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Diffstat (limited to 'engines/avalanche/timer.cpp')
-rw-r--r--engines/avalanche/timer.cpp166
1 files changed, 83 insertions, 83 deletions
diff --git a/engines/avalanche/timer.cpp b/engines/avalanche/timer.cpp
index d1d25ba740..5576a4826e 100644
--- a/engines/avalanche/timer.cpp
+++ b/engines/avalanche/timer.cpp
@@ -54,7 +54,7 @@ Timer::Timer(AvalancheEngine *vm) {
* @remarks Originally called 'set_up_timer'
*/
void Timer::addTimer(int32 duration, byte action, byte reason) {
- if ((_vm->_avalot->_isLoaded == false) || (_timerLost == true)) {
+ if ((_vm->_isLoaded == false) || (_timerLost == true)) {
byte i = 0;
while ((i < 7) && (_times[i]._timeLeft != 0))
i++;
@@ -67,7 +67,7 @@ void Timer::addTimer(int32 duration, byte action, byte reason) {
_times[i]._action = action;
_times[i]._reason = reason;
} else {
- _vm->_avalot->_isLoaded = false;
+ _vm->_isLoaded = false;
return;
}
}
@@ -155,7 +155,7 @@ void Timer::updateTimer() {
crapulusSaysSpludOut();
break;
case kProcDawnDelay:
- _vm->_avalot->dawn();
+ _vm->dawn();
break;
case kProcBuyDrinks:
buyDrinks();
@@ -214,8 +214,8 @@ void Timer::updateTimer() {
}
}
}
- _vm->_avalot->_roomTime++; // Cycles since you've been in this room.
- _vm->_avalot->_totalTime++; // Total amount of time for this game.
+ _vm->_roomTime++; // Cycles since you've been in this room.
+ _vm->_totalTime++; // Total amount of time for this game.
}
void Timer::loseTimer(byte which) {
@@ -228,29 +228,29 @@ void Timer::loseTimer(byte which) {
}
void Timer::openDrawbridge() {
- _vm->_avalot->_drawbridgeOpen++;
- _vm->_background->draw(-1, -1, _vm->_avalot->_drawbridgeOpen - 2);
+ _vm->_drawbridgeOpen++;
+ _vm->_background->draw(-1, -1, _vm->_drawbridgeOpen - 2);
- if (_vm->_avalot->_drawbridgeOpen == 4)
- _vm->_avalot->_magics[1]._operation = Avalot::kMagicNothing; // You may enter the drawbridge.
+ if (_vm->_drawbridgeOpen == 4)
+ _vm->_magics[1]._operation = AvalancheEngine::kMagicNothing; // You may enter the drawbridge.
else
addTimer(7, kProcOpenDrawbridge, kReasonDrawbridgeFalls);
}
void Timer::avariciusTalks() {
- _vm->_dialogs->displayScrollChain('q', _vm->_avalot->_avariciusTalk);
- _vm->_avalot->_avariciusTalk++;
+ _vm->_dialogs->displayScrollChain('q', _vm->_avariciusTalk);
+ _vm->_avariciusTalk++;
- if (_vm->_avalot->_avariciusTalk < 17)
+ if (_vm->_avariciusTalk < 17)
addTimer(177, kProcAvariciusTalks, kReasonAvariciusTalks);
else
- _vm->_avalot->incScore(3);
+ _vm->incScore(3);
}
void Timer::urinate() {
_vm->_animation->_sprites[0].turn(kDirUp);
_vm->_animation->stopWalking();
- _vm->_avalot->drawDirection();
+ _vm->drawDirection();
addTimer(14, kProcToilet, kReasonGoToToilet);
}
@@ -272,20 +272,20 @@ void Timer::stairs() {
_vm->_sound->blip();
_vm->_animation->_sprites[0].walkTo(3);
_vm->_background->draw(-1, -1, 1);
- _vm->_avalot->_brummieStairs = 2;
- _vm->_avalot->_magics[10]._operation = Avalot::kMagicSpecial;
- _vm->_avalot->_magics[10]._data = 2; // Reached the bottom of the stairs.
