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-rw-r--r--engines/avalanche/shootemup.cpp693
1 files changed, 693 insertions, 0 deletions
diff --git a/engines/avalanche/shootemup.cpp b/engines/avalanche/shootemup.cpp
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+++ b/engines/avalanche/shootemup.cpp
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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.
+*/
+
+#include "avalanche/avalanche.h"
+#include "avalanche/shootemup.h"
+
+#include "common/random.h"
+
+namespace Avalanche {
+
+const byte ShootEmUp::kStocks = 27;
+const byte ShootEmUp::kAvvyShoots = 86;
+const byte ShootEmUp::kFacingRight = 87;
+const byte ShootEmUp::kFacingLeft = 93;
+const long int ShootEmUp::kFlag = -20047;
+const byte ShootEmUp::kFrameDelayMax = 2;
+const byte ShootEmUp::kAvvyY = 150;
+const byte ShootEmUp::kShooting[7] = { 86, 79, 80, 81, 80, 79, 86 };
+const byte ShootEmUp::kTimesASecond = 18;
+const byte ShootEmUp::kFlashTime = 20; // If flash_time is <= this, the word "time" will flash. Should be about 20.
+const byte ShootEmUp::kLeftMargin = 10;
+const int16 ShootEmUp::kRightMargin = 605;
+
+ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
+ _vm = vm;
+
+ _time = 120;
+ for (int i = 0; i < 7; i++)
+ _stockStatus[i] = 0;
+ for (int i = 0; i < 99; i++) {
+ _sprites[i]._ix = 0;
+ _sprites[i]._iy = 0;
+ _sprites[i]._x = kFlag;
+ _sprites[i]._y = 0;
+ _sprites[i]._p = 0;
+ _sprites[i]._timeout = 0;
+ _sprites[i]._cameo = false;
+ _sprites[i]._cameoFrame = 0;
+ _sprites[i]._missile = false;
+ _sprites[i]._wipe = false;
+ }
+ _rectNum = 0;
+ _avvyWas = 320;
+ _avvyPos = 320;
+ _avvyAnim = 1;
+ _avvyFacing = kFacingLeft;
+ _altWasPressedBefore = false;
+ _throwNext = 73;
+ _firing = false;
+ for (int i = 0; i < 4; i++) {
+ _running[i]._x = kFlag;
+ _running[i]._y = 0;
+ _running[i]._frame = 0;
+ _running[i]._tooHigh = 0;
+ _running[i]._lowest = 0;
+ _running[i]._ix = 0;
+ _running[i]._iy = 0;
+ _running[i]._frameDelay = 0;
+ }
+ for (int i = 0; i < 7; i++)
+ _hasEscaped[i] = false;
+ _count321 = 255; // Counting down.
+ _howManyHaveEscaped = 0;
+ _escapeCount = 0;
+ _escaping = false;
+ _timeThisSecond = 0;
+ _cp = false;
+ _wasFacing = 0;
+ _score = 0;
+ _escapeStock = 0;
+ _gotOut = false;
+}
+
+uint16 ShootEmUp::run() {
+ CursorMan.showMouse(false);
+ _vm->_graphics->saveScreen();
+ _vm->fadeOut();
+ _vm->_graphics->seuDrawTitle();
+ _vm->fadeIn();
+
+ _vm->_graphics->seuLoad();
+
+ // Should we show the instructions?
+ while (!_vm->shouldQuit()) {
+ Common::Event event;
+ _vm->getEvent(event);
+ if (event.type == Common::EVENT_KEYDOWN) {
+ if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1))
+ instructions();
+ break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed.
