1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "drascula/drascula.h"
24 
25 namespace Drascula {
26 
placeIgor()27 void DrasculaEngine::placeIgor() {
28 	int igY = 0;
29 
30 	if (currentChapter == 4) {
31 		igY = 138;
32 	} else {
33 		if (trackIgor == 3)
34 			igY = 138;
35 		else if (trackIgor == 1)
36 			igY = 76;
37 	}
38 
39 	copyRect(1, igY, igorX, igorY, 54, 61, frontSurface, screenSurface);
40 }
41 
placeDrascula()42 void DrasculaEngine::placeDrascula() {
43 	int drX = 0;
44 
45 	if (trackDrascula == 1)
46 		drX = 47;
47 	else if (trackDrascula == 0)
48 		drX = 1;
49 	else if (trackDrascula == 3 && currentChapter == 1)
50 		drX = 93;
51 
52 	if (currentChapter == 6)
53 		copyRect(drX, 122, drasculaX, drasculaY, 45, 77, drawSurface2, screenSurface);
54 	else
55 		copyRect(drX, 122, drasculaX, drasculaY, 45, 77, backSurface, screenSurface);
56 }
57 
hiccup(int counter)58 void DrasculaEngine::hiccup(int counter) {
59 	int y = 0, trackCharacter = 0;
60 	if (currentChapter == 3)
61 		y = -1;
62 
63 	do {
64 		counter--;
65 
66 		updateEvents();
67 		updateRoom();
68 		if (currentChapter == 3)
69 			updateScreen(0, 0, 0, y, 320, 200, screenSurface);
70 		else
71 			updateScreen(0, 1, 0, y, 320, 198, screenSurface);
72 
73 		if (trackCharacter == 0)
74 			y++;
75 		else
76 			y--;
77 
78 		if (currentChapter == 3) {
79 			if (y == 1)
80 				trackCharacter = 1;
81 			if (y == -1)
82 				trackCharacter = 0;
83 		} else {
84 			if (y == 2)
85 				trackCharacter = 1;
86 			if (y == 0)
87 				trackCharacter = 0;
88 		}
89 		pause(3);
90 	} while (counter > 0);
91 
92 	updateRoom();
93 	updateScreen();
94 }
95 
startWalking()96 void DrasculaEngine::startWalking() {
97 	_characterMoved = true;
98 
99 	stepX = STEP_X;
100 	stepY = STEP_Y;
101 
102 	if (currentChapter == 2) {
103 		if ((roomX < curX) && (roomY <= (curY + curHeight)))
104 			quadrant_1();
105 		else if ((roomX < curX) && (roomY > (curY + curHeight)))
106 			quadrant_3();
107 		else if ((roomX > curX + curWidth) && (roomY <= (curY + curHeight)))
108 			quadrant_2();
109 		else if ((roomX > curX + curWidth) && (roomY > (curY + curHeight)))
110 			quadrant_4();
111 		else if (roomY < curY + curHeight)
112 			walkUp();
113 		else if (roomY > curY + curHeight)
114 			walkDown();
115 		else
116 			_characterMoved = false;
117 	} else {
118 		if ((roomX < curX + curWidth / 2 ) && (roomY <= (curY + curHeight)))
119 			quadrant_1();
120 		else if ((roomX < curX + curWidth / 2) && (roomY > (curY + curHeight)))
121 			quadrant_3();
122 		else if ((roomX > curX + curWidth / 2) && (roomY <= (curY + curHeight)))
123 			quadrant_2();
124 		else if ((roomX > curX + curWidth / 2) && (roomY > (curY + curHeight)))
125 			quadrant_4();
126 		else
127 			_characterMoved = false;
128 	}
129 	_startTime = getTime();
130 }
131 
moveCharacters()132 void DrasculaEngine::moveCharacters() {
133 	int curPos[6];
134 	int r;
135 
136 	if (_characterMoved && stepX == STEP_X) {
137 		for (r = 0; r < stepX; r++) {
138 			if (currentChapter != 2) {
139 				if (trackProtagonist == 0 && roomX - r == curX + curWidth / 2) {
140 					_characterMoved = false;
141 					stepX = STEP_X;
142 					stepY = STEP_Y;
143 				}
144 				if (trackProtagonist == 1 && roomX + r == curX + curWidth / 2) {