- _vm->_avalot->_magics[3]._operation = Avalot::kMagicNothing; // Stop them hitting the sides (or the game will hang.)
+ _vm->_brummieStairs = 2;
+ _vm->_magics[10]._operation = AvalancheEngine::kMagicSpecial;
+ _vm->_magics[10]._data = 2; // Reached the bottom of the stairs.
+ _vm->_magics[3]._operation = AvalancheEngine::kMagicNothing; // Stop them hitting the sides (or the game will hang.)
}
void Timer::cardiffSurvey() {
- if (_vm->_avalot->_cardiffQuestionNum == 0) {
- _vm->_avalot->_cardiffQuestionNum++;
+ if (_vm->_cardiffQuestionNum == 0) {
+ _vm->_cardiffQuestionNum++;
_vm->_dialogs->displayScrollChain('q', 27);
}
- _vm->_dialogs->displayScrollChain('z', _vm->_avalot->_cardiffQuestionNum);
- _vm->_avalot->_interrogation = _vm->_avalot->_cardiffQuestionNum;
+ _vm->_dialogs->displayScrollChain('z', _vm->_cardiffQuestionNum);
+ _vm->_interrogation = _vm->_cardiffQuestionNum;
addTimer(182, kProcCardiffSurvey, kReasonCardiffsurvey);
}
@@ -300,8 +300,8 @@ void Timer::cwytalotInHerts() {
void Timer::getTiedUp() {
_vm->_dialogs->displayScrollChain('q', 34); // ...Trouble!
- _vm->_avalot->_userMovesAvvy = false;
- _vm->_avalot->_beenTiedUp = true;
+ _vm->_userMovesAvvy = false;
+ _vm->_beenTiedUp = true;
_vm->_animation->stopWalking();
AnimationType *spr = &_vm->_animation->_sprites[1];
@@ -315,8 +315,8 @@ void Timer::getTiedUp() {
void Timer::getTiedUp2() {
_vm->_animation->_sprites[0].walkTo(3);
_vm->_animation->_sprites[1].walkTo(4);
- _vm->_avalot->_magics[3]._operation = Avalot::kMagicNothing; // No effect when you touch the boundaries.
- _vm->_avalot->_friarWillTieYouUp = true;
+ _vm->_magics[3]._operation = AvalancheEngine::kMagicNothing; // No effect when you touch the boundaries.
+ _vm->_friarWillTieYouUp = true;
}
void Timer::hangAround() {
@@ -324,7 +324,7 @@ void Timer::hangAround() {
AnimationType *avvy = &_vm->_animation->_sprites[0];
avvy->init(7, true, _vm->_animation); // Robin Hood
- _vm->_avalot->setRoom(kPeopleRobinHood, kRoomRobins);
+ _vm->setRoom(kPeopleRobinHood, kRoomRobins);
_vm->_animation->appearPed(0, 1);
_vm->_dialogs->displayScrollChain('q', 39);
avvy->walkTo(6);
@@ -336,7 +336,7 @@ void Timer::hangAround2() {
AnimationType *spr = &_vm->_animation->_sprites[1];
spr->_vanishIfStill = false;
spr->walkTo(3);
- _vm->_avalot->setRoom(kPeopleFriarTuck, kRoomRobins);
+ _vm->setRoom(kPeopleFriarTuck, kRoomRobins);
_vm->_dialogs->displayScrollChain('q', 41);
_vm->_animation->_sprites[0].remove();
spr->remove(); // Get rid of Robin Hood and Friar Tuck.
@@ -344,20 +344,20 @@ void Timer::hangAround2() {
addTimer(1, kProcAfterTheShootemup, kReasonHangingAround);
// Immediately call the following proc (when you have a chance).
- _vm->_avalot->_tiedUp = false;
+ _vm->_tiedUp = false;
// _vm->_enid->backToBootstrap(1); Call the shoot-'em-up. TODO: Replace it with proper ScummVM-friendly function(s)! Do not remove until then!