+ }
+ }
+
+ setup();
+
+ while ((_time != 0) && (!_vm->shouldQuit())) {
+ uint32 beginLoop = _vm->_system->getMillis();
+
+ blankIt();
+ hitPeople();
+ plotThem();
+ moveThem();
+ moveAvvy();
+ bumpFolk();
+ peopleRunning();
+ animate();
+ escapeCheck();
+ collisionCheck();
+ updateTime();
+ check321();
+ readKbd();
+
+ _cp = !_cp;
+
+ _vm->_graphics->refreshScreen();
+
+ uint32 delay = _vm->_system->getMillis() - beginLoop;
+ if (delay <= 55)
+ _vm->_system->delayMillis(55 - delay); // Replaces slowdown(); 55 comes from 18.2 Hz (B Flight).
+ };
+
+ _vm->fadeOut();
+ _vm->_graphics->restoreScreen();
+ _vm->_graphics->removeBackup();
+ _vm->fadeIn();
+ CursorMan.showMouse(true);
+
+ return _score;
+}
+
+bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
+ // By De Morgan's law:
+ return (a2x >= b1x) && (b2x >= a1x) && (a2y >= b1y) && (b2y >= a1y);
+}
+
+byte ShootEmUp::getStockNumber(byte index) {
+ while (_hasEscaped[index]) {
+ index++;
+ if (index == 7)
+ index = 0;
+ }
+ return index;
+}
+
+void ShootEmUp::blankIt() {
+ for (int i = 0; i < _rectNum; i++)
+ _vm->_graphics->drawFilledRectangle(_rectangles[i], kColorBlack);
+ _rectNum = 0;
+}
+
+void ShootEmUp::moveThem() {
+ for (int i = 0; i < 99; i++) {
+ if (_sprites[i]._x != kFlag) {
+ _sprites[i]._x += _sprites[i]._ix;
+ _sprites[i]._y += _sprites[i]._iy;
+ }
+ }
+}
+
+void ShootEmUp::blank(Common::Rect rect) {
+ _rectangles[_rectNum++] = rect;
+}
+
+void ShootEmUp::plotThem() {
+ for (int i = 0; i < 99; i++) {
+ if (_sprites[i]._x != kFlag) {
+ if (_sprites[i]._cameo) {
+ _vm->_graphics->seuDrawCameo(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p, _sprites[i]._cameoFrame);
+ if (!_cp) {
+ _sprites[i]._cameoFrame += 2;
+ _sprites[i]._p += 2;
+ }
+ } else
+ _vm->_graphics->seuDrawPicture(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p);
+
+ if (_sprites[i]._wipe)
+ blank(Common::Rect(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + _vm->_graphics->seuGetPicWidth(_sprites[i]._p), _sprites[i]._y + _vm->_graphics->seuGetPicHeight(_sprites[i]._p)));
+
+ if (_sprites[i]._timeout > 0) {
+ _sprites[i]._timeout--;
+ if (_sprites[i]._timeout == 0)
+ _sprites[i]._x = kFlag;
+ }
+ }
+ }
+}
+
+void ShootEmUp::define(int16 x, int16 y, int8 p, int8 ix, int8 iy, int16 time, bool isAMissile, bool doWeWipe) {
+ for (int i = 0; i < 99; i++) {
+ if (_sprites[i]._x == kFlag) {
+ _sprites[i]._x = x;
+ _sprites[i]._y = y;
+ _sprites[i]._p = p;
+ _sprites[i]._ix = ix;
+ _sprites[i]._iy = iy;
+ _sprites[i]._timeout = time;
+ _sprites[i]._cameo = false;
+ _sprites[i]._missile = isAMissile;
+ _sprites[i]._wipe = doWeWipe;
+ return;
+ }
+ }
+}
+
+void ShootEmUp::defineCameo(int16 x, int16 y, int8 p, int16 time) {
+ for (int i = 0; i < 99; i++) {
+ if (_sprites[i]._x == kFlag) {
+ _sprites[i]._x = x;
+ _sprites[i]._y = y;
+ _sprites[i]._p = p;
+ _sprites[i]._ix = 0;
+ _sprites[i]._iy = 0;
+ _sprites[i]._timeout = time;
+ _sprites[i]._cameo = true;
+ _sprites[i]._cameoFrame = p + 1;
+ _sprites[i]._missile = false;
+ _sprites[i]._wipe = false;
+ return;
+ }
+ }
+}
+
+void ShootEmUp::showStock(byte index) {
+ if (_escaping && (index == _escapeStock)) {
+ _vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + 2);
+ return;
+ }
+
+ if (_stockStatus[index] > 5)
+ return;
+
+ _vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + _stockStatus[index]);