145 					_characterMoved = false;
146 					stepX = STEP_X;
147 					stepY = STEP_Y;
148 					curX = roomX - curWidth / 2;
149 					curY = roomY - curHeight;
150 				}
151 			} else if (currentChapter == 2) {
152 				if (trackProtagonist == 0 && roomX - r == curX) {
153 					_characterMoved = false;
154 					stepX = STEP_X;
155 					stepY = STEP_Y;
156 				}
157 				if (trackProtagonist == 1 && roomX + r == curX + curWidth) {
158 					_characterMoved = false;
159 					stepX = STEP_X;
160 					stepY = STEP_Y;
161 					curX = roomX - curWidth + 4;
162 					curY = roomY - curHeight;
163 				}
164 			}
165 		}
166 	}
167 	if (_characterMoved && stepY == STEP_Y) {
168 		for (r = 0; r < stepY; r++) {
169 			if (trackProtagonist == 2 && roomY - r == curY + curHeight) {
170 				_characterMoved = false;
171 				stepX = STEP_X;
172 				stepY = STEP_Y;
173 			}
174 			if (trackProtagonist == 3 && roomY + r == curY + curHeight) {
175 				_characterMoved = false;
176 				stepX = STEP_X;
177 				stepY = STEP_Y;
178 			}
179 		}
180 	}
181 
182 	if (currentChapter != 2 && currentChapter != 3) {
183 		if (!_characterVisible) {
184 			increaseFrameNum();
185 			return;
186 		}
187 	}
188 
189 	if (!_characterMoved) {
190 		curPos[0] = 0;
191 		curPos[1] = DIF_MASK_HARE;
192 		curPos[2] = curX;
193 		curPos[3] = curY;
194 		if (currentChapter == 2) {
195 			curPos[4] = curWidth;
196 			curPos[5] = curHeight;
197 		} else {
198 			curPos[4] = CHARACTER_WIDTH;
199 			curPos[5] = CHARACTER_HEIGHT;
200 		}
201 
202 		if (trackProtagonist == 0) {
203 			curPos[1] = 0;
204 			if (currentChapter == 2)
205 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
206 						 extraSurface, screenSurface);
207 			else
208 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
209 									factor_red[curY + curHeight], extraSurface, screenSurface);
210 		} else if (trackProtagonist == 1) {
211 			if (currentChapter == 2)
212 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
213 						 extraSurface, screenSurface);
214 			else
215 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
216 									factor_red[curY + curHeight], extraSurface, screenSurface);
217 		} else if (trackProtagonist == 2) {
218 			if (currentChapter == 2)
219 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
220 						 backSurface, screenSurface);
221 			else
222 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
223 									factor_red[curY + curHeight], backSurface, screenSurface);
224 		} else {
225 			if (currentChapter == 2)
226 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
227 						 frontSurface, screenSurface);
228 			else
229 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
230 									factor_red[curY + curHeight], frontSurface, screenSurface);
231 		}
232 	} else if (_characterMoved) {
233 		curPos[0] = _frameX[_characterFrame];
234 		curPos[1] = frame_y + DIF_MASK_HARE;
235 		curPos[2] = curX;
236 		curPos[3] = curY;
237 		if (currentChapter == 2) {
238 			curPos[4] = curWidth;
239 			curPos[5] = curHeight;
240 		} else {
241 			curPos[4] = CHARACTER_WIDTH;
242 			curPos[5] = CHARACTER_HEIGHT;
243 		}
244 		if (trackProtagonist == 0) {
245 			curPos[1] = 0;
246 			if (currentChapter == 2)