}
void Timer::afterTheShootemup() {
// Only placed this here to replace the minigame. TODO: Remove it when the shoot em' up is implemented!
- _vm->_avalot->flipRoom(_vm->_avalot->_room, 1);
+ _vm->flipRoom(_vm->_room, 1);
_vm->_animation->_sprites[0].init(0, true, _vm->_animation); // Avalot.
_vm->_animation->appearPed(0, 1);
- _vm->_avalot->_userMovesAvvy = true;
- _vm->_avalot->_objects[kObjectCrossbow - 1] = true;
- _vm->_avalot->refreshObjectList();
+ _vm->_userMovesAvvy = true;
+ _vm->_objects[kObjectCrossbow - 1] = true;
+ _vm->refreshObjectList();
// Same as the added line above: TODO: Remove it later!!!
_vm->_dialogs->displayText(Common::String("P.S.: There should have been the mini-game called \"shoot em' up\", but I haven't implemented it yet: you get the crossbow automatically.")
@@ -385,9 +385,9 @@ void Timer::afterTheShootemup() {
}
void Timer::jacquesWakesUp() {
- _vm->_avalot->_jacquesState++;
+ _vm->_jacquesState++;
- switch (_vm->_avalot->_jacquesState) { // Additional pictures.
+ switch (_vm->_jacquesState) { // Additional pictures.
case 1 :
_vm->_background->draw(-1, -1, 0); // Eyes open.
_vm->_dialogs->displayScrollChain('Q', 45);
@@ -395,22 +395,22 @@ void Timer::jacquesWakesUp() {
case 2 : // Going through the door.
_vm->_background->draw(-1, -1, 1); // Not on the floor.
_vm->_background->draw(-1, -1, 2); // But going through the door.
- _vm->_avalot->_magics[5]._operation = Avalot::kMagicNothing; // You can't wake him up now.
+ _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // You can't wake him up now.
break;
case 3 : // Gone through the door.
_vm->_background->draw(-1, -1, 1); // Not on the floor, either.
_vm->_background->draw(-1, -1, 3); // He's gone... so the door's open.
- _vm->_avalot->setRoom(kPeopleJacques, kRoomNowhere); // Gone!
+ _vm->setRoom(kPeopleJacques, kRoomNowhere); // Gone!
break;
}
- if (_vm->_avalot->_jacquesState == 5) {
- _vm->_avalot->_bellsAreRinging = true;
- _vm->_avalot->_aylesIsAwake = true;
- _vm->_avalot->incScore(2);
+ if (_vm->_jacquesState == 5) {
+ _vm->_bellsAreRinging = true;
+ _vm->_aylesIsAwake = true;
+ _vm->incScore(2);
}
- switch (_vm->_avalot->_jacquesState) {
+ switch (_vm->_jacquesState) {
case 1:
case 2:
case 3:
@@ -452,8 +452,8 @@ void Timer::naughtyDuke3() {
void Timer::jump() {
AnimationType *avvy = &_vm->_animation->_sprites[0];
- _vm->_avalot->_jumpStatus++;
- switch (_vm->_avalot->_jumpStatus) {
+ _vm->_jumpStatus++;
+ switch (_vm->_jumpStatus) {
case 1:
case 2:
case 3:
@@ -472,73 +472,73 @@ void Timer::jump() {
break;
}
- if (_vm->_avalot->_jumpStatus == 20) { // End of jump.
- _vm->_avalot->_userMovesAvvy = true;
- _vm->_avalot->_jumpStatus = 0;
+ if (_vm->_jumpStatus == 20) { // End of jump.
+ _vm->_userMovesAvvy = true;
+ _vm->_jumpStatus = 0;
} else // Still jumping.
addTimer(1, kProcJump, kReasonJumping);
- if ((_vm->_avalot->_jumpStatus == 10) // You're at the highest point of your jump.