+ _stockStatus[index] = 1 - _stockStatus[index];
+}
+
+void ShootEmUp::drawNumber(int number, int size, int x) {
+ for (int i = 0; i < size - 1; i++) {
+ int divisor = 10;
+ for (int j = 0; j < size - 2 - i; j++)
+ divisor *= 10;
+ char value = number / divisor;
+ _vm->_graphics->seuDrawPicture(x + i * 10, 0, value);
+ number -= value * divisor;
+ }
+ _vm->_graphics->seuDrawPicture(x + (size - 1) * 10, 0, number % 10);
+}
+
+void ShootEmUp::showScore() {
+ drawNumber(_score, 5, 40);
+}
+
+void ShootEmUp::showTime() {
+ drawNumber(_time, 3, 140);
+}
+
+void ShootEmUp::gain(int8 howMuch) {
+ if ((_score + howMuch) < 0) // howMuch can be negative!
+ _score = 0;
+ else
+ _score += howMuch;
+
+ showScore();
+}
+
+void ShootEmUp::newEscape() {
+ _escapeCount = _vm->_rnd->getRandomNumber(17) * 20;
+ _escaping = false;
+}
+
+void ShootEmUp::nextPage() {
+ _vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite);
+ _vm->_graphics->refreshScreen();
+
+ while (!_vm->shouldQuit()) {
+ Common::Event event;
+ _vm->getEvent(event);
+ if (event.type == Common::EVENT_KEYDOWN) {
+ break;
+ }
+ }
+
+ _vm->_graphics->blackOutScreen();
+}
+
+void ShootEmUp::instructions() {
+ _vm->_graphics->blackOutScreen();
+ _vm->_graphics->seuDrawPicture(25, 25, kFacingRight);
+ _vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite);
+ _vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite);
+ _vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite);
+ _vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite);
+ _vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite);
+ _vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite);
+ _vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite);
+ _vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite);
+ _vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite);
+ _vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite);
+
+ nextPage();
+
+ _vm->_graphics->seuDrawPicture(25, 35, kStocks);
+ _vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite);
+ _vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite);
+ _vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite);
+ _vm->_graphics->seuDrawPicture(25, 85, kStocks + 2);
+ _vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite);
+ _vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite);
+ _vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite);
+ _vm->_graphics->seuDrawPicture(25, 125, kStocks + 5);
+ _vm->_graphics->seuDrawPicture(25, 155, kStocks + 4);
+ _vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite);
+
+ nextPage();
+
+ _vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite);
+ _vm->_graphics->seuDrawPicture(25, 55, 48);
+ _vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite);
+ _vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite);
+ _vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite);
+ _vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite);
+
+ nextPage();
+}
+
+void ShootEmUp::setup() {
+ _vm->_graphics->blackOutScreen();
+
+ newEscape();
+
+ for (int i = 0; i < 7; i++) {
+ _stockStatus[i] = _vm->_rnd->getRandomNumber(1);
+ showStock(i);
+ }
+
+ // Set up status line:
+ _vm->_graphics->seuDrawPicture(0, 0, 16); // Score:
+ showScore(); // Value of score (00000 here).
+ _vm->_graphics->seuDrawPicture(110, 0, 19); // Time:
+ showTime(); // Value of time.