247 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
248 						 extraSurface, screenSurface);
249 			else
250 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
251 									factor_red[curY + curHeight], extraSurface, screenSurface);
252 		} else if (trackProtagonist == 1) {
253 			if (currentChapter == 2)
254 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
255 						 extraSurface, screenSurface);
256 			else
257 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
258 									factor_red[curY + curHeight], extraSurface, screenSurface);
259 		} else if (trackProtagonist == 2) {
260 			if (currentChapter == 2)
261 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
262 						 backSurface, screenSurface);
263 			else
264 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
265 									factor_red[curY + curHeight], backSurface, screenSurface);
266 		} else {
267 			if (currentChapter == 2)
268 				copyRect(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
269 						 frontSurface, screenSurface);
270 			else
271 				reduce_hare_chico(curPos[0], curPos[1], curPos[2], curPos[3], curPos[4], curPos[5],
272 									factor_red[curY + curHeight], frontSurface, screenSurface);
273 		}
274 		increaseFrameNum();
275 	}
276 }
277 
quadrant_1()278 void DrasculaEngine::quadrant_1() {
279 	float distanceX, distanceY;
280 
281 	if (currentChapter == 2)
282 		distanceX = curX - roomX;
283 	else
284 		distanceX = curX + curWidth / 2 - roomX;
285 
286 	distanceY = (curY + curHeight) - roomY;
287 
288 	if (distanceX < distanceY) {
289 		curDirection = kDirectionUp;
290 		trackProtagonist = 2;
291 		stepX = (int)(distanceX / (distanceY / STEP_Y));
292 	} else {
293 		curDirection = kDirectionUp;
294 		trackProtagonist = 0;
295 		stepY = (int)(distanceY / (distanceX / STEP_X));
296 	}
297 }
298 
quadrant_2()299 void DrasculaEngine::quadrant_2() {
300 	float distanceX, distanceY;
301 
302 	if (currentChapter == 2)
303 		distanceX = ABS(curX + curWidth - roomX);
304 	else
305 		distanceX = ABS(curX + curWidth / 2 - roomX);
306 
307 	distanceY = (curY + curHeight) - roomY;
308 
309 	if (distanceX < distanceY) {
310 		curDirection = kDirectionRight;
311 		trackProtagonist = 2;
312 		stepX = (int)(distanceX / (distanceY / STEP_Y));
313 	} else {
314 		curDirection = kDirectionRight;
315 		trackProtagonist = 1;
316 		stepY = (int)(distanceY / (distanceX / STEP_X));
317 	}
318 }
319 
quadrant_3()320 void DrasculaEngine::quadrant_3() {
321 	float distanceX, distanceY;
322 
323 	if (currentChapter == 2)
324 		distanceX = curX - roomX;
325 	else
326 		distanceX = curX + curWidth / 2 - roomX;
327 
328 	distanceY = roomY - (curY + curHeight);
329 
330 	if (distanceX < distanceY) {
331 		curDirection = kDirectionLeft;
332 		trackProtagonist = 3;
333 		stepX = (int)(distanceX / (distanceY / STEP_Y));
334 	} else {
335 		curDirection = kDirectionLeft;
336 		trackProtagonist = 0;
337 		stepY = (int)(distanceY / (distanceX / STEP_X));
338 	}
339 }
340 
quadrant_4()341 void DrasculaEngine::quadrant_4() {
342 	float distanceX, distanceY;
343 
344 	if (currentChapter == 2)
345 		distanceX = ABS(curX + curWidth - roomX);
346 	else
347 		distanceX = ABS(curX + curWidth / 2 - roomX);
348 