- && (_vm->_avalot->_room == kRoomInsideCardiffCastle)
- && (_vm->_avalot->_arrowInTheDoor == true)
+ if ((_vm->_jumpStatus == 10) // You're at the highest point of your jump.
+ && (_vm->_room == kRoomInsideCardiffCastle)
+ && (_vm->_arrowInTheDoor == true)
&& (_vm->_animation->inField(2))) { // Beside the wall
// Grab the arrow!
- if (_vm->_avalot->_carryNum >= kCarryLimit)
+ if (_vm->_carryNum >= kCarryLimit)
_vm->_dialogs->displayText("You fail to grab it, because your hands are full.");
else {
_vm->_background->draw(-1, -1, 1);
- _vm->_avalot->_arrowInTheDoor = false; // You've got it.
- _vm->_avalot->_objects[kObjectBolt - 1] = true;
- _vm->_avalot->refreshObjectList();
+ _vm->_arrowInTheDoor = false; // You've got it.
+ _vm->_objects[kObjectBolt - 1] = true;
+ _vm->refreshObjectList();
_vm->_dialogs->displayScrollChain('q', 50);
- _vm->_avalot->incScore(3);
+ _vm->incScore(3);
}
}
}
void Timer::crapulusSaysSpludOut() {
_vm->_dialogs->displayScrollChain('q', 56);
- _vm->_avalot->_crapulusWillTell = false;
+ _vm->_crapulusWillTell = false;
}
void Timer::buyDrinks() {
_vm->_background->draw(-1, -1, 10); // Malagauche gets up again.
- _vm->_avalot->_malagauche = 0;
+ _vm->_malagauche = 0;
- _vm->_dialogs->displayScrollChain('D', _vm->_avalot->_drinking); // Display message about it.
+ _vm->_dialogs->displayScrollChain('D', _vm->_drinking); // Display message about it.
_vm->_pingo->wobble(); // Do the special effects.
_vm->_dialogs->displayScrollChain('D', 1); // That'll be thruppence.
- if (_vm->_avalot->decreaseMoney(3)) // Pay 3d.
+ if (_vm->decreaseMoney(3)) // Pay 3d.
_vm->_dialogs->displayScrollChain('D', 3); // Tell 'em you paid up.
_vm->_parser->drink();
}
void Timer::buyWine() {
_vm->_background->draw(-1, -1, 10); // Malagauche gets up again.
- _vm->_avalot->_malagauche = 0;
+ _vm->_malagauche = 0;
_vm->_dialogs->displayScrollChain('D', 50); // You buy the wine.
_vm->_dialogs->displayScrollChain('D', 1); // It'll be thruppence.
- if (_vm->_avalot->decreaseMoney(3)) {
+ if (_vm->decreaseMoney(3)) {
_vm->_dialogs->displayScrollChain('D', 4); // You paid up.
- _vm->_avalot->_objects[kObjectWine - 1] = true;
- _vm->_avalot->refreshObjectList();
- _vm->_avalot->_wineState = 1; // OK Wine.
+ _vm->_objects[kObjectWine - 1] = true;
+ _vm->refreshObjectList();
+ _vm->_wineState = 1; // OK Wine.
}
}
void Timer::callsGuards() {
_vm->_dialogs->displayScrollChain('Q', 58); // "GUARDS!!!"
- _vm->_avalot->gameOver();
+ _vm->gameOver();
}
void Timer::greetsMonk() {
_vm->_dialogs->displayScrollChain('Q', 59);
- _vm->_avalot->_enteredLustiesRoomAsMonk = true;
+ _vm->_enteredLustiesRoomAsMonk = true;
}
void Timer::fallDownOubliette() {
- _vm->_avalot->_magics[8]._operation = Avalot::kMagicNothing;
+ _vm->_magics[8]._operation = AvalancheEngine::kMagicNothing;
AnimationType *avvy = &_vm->_animation->_sprites[0];
avvy->_moveY++; // Increments dx/dy!
