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Diffstat (limited to 'engines/avalanche/timer.cpp')
-rw-r--r-- | engines/avalanche/timer.cpp | 693 |
1 files changed, 693 insertions, 0 deletions
diff --git a/engines/avalanche/timer.cpp b/engines/avalanche/timer.cpp new file mode 100644 index 0000000000..4e90c7fe48 --- /dev/null +++ b/engines/avalanche/timer.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. + */ + +/* Original name: TIMEOUT The scheduling unit. */ + +#include "avalanche/avalanche.h" +#include "avalanche/timer.h" + +namespace Avalanche { + +Timer::Timer(AvalancheEngine *vm) { + _vm = vm; + + for (int i = 0; i < 7; i++) { + _times[i]._timeLeft = 0; + _times[i]._action = 0; + _times[i]._reason = 0; + } + _timerLost = false; +} + +/** + * Add a nex timer + * @remarks Originally called 'set_up_timer' + */ +void Timer::addTimer(int32 duration, byte action, byte reason) { + if ((_vm->_isLoaded == false) || (_timerLost == true)) { + byte i = 0; + while ((i < 7) && (_times[i]._timeLeft != 0)) + i++; + + if (i == 7) + return; // Oh dear... No timer left + + // Everything's OK here! + _times[i]._timeLeft = duration; + _times[i]._action = action; + _times[i]._reason = reason; + } else { + _vm->_isLoaded = false; + return; + } +} + +/** + * Update the timers + * @remarks Originally called 'one_tick' + */ +void Timer::updateTimer() { + if (_vm->_menu->isActive()) + return; + + for (int i = 0; i < 7; i++) { + if (_times[i]._timeLeft <= 0) + continue; + + _times[i]._timeLeft--; + + if (_times[i]._timeLeft == 0) { + switch (_times[i]._action) { + case kProcOpenDrawbridge : + openDrawbridge(); + break; + case kProcAvariciusTalks : + avariciusTalks(); + break; + case kProcUrinate : + urinate(); + break; + case kProcToilet : + toilet(); + break; + case kProcBang: + bang(); + break; + case kProcBang2: + bang2(); + break; + case kProcStairs: + stairs(); + break; + case kProcCardiffSurvey: + cardiffSurvey(); + break; + case kProcCardiffReturn: + cardiffReturn(); + break; + case kProcCwytalotInHerts: + cwytalotInHerts(); + break; + case kProcGetTiedUp: + getTiedUp(); + break; + case kProcGetTiedUp2: + getTiedUp2(); + break; + case kProcHangAround: + hangAround(); + break; + case kProcHangAround2: + hangAround2(); + break; + case kProcAfterTheShootemup: + afterTheShootemup(); + break; + case kProcJacquesWakesUp: + jacquesWakesUp(); + break; + case kProcNaughtyDuke: + naughtyDuke(); + break; + case kProcNaughtyDuke2: + naughtyDuke2(); + break; + case kProcNaughtyDuke3: + naughtyDuke3(); + break; + case kProcJump: + jump(); + break; + case kProcSequence: + _vm->_sequence->callSequencer(); + break; + case kProcCrapulusSpludOut: + crapulusSaysSpludOut(); + break; + case kProcDawnDelay: + _vm->fadeIn(); + break; + case kProcBuyDrinks: + buyDrinks(); + break; + case kProcBuyWine: + buyWine(); + break; + case kProcCallsGuards: + callsGuards(); + break; + case kProcGreetsMonk: + greetsMonk(); + break; + case kProcFallDownOubliette: + fallDownOubliette(); + break; + case kProcMeetAvaroid: + meetAvaroid(); + break; + case kProcRiseUpOubliette: + riseUpOubliette(); + break; + case kProcRobinHoodAndGeida: + robinHoodAndGeida(); + break; + case kProcRobinHoodAndGeidaTalk: + robinHoodAndGeidaTalk(); + break; + case kProcAvalotReturns: + avalotReturns(); + break; + case kProcAvvySitDown: + avvySitDown(); + break; + case kProcGhostRoomPhew: + ghostRoomPhew(); + break; + case kProcArkataShouts: + arkataShouts(); + break; + case kProcWinning: + winning(); + break; + case kProcAvalotFalls: + avalotFalls(); + break; + case kProcSpludwickGoesToCauldron: + spludwickGoesToCauldron(); + break; + case kProcSpludwickLeavesCauldron: + spludwickLeavesCauldron(); + break; + case kProcGiveLuteToGeida: + giveLuteToGeida(); + break; + } + } + } + _vm->_roomTime++; // Cycles since you've been in this room. + _vm->_totalTime++; // Total amount of time for this game. +} + +void