349 	distanceY = roomY - (curY + curHeight);
350 
351 	if (distanceX < distanceY) {
352 		curDirection = kDirectionDown;
353 		trackProtagonist = 3;
354 		stepX = (int)(distanceX / (distanceY / STEP_Y));
355 	} else {
356 		curDirection = kDirectionDown;
357 		trackProtagonist = 1;
358 		stepY = (int)(distanceY / (distanceX / STEP_X));
359 	}
360 }
361 
increaseFrameNum()362 void DrasculaEngine::increaseFrameNum() {
363 	if (getTime() - _startTime >= 6) {
364 		_startTime = getTime();
365 		_characterFrame++;
366 		if (_characterFrame == 6)
367 			_characterFrame = 0;
368 
369 		if (curDirection == kDirectionUp) {
370 			curX -= stepX;
371 			curY -= stepY;
372 		} else if (curDirection == kDirectionRight) {
373 			curX += stepX;
374 			curY -= stepY;
375 		} else if (curDirection == kDirectionDown) {
376 			curX += stepX;
377 			curY += stepY;
378 		} else if (curDirection == kDirectionLeft) {
379 			curX -= stepX;
380 			curY += stepY;
381 		}
382 	}
383 
384 	if (currentChapter != 2) {
385 		curY += (int)(curHeight - newHeight);
386 		curX += (int)(curWidth - newWidth);
387 		curHeight = (int)newHeight;
388 		curWidth = (int)newWidth;
389 	}
390 
391 	// Fix bug #5903 DRASCULA-IT: Crash/graphic glitch at castle towers
392 	// Chapter 5 Room 45 is the castle tower part
393 	// Fixing the character's coordinate(0,0) in the tower section to prevent out of window coordinates and crash
394 	if ((currentChapter == 5) && (_roomNumber == 45)) {
395 		curY = 0;
396 		curX = 0;
397 		curHeight = 0;
398 		curWidth = 0;
399 	}
400 }
401 
walkDown()402 void DrasculaEngine::walkDown() {
403 	curDirection = kDirectionDown;
404 	trackProtagonist = 3;
405 	stepX = 0;
406 }
407 
walkUp()408 void DrasculaEngine::walkUp() {
409 	curDirection = kDirectionUp;
410 	trackProtagonist = 2;
411 	stepX = 0;
412 }
413 
moveVonBraun()414 void DrasculaEngine::moveVonBraun() {
415 	int pos_vb[6];
416 
417 	if (vonBraunHasMoved == 0) {
418 		pos_vb[0] = 256;
419 		pos_vb[1] = 129;
420 		pos_vb[2] = vonBraunX;
421 		pos_vb[3] = 66;
422 		pos_vb[4] = 33;
423 		pos_vb[5] = 69;
424 		if (trackVonBraun == 0)
425 			pos_vb[0] = 222;
426 		else if (trackVonBraun == 1)
427 			pos_vb[0] = 188;
428 	} else {
429 		pos_vb[0] = actorFrames[kFrameVonBraun];
430 		pos_vb[1] = (trackVonBraun == 0) ? 62 : 131;
431 		pos_vb[2] = vonBraunX;
432 		pos_vb[3] = 66;
433 		pos_vb[4] = 28;
434 		pos_vb[5] = 68;
435 
436 		actorFrames[kFrameVonBraun] += 29;
437 		if (actorFrames[kFrameVonBraun] > 146)
438 			actorFrames[kFrameVonBraun] = 1;
439 	}
440 
441 	copyRect(pos_vb[0], pos_vb[1], pos_vb[2], pos_vb[3], pos_vb[4], pos_vb[5],
442 			 frontSurface, screenSurface);
443 }
444 
placeVonBraun(int pointX)445 void DrasculaEngine::placeVonBraun(int pointX) {
446 	trackVonBraun = (pointX < vonBraunX) ? 0 : 1;
447 	vonBraunHasMoved = 1;
448 
449 	while (!shouldQuit()) {
450 		updateEvents();
451 		updateRoom();
452 		updateScreen();
453 		if (trackVonBraun == 0) {
454 			vonBraunX = vonBraunX - 5;
455 			if (vonBraunX <= pointX)
456 				break;
457 		} else {
458 			vonBraunX = vonBraunX + 5;
459 			if (vonBraunX >= pointX)
460 				break;
461 		}
462 		pause(5);
463 	}
464 
465 	vonBraunHasMoved = 0;
466 }
467 
468 
469 
470 } // End of namespace Drascula
471