+
+ _vm->_graphics->refreshScreen();
+
+ // From the original core cycle:
+ initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+ initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+ initRunner(600, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+ initRunner(20, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
+}
+
+void ShootEmUp::initRunner(int16 x, int16 y, byte f1, byte f2, int8 ix, int8 iy) {
+ for (int i = 0; i < 4; i++) {
+ if (_running[i]._x == kFlag) {
+ _running[i]._x = x;
+ _running[i]._y = y;
+ _running[i]._frame = f1;
+ _running[i]._tooHigh = f2;
+ _running[i]._lowest = f1;
+ _running[i]._ix = ix;
+ _running[i]._iy = iy;
+ if ((ix == 0) && (iy == 0))
+ _running[i]._ix = 2; // To stop them running on the spot!
+ _running[i]._frameDelay = kFrameDelayMax;
+ return;
+ }
+ }
+}
+
+void ShootEmUp::moveAvvy() {
+ if (_avvyWas < _avvyPos)
+ _avvyFacing = kFacingRight;
+ else if (_avvyWas > _avvyPos)
+ _avvyFacing = kFacingLeft;
+
+ if (!_firing) {
+ if (_avvyWas == _avvyPos)
+ _avvyAnim = 1;
+ else {
+ _avvyAnim++;
+ if (_avvyAnim == 6)
+ _avvyAnim = 0;
+ }
+ }
+
+ if (_avvyFacing == kAvvyShoots)
+ define(_avvyPos, kAvvyY, kShooting[_avvyAnim], 0, 0, 1, false, true);
+ else
+ define(_avvyPos, kAvvyY, _avvyAnim + _avvyFacing, 0, 0, 1, false, true);
+
+ _avvyWas = _avvyPos;
+
+ if (_avvyFacing == kAvvyShoots) {
+ if (_avvyAnim == 6) {
+ _avvyFacing = _wasFacing;
+ _avvyAnim = 0;
+ _firing = false;
+ } else
+ _avvyAnim++;
+ }
+}
+
+void ShootEmUp::readKbd() {
+ Common::Event event;
+ _vm->getEvent(event);
+
+ if ((event.type == Common::EVENT_KEYUP) && ((event.kbd.keycode == Common::KEYCODE_LALT) || (event.kbd.keycode == Common::KEYCODE_RALT))) {
+ // Don't let the player fire continuously by holding down one of the ALT keys.
+ _altWasPressedBefore = false;
+ return;
+ }
+
+ if (_firing) // So you can't stack up shots while the shooting animation plays.
+ return;
+
+ if (event.type == Common::EVENT_KEYDOWN) {
+ switch (event.kbd.keycode) {
+ case Common::KEYCODE_LALT: // Alt was pressed - shoot!
+ case Common::KEYCODE_RALT: // Falltrough is intended.
+ if (_altWasPressedBefore || (_count321 != 0))
+ return;
+
+ _altWasPressedBefore = true;
+ _firing = true;
+ define(_avvyPos + 27, kAvvyY + 5, _throwNext, 0, -2, 53, true, true);
+ _throwNext++;
+ if (_throwNext == 79)
+ _throwNext = 73;
+ _avvyAnim = 0;
+ _wasFacing = _avvyFacing;
+ _avvyFacing = kAvvyShoots;
+ return;
+ case Common::KEYCODE_RSHIFT: // Right shift: move right.
+ _avvyPos += 5;
+ if (_avvyPos > kRightMargin)
+ _avvyPos = kRightMargin;
+ return;
+ case Common::KEYCODE_LSHIFT: // Left shift: move left.
