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+/* 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.
+ *
+ */
+
+/*
+ * This code is based on the original source code of Lord Avalot d'Argent version 1.3.
+ * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
+ */
+
+/* SEQUENCE The sequencer. */
+
+#include "avalanche/avalanche.h"
+
+#include "avalanche/sequence.h"
+#include "avalanche/gyro.h"
+#include "avalanche/timer.h"
+#include "avalanche/celer.h"
+#include "avalanche/animation.h"
+
+#include "common/scummsys.h"
+
+namespace Avalanche {
+
+Sequence::Sequence(AvalancheEngine *vm) {
+ _vm = vm;
+}
+
+void Sequence::firstShow(byte what) {
+ // First, we need to blank out the entire array.
+ for (uint i = 0; i < sizeof(_seq); i++)
+ _seq[i] = 0;
+
+ // Then it's just the same as thenShow.
+ thenShow(what);
+}
+
+void Sequence::thenShow(byte what) {
+ for (int16 i = 0; i < kSeqLength; i++) {
+ if (_seq[i] == 0) {
+ _seq[i] = what;
+ return;
+ }
+ }
+}
+
+void Sequence::thenFlip(byte where, byte ped) {
+ thenShow(kNowFlip);
+
+ _vm->_gyro->_flipToWhere = where;
+ _vm->_gyro->_flipToPed = ped;
+}
+
+void Sequence::startToClose() {
+ _vm->_timer->loseTimer(Timer::kReasonSequencer);
+ _vm->_timer->addTimer(7, Timer::kProcSequence, Timer::kReasonSequencer);
+}
+
+void Sequence::startToOpen() {
+ _vm->_gyro->_userMovesAvvy = false; // They can't move.
+ _vm->_animation->stopWalking(); // And they're not moving now.
+ startToClose(); // Apart from that, it's the same thing.
+}
+
+void Sequence::shoveLeft() {
+ memcpy(_seq, _seq+1, kSeqLength - 1); // Shift everything to the left.
+}
+
+void Sequence::callSequencer() {
+ switch (_seq[0]) {
+ case 0:
+ return; // No more routines.
+ break;
+ case 177: // Flip room.
+ _vm->_gyro->_userMovesAvvy = true;
+ _vm->_animation->flipRoom(_vm->_gyro->_flipToWhere, _vm->_gyro->_flipToPed);
+ if (_seq[0] == 177)
+ shoveLeft();
+ break;
+ }
+
+ if ((_seq[0] >= 1) && (_seq[0] <= 176)) {
+ // Show a frame.
+ _vm->_celer->drawBackgroundSprite(-1, -1, _seq[0]);
+ shoveLeft();
+ }
+
+ startToClose(); // Make sure this PROC gets called again.
+}
+
+} // End of namespace Avalanche.