@@ -547,13 +547,13 @@ void Timer::fallDownOubliette() {
}
void Timer::meetAvaroid() {
- if (_vm->_avalot->_metAvaroid) {
+ if (_vm->_metAvaroid) {
Common::String tmpStr = Common::String::format("You can't expect to be %cthat%c lucky twice in a row!", Dialogs::kControlItalic, Dialogs::kControlRoman);
_vm->_dialogs->displayText(tmpStr);
- _vm->_avalot->gameOver();
+ _vm->gameOver();
} else {
_vm->_dialogs->displayScrollChain('Q', 60);
- _vm->_avalot->_metAvaroid = true;
+ _vm->_metAvaroid = true;
addTimer(1, kProcRiseUpOubliette, kReasonRisingUpOubliette);
AnimationType *avvy = &_vm->_animation->_sprites[0];
@@ -562,7 +562,7 @@ void Timer::meetAvaroid() {
avvy->_moveX = -3;
avvy->_moveY = -5;
- _vm->_avalot->setBackgroundColor(2);
+ _vm->setBackgroundColor(2);
}
}
@@ -574,7 +574,7 @@ void Timer::riseUpOubliette() {
if (avvy->_moveY > 0)
addTimer(3, kProcRiseUpOubliette, kReasonRisingUpOubliette);
else
- _vm->_avalot->_userMovesAvvy = true;
+ _vm->_userMovesAvvy = true;
}
void Timer::robinHoodAndGeida() {
@@ -587,7 +587,7 @@ void Timer::robinHoodAndGeida() {
spr->stopWalk();
spr->_facingDir = kDirLeft;
addTimer(20, kProcRobinHoodAndGeidaTalk, kReasonRobinHoodAndGeida);
- _vm->_avalot->_geidaFollows = false;
+ _vm->_geidaFollows = false;
}
void Timer::robinHoodAndGeidaTalk() {
@@ -611,7 +611,7 @@ void Timer::avalotReturns() {
avvy->init(0, true, _vm->_animation);
_vm->_animation->appearPed(0, 0);
_vm->_dialogs->displayScrollChain('q', 67);
- _vm->_avalot->_userMovesAvvy = true;
+ _vm->_userMovesAvvy = true;
}
/**
@@ -625,8 +625,8 @@ void Timer::avvySitDown() {
addTimer(1, kProcAvvySitDown, kReasonSittingDown);
else {
_vm->_background->draw(-1, -1, 2);
- _vm->_avalot->_sittingInPub = true;
- _vm->_avalot->_userMovesAvvy = false;
+ _vm->_sittingInPub = true;
+ _vm->_userMovesAvvy = false;
avvy->_visible = false;
}
}
@@ -638,7 +638,7 @@ void Timer::ghostRoomPhew() {
}
void Timer::arkataShouts() {
- if (_vm->_avalot->_teetotal)
+ if (_vm->_teetotal)
return;
_vm->_dialogs->displayScrollChain('q', 76);
@@ -652,14 +652,14 @@ void Timer::winning() {
warning("STUB: Timer::winning()");
#if 0
do {
- _vm->_avalot->checkclick();
- } while (!(_vm->_avalot->mrelease == 0));
+ _vm->checkclick();
+ } while (!(_vm->mrelease == 0));
#endif
// TODO: To be implemented with Pingo::winningPic().
- _vm->_avalot->callVerb(kVerbCodeScore);
+ _vm->callVerb(kVerbCodeScore);
_vm->_dialogs->displayText(" T H E E N D ");
- _vm->_avalot->_letMeOut = true;
+ _vm->_letMeOut = true;
}
void Timer::avalotFalls() {
@@ -691,8 +691,8 @@ void Timer::spludwickLeavesCauldron() {
void Timer::giveLuteToGeida() { // Moved here from Acci.
_vm->_dialogs->displayScrollChain('Q', 86);
- _vm->_avalot->incScore(4);
- _vm->_avalot->_lustieIsAsleep = true;
+ _vm->incScore(4);
+ _vm->_lustieIsAsleep = true;
_vm->_sequence->startGeidaLuteSeq();
}