scummvm/engines/igor/parts/part_31.cpp
Gregory Montoir 798ce43e19 - enabled speech sounds
- 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
2007-11-25 23:27:51 +00:00

439 lines
11 KiB
C++

/* 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_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