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Diffstat (limited to 'engines/avalanche/shootemup.cpp')
-rw-r--r-- | engines/avalanche/shootemup.cpp | 693 |
1 files changed, 693 insertions, 0 deletions
diff --git a/engines/avalanche/shootemup.cpp b/engines/avalanche/shootemup.cpp new file mode 100644 index 0000000000..e5e44ed934 --- /dev/null +++ b/engines/avalanche/shootemup.cpp @@ -0,0 +1,693 @@ +/* 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 |