Timer::loseTimer(byte which) { + for (int i = 0; i < 7; i++) { + if (_times[i]._reason == which) + _times[i]._timeLeft = 0; // Cancel this one! + } + + _timerLost = true; +} + +void Timer::openDrawbridge() { + _vm->_drawbridgeOpen++; + _vm->_background->draw(-1, -1, _vm->_drawbridgeOpen - 2); + + if (_vm->_drawbridgeOpen == 4) + _vm->_magics[1]._operation = kMagicNothing; // You may enter the drawbridge. + else + addTimer(7, kProcOpenDrawbridge, kReasonDrawbridgeFalls); +} + +void Timer::avariciusTalks() { + _vm->_dialogs->displayScrollChain('q', _vm->_avariciusTalk); + _vm->_avariciusTalk++; + + if (_vm->_avariciusTalk < 17) + addTimer(177, kProcAvariciusTalks, kReasonAvariciusTalks); + else + _vm->incScore(3); +} + +void Timer::urinate() { + _vm->_animation->_sprites[0]->turn(kDirUp); + _vm->_animation->stopWalking(); + _vm->drawDirection(); + addTimer(14, kProcToilet, kReasonGoToToilet); +} + +void Timer::toilet() { + _vm->_dialogs->displayText("That's better!"); +} + +void Timer::bang() { + Common::String tmpStr = Common::String::format("%c< BANG! >", kControlItalic); + _vm->_dialogs->displayText(tmpStr); + addTimer(30, kProcBang2, kReasonExplosion); +} + +void Timer::bang2() { + _vm->_dialogs->displayText("Hmm... sounds like Spludwick's up to something..."); +} + +void Timer::stairs() { + _vm->_sound->blip(); + _vm->_animation->_sprites[0]->walkTo(3); + _vm->_background->draw(-1, -1, 1); + _vm->_brummieStairs = 2; + _vm->_magics[10]._operation = kMagicSpecial; + _vm->_magics[10]._data = 2; // Reached the bottom of the stairs. + _vm->_magics[3]._operation = kMagicNothing; // Stop them hitting the sides (or the game will hang.) +} + +void Timer::cardiffSurvey() { + if (_vm->_cardiffQuestionNum == 0) { + _vm->_cardiffQuestionNum++; + _vm->_dialogs->displayScrollChain('q', 27); + } + + _vm->_dialogs->displayScrollChain('z', _vm->_cardiffQuestionNum); + _vm->_interrogation = _vm->_cardiffQuestionNum; + addTimer(182, kProcCardiffSurvey, kReasonCardiffsurvey); +} + +void Timer::cardiffReturn() { + _vm->_dialogs->displayScrollChain('q', 28); + cardiffSurvey(); // Add end of question. +} + +void Timer::cwytalotInHerts() { + _vm->_dialogs->displayScrollChain('q', 29); +} + +void Timer::getTiedUp() { + _vm->_dialogs->displayScrollChain('q', 34); // ...Trouble! + _vm->_userMovesAvvy = false; + _vm->_beenTiedUp = true; + _vm->_animation->stopWalking(); + + AnimationType *spr = _vm->_animation->_sprites[1]; + spr->stopWalk(); + spr->stopHoming(); + spr->_callEachStepFl = true; + spr->_eachStepProc = Animation::kProcGrabAvvy; + addTimer(70, kProcGetTiedUp2, kReasonGettingTiedUp); +} + +void Timer::getTiedUp2() { + _vm->_animation->_sprites[0]->walkTo(3); + _vm->_animation->_sprites[1]->walkTo(4); + _vm->_magics[3]._operation = kMagicNothing; // No effect when you touch the boundaries. + _vm->_friarWillTieYouUp = true; +} + +void Timer::hangAround() { + _vm->_animation->_sprites[1]->_doCheck = false; + + AnimationType *avvy = _vm->_animation->_sprites[0]; + avvy->init(7, true); // Robin Hood + _vm->setRoom(kPeopleRobinHood, kRoomRobins); + _vm->_animation->appearPed(0, 1); + _vm->_dialogs->displayScrollChain('q', 39); + avvy->walkTo(6); + addTimer(55, kProcHangAround2, kReasonHangingAround); +} + +void Timer::hangAround2() { + _vm->_dialogs->displayScrollChain('q', 40); + AnimationType *spr = _vm->_animation->_sprites[1]; + spr->_vanishIfStill = false; + spr->walkTo(3); + _vm->setRoom(kPeopleFriarTuck, kRoomRobins); + _vm->_dialogs->displayScrollChain('q', 41); + _vm->_animation->_sprites[0]->remove(); + spr->remove(); // Get rid of Robin Hood and Friar Tuck. + + addTimer(1, kProcAfterTheShootemup, kReasonHangingAround); + // Immediately call the following proc (when you have a chance). + + _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->flipRoom(_vm->_room, 1); + + _vm->_animation->_sprites[0]->init(0, true); // Avalot. + _vm->_animation->appearPed(0, 1); + _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.") + kControlNewLine + kControlNewLine + "Peter (uruk)"); + +#if 0 + byte shootscore, gain; + + shootscore = mem[storage_seg * storage_ofs]; + gain = (shootscore + 5) / 10; // Rounding up. + + display(string("\6Your score was ") + strf(shootscore) + '.' + "\r\rYou gain (" + + strf(shootscore) + " 0xF6 10) = " + strf(gain) + " points."); + + if (gain > 20) { + display("But we won't let you have more than 20 points!"); + points(20); + } else + points(gain); +#endif + + warning("STUB: Timer::after_the_shootemup()"); + + _vm->_dialogs->displayScrollChain('q', 70); +} + +void Timer::jacquesWakesUp() { + _vm->_jacquesState++; + + switch (_vm->_jacquesState) { // Additional pictures. + case 1 : + _vm->_background->draw(-1, -1, 0); // Eyes open. + _vm->_dialogs->displayScrollChain('Q', 45); + break; + 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->_magics[5]._operation = 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->setRoom(kPeopleJacques, kRoomNowhere); // Gone! + break; + } + + if (_vm->_jacquesState == 5) { + _vm->_bellsAreRinging = true; + _vm->_aylesIsAwake = true; + _vm->incScore(2); + } + + switch (_vm->_jacquesState) { + case 1: + case 2: + case 3: + addTimer(12, kProcJacquesWakesUp, kReasonJacquesWakingUp); + break; + case 4: + addTimer(24, kProcJacquesWakesUp, kReasonJacquesWakingUp); + break; + } +} + +void Timer::naughtyDuke() { // This is when the Duke comes in and takes your money. + AnimationType *spr = _vm->_animation->_sprites[1]; + spr->init(9, false); // Here comes the Duke. + _vm->_animation->appearPed(1, 0); // He starts at the door... + spr->walkTo(2); // He walks over to you. + + // Let's get the door opening. + _vm->_background->draw(-1, -1, 0); + _vm->_sequence->startNaughtyDukeSeq(); + + addTimer(50, kProcNaughtyDuke2, kReasonNaughtyDuke); +} + +void Timer::naughtyDuke2() { + AnimationType *spr = _vm->_animation->_sprites[1]; + _vm->_dialogs->displayScrollChain('q', 48); // "Ha ha, it worked again!" + spr->walkTo(0); // Walk to the door. + spr->_vanishIfStill = true; // Then go away! + + addTimer(32, kProcNaughtyDuke3, kReasonNaughtyDuke); +} + +void Timer::naughtyDuke3() { + _vm->_background->draw(-1, -1, 0); + _vm->_sequence->startNaughtyDukeSeq(); +} + +void Timer::jump() { + AnimationType *avvy = _vm->_animation->_sprites[0]; + + _vm->_jumpStatus++; + switch (_vm->_jumpStatus) { + case 1: + case 2: + case 3: + case 5: + case 7: + case 9: + avvy->_y--; + break; + case 12: + case 13: + case 14: + case 16: + case 18: + case 19: + avvy->_y++; + break; + } + + if (_vm->_jumpStatus == 20) { // End of jump. + _vm->_userMovesAvvy = true; + _vm->_jumpStatus = 0; + } else // Still jumping. + addTimer(1, kProcJump, kReasonJumping); + + 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->_carryNum >= kCarryLimit) + _vm->_dialogs->displayText("You fail to grab it, because your hands are full."); + else { + _vm->_background->draw(-1, -1, 1); + _vm->_arrowInTheDoor = false; // You've got it. + _vm->_objects[kObjectBolt - 1] = true; + _vm->refreshObjectList(); + _vm->_dialogs->displayScrollChain('q', 50); + _vm->incScore(3); + } + } +} + +void Timer::crapulusSaysSpludOut() { + _vm->_dialogs->displayScrollChain('q', 56); + _vm->_crapulusWillTell = false; +} + +void Timer::buyDrinks() { + _vm->_background->draw(-1, -1, 10); // Malagauche gets up again. + _vm->_malagauche = 0; + + _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->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->_malagauche = 0; + + _vm->_dialogs->displayScrollChain('D', 50); // You buy the wine. + _vm->_dialogs->displayScrollChain('D', 1); // It'll be thruppence. + if (_vm->decreaseMoney(3)) { + _vm->_dialogs->displayScrollChain('D', 4); // You paid up. + _vm->_objects[kObjectWine - 1] = true; + _vm->refreshObjectList(); + _vm->_wineState = 1; // OK Wine. + } +} + +