+ _avvyPos -= 5;
+ if (_avvyPos < kLeftMargin)
+ _avvyPos = kLeftMargin;
+ return;
+ default:
+ break;
+ }
+ }
+}
+
+void ShootEmUp::animate() {
+ if (_vm->_rnd->getRandomNumber(9) == 1)
+ showStock(getStockNumber(_vm->_rnd->getRandomNumber(5)));
+ for (int i = 0; i < 7; i++) {
+ if (_stockStatus[i] > 5) {
+ _stockStatus[i]--;
+ if (_stockStatus[i] == 8) {
+ _stockStatus[i] = 0;
+ showStock(i);
+ }
+ }
+ }
+}
+
+void ShootEmUp::collisionCheck() {
+ for (int i = 0; i < 99; i++) {
+ if ((_sprites[i]._x != kFlag) && (_sprites[i]._missile) &&
+ (_sprites[i]._y < 60) && (_sprites[i]._timeout == 1)) {
+ int distFromSide = (_sprites[i]._x - 20) % 90;
+ int thisStock = (_sprites[i]._x - 20) / 90;
+ if ((!_hasEscaped[thisStock]) && (distFromSide > 17) && (distFromSide < 34)) {
+ _vm->_sound->playNote(999, 3);
+ _vm->_system->delayMillis(3);
+ define(_sprites[i]._x + 20, _sprites[i]._y, 25 + _vm->_rnd->getRandomNumber(1), 3, 1, 12, false, true); // Well done!
+ define(thisStock * 90 + 20, 30, 30, 0, 0, 7, false, false); // Face of man
+ defineCameo(thisStock * 90 + 20 + 10, 35, 40, 7); // Splat!
+ define(thisStock * 90 + 20 + 20, 50, 33 + _vm->_rnd->getRandomNumber(4), 0, 2, 9, false, true); // Oof!
+ _stockStatus[thisStock] = 17;
+ gain(3); // Score for hitting a face.
+
+ if (_escaping && (_escapeStock = thisStock)) { // Hit the escaper.
+ _vm->_sound->playNote(1777, 1);
+ _vm->_system->delayMillis(1);
+ gain(5); // Bonus for hitting escaper.
+ _escaping = false;
+ newEscape();
+ }
+ } else {
+ define(_sprites[i]._x, _sprites[i]._y, 82 + _vm->_rnd->getRandomNumber(2), 2, 2, 17, false, true); // Missed!
+ if ((!_hasEscaped[thisStock]) && (distFromSide > 3) && (distFromSide < 43)) {
+ define(thisStock * 90 + 20, 30, 29, 0, 0, 7, false, false); // Face of man
+ if (distFromSide > 35)
+ defineCameo(_sprites[i]._x - 27, 35, 40, 7); // Splat!
+ else
+ defineCameo(_sprites[i]._x - 7, 35, 40, 7);
+ _stockStatus[thisStock] = 17;
+ }
+ }
+ }
+ }
+}
+
+void ShootEmUp::turnAround(byte who, bool randomX) {
+ if (randomX) {
+ int8 ix = (_vm->_rnd->getRandomNumber(4) + 1);
+ if (_running[who]._ix > 0)
+ _running[who]._ix = -(ix);
+ else
+ _running[who]._ix = ix;
+ } else
+ _running[who]._ix = -(_running[who]._ix);
+
+ _running[who]._iy = -(_running[who]._iy);
+}
+
+void ShootEmUp::bumpFolk() {
+ for (int i = 0; i < 4; i++) {
+ if (_running[i]._x != kFlag) {
+ for (int j = i + 1; j < 4; j++) {
+ bool overlaps = overlap(_running[i]._x, _running[i]._y, _running[i]._x + 17, _running[i]._y + 24,
+ _running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
+ if ((_running[i]._x != kFlag) && overlaps) {
+ turnAround(i, false); // Opp. directions.
+ turnAround(j, false);
+ }
+ }
+ }
+ }
+}
+
+void ShootEmUp::peopleRunning() {
+ if (_count321 != 0)
+ return;
+
+ for (int i = 0; i < 4; i++) {
+ if (_running[i]._x != kFlag) {
+ if (((_running[i]._y + _running[i]._iy) <= 53) || ((_running[i]._y + _running[i]._iy) >= 120))
+ _running[i]._iy = -(_running[i]._iy);
+
+ byte frame = 0;
+ if (_running[i]._ix < 0)
+ frame = _running[i]._frame - 1;
+ else
+ frame = _running[i]._frame + 6;
+ define(_running[i]._x, _running[i]._y, frame, 0, 0, 1, false, true);
+
+ if (_running[i]._frameDelay == 0) {
+ _running[i]._frame++;
+ if (_running[i]._frame == _running[i]._tooHigh)
+ _running[i]._frame = _running[i]._lowest;
+ _running[i]._frameDelay = kFrameDelayMax;
+ _running[i]._y += _running[i]._iy;
+ } else
+ _running[i]._frameDelay--;
+
+ if (((_running[i]._x + _running[i]._ix) <= 0) || ((_running[i]._x + _running[i]._ix) >= 620))
+ turnAround(i, true);
+
+ _running[i]._x += _running[i]._ix;
+ }
+ }
+}
+
+void ShootEmUp::updateTime() {
+ if (_count321 != 0)
+ return;
+
+ _timeThisSecond++;
+
+ if (_timeThisSecond < kTimesASecond)
+ return;
+
+ _time--;
+ showTime();
+ _timeThisSecond = 0;
+
+ if (_time <= kFlashTime) {
+ int timeMode = 0;
+ if ((_time % 2) == 1)
+ timeMode = 19; // Normal 'Time:'
+ else
+ timeMode = 85; // Flash 'Time:'
+
+ _vm->_graphics->seuDrawPicture(110, 0, timeMode);
+ }
+}
+
+void ShootEmUp::hitPeople() {
+ if (_count321 != 0)
+ return;
+
+ for (int i = 0; i < 99; i++) {
+ if ((_sprites[i]._missile) && (_sprites[i]._x != kFlag)) {
+ for (int j = 0; j < 4; j++) {
+
+ bool overlaps = overlap(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + 7, _sprites[i]._y + 10,
+ _running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
+
+ if ((_running[j]._x != kFlag) && (overlaps)) {
+ _vm->_sound->playNote(7177, 1);
+ _sprites[i]._x = kFlag;
+ gain(-5);
+ define(_running[j]._x + 20, _running[j]._y + 3, 33 + _vm->_rnd->getRandomNumber(5), 1, 3, 9, false, true); // Oof!
+ define(_sprites[i]._x, _sprites[i]._y, 82, 1, 0, 17, false, true); // Oops!
+ }
+ }
+ }
+ }
+}
+
+void ShootEmUp::escapeCheck() {
+ if (_count321 != 0)
+ return;
+
+ if (_escapeCount > 0) {
+ _escapeCount--;
+ return;
+ }
+
+ // Escape_count = 0; now what ?
+
+ if (_escaping) {
+ if (_gotOut) {
+ newEscape();
+ _escaping = false;
+ _vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 4);
+ } else {
+ _vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 5);
+ _escapeCount = 20;
+ _gotOut = true;
+ define(_escapeStock * 90 + 20, 50, 24, 0, 2, 17, false, true); // Escaped!
+ gain(-10);
+ _hasEscaped[_escapeStock] = true;
+
+ _howManyHaveEscaped++;
+
+ if (_howManyHaveEscaped == 7) {
+ _vm->_graphics->seuDrawPicture(266, 90, 23);
+ _time = 0;
+ }
+ }
+ } else {
+ _escapeStock = getStockNumber(_vm->_rnd->getRandomNumber(6));
+ _escaping = true;
+ _gotOut = false;
+ _vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 2); // Smiling!
+ _escapeCount = 200;
+ }
+}
+
+void ShootEmUp::check321() {
+ if (_count321 == 0)
+ return;
+
+ _count321--;
+
+ switch (_count321) {
+ case 84:
+ define(320, 60, 15, 2, 1, 94, false, true);
+ break;
+ case 169:
+ define(320, 60, 14, 0, 1, 94, false, true);
+ break;
+ case 254:
+ define(320, 60, 13, -2, 1, 94, false, true);
+ define(0, 100, 17, 2, 0, 254, false, true);
+ break;
+ default:
+ break;
+ }
+}
+
+} // End of namespace Avalanche