData[_walkDataLastIndex].frameNum = 0;
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_walkDataCurrentIndex = 1;
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_gameState.igorMoving = true;
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waitForIgorMove();
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}
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void IgorEngine::PART_30_HELPER_5() {
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_walkData[0].setPos(319, 138, 4, 0);
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_walkData[0].setDefaultScale();
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_walkData[0].clipWidth = 15;
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_walkDataLastIndex = 0;
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_walkDataCurrentIndex = 1;
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buildWalkPath(319, 138, 289, 138);
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_walkData[_walkDataLastIndex].frameNum = 0;
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_gameState.igorMoving = true;
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waitForIgorMove();
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}
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void IgorEngine::PART_30_HELPER_8() {
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playMusic(3);
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memset(_screenVGA + 46080, 0, 17920);
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fadeInPalette(768);
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for (int i = 1; i <= 40; ++i) {
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const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + i * 2) - 1;
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decodeAnimFrame(src, _screenVGA, true);
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if (i < 34) {
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waitForTimer(25);
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} else {
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waitForTimer(15);
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}
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}
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_walkData[0].setPos(172, 134, 2, 0);
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_walkData[0].setDefaultScale();
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_walkDataLastIndex = 1;
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_walkDataCurrentIndex = 1;
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_updateDialogue = &IgorEngine::PART_30_UPDATE_DIALOGUE_LAURA;
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ADD_DIALOGUE_TEXT(203, 1);
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ADD_DIALOGUE_TEXT(204, 1);
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ADD_DIALOGUE_TEXT(205, 1);
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SET_DIALOGUE_TEXT(1, 3);
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startIgorDialogue();
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waitForEndOfIgorDialogue();
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ADD_DIALOGUE_TEXT(206, 1);
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SET_DIALOGUE_TEXT(1, 1);
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startCutsceneDialogue(201, 85, 63, 0, 38);
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waitForEndOfCutsceneDialogue(201, 85, 63, 0, 38);
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decodeAnimFrame(_animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBEE6) - 1, _screenVGA, true);
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for (int i = 1; i <= 41; ++i) {
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const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + i * 2) - 1;
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decodeAnimFrame(src, _screenVGA, true);
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}
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PART_30_HANDLE_DIALOGUE_LAURA();
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ADD_DIALOGUE_TEXT(207, 1);
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SET_DIALOGUE_TEXT(1, 1);
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startIgorDialogue();
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waitForEndOfIgorDialogue();
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ADD_DIALOGUE_TEXT(208, 1);
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ADD_DIALOGUE_TEXT(209, 1);
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SET_DIALOGUE_TEXT(1, 2);
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startCutsceneDialogue(201, 85, 63, 0, 38);
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waitForEndOfCutsceneDialogue(201, 85, 63, 0, 38);
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_updateDialogue = 0;
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for (int i = 51; i <= 70; ++i) {
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const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + i * 2) - 1;
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decodeAnimFrame(src, _screenVGA, true);
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if (i < 68) {
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waitForTimer(25);
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}
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}
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_walkData[0].setPos(164, 135, 3, 0);
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_walkData[0].setDefaultScale();
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_walkDataLastIndex = 1;
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ADD_DIALOGUE_TEXT(210, 1);
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SET_DIALOGUE_TEXT(1, 1);
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startIgorDialogue();
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memset(_screenVGA + 46080, 0, 17920);
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drawVerbsPanel();
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drawInventory(_inventoryInfo[72], 0);
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_currentAction.verb = kVerbWalk;
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_objectsState[73] = 1;
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PART_30_HELPER_1(255);
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}
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void IgorEngine::PART_30_HELPER_9(int frame) {
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const uint8 *src = _animFramesBuffer + READ_LE_UINT16(_animFramesBuffer + 0xBE94 + frame * 2) - 1;
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decodeAnimFrame(src, _screenVGA, true);
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}
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void IgorEngine::PART_30() {
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_gameState.enableLight = 2;
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loadRoomData(PAL_CollegeStairsFirstFloor, IMG_CollegeStairsFirstFloor, BOX_CollegeStairsFirstFloor, MSK_CollegeStairsFirstFloor, TXT_CollegeStairsFirstFloor);
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static const int anm[] = { FRM_CollegeStairsFirstFloor1, FRM_CollegeStairsFirstFloor2, 0 };
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loadAnimData(anm);
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loadActionData(DAT_CollegeStairsFirstFloor);
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_roomDataOffsets = PART_30_ROOM_DATA_OFFSETS;
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setRoomWalkBounds(0, 0, 319, 143);
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SET_EXEC_ACTION_FUNC(1, &IgorEngine::PART_30_EXEC_ACTION);
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PART_30_HELPER_1(255);
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memcpy(_screenVGA, _screenLayer1, 46080);
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_currentAction.verb = kVerbWalk;
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if (_objectsState[73] == 0) {
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PART_30_HELPER_8();
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} else {
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if (_currentPart != 302) {
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fadeInPalette(768);
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}
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if (_currentPart == 300) {
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PART_30_HELPER_2();
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} else if (_currentPart == 301) {
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PART_30_HELPER_3();
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} else if (_currentPart == 302) {
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playMusic(3);
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fadeInPalette(768);
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PART_30_HELPER_4();
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} else if (_currentPart == 303) {
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PART_30_HELPER_5();
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}
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}
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enterPartLoop();
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while (_currentPart >= 300 && _currentPart <= 303) {
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runPartLoop();
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}
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leavePartLoop();
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fadeOutPalette(624);
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}
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} // namespace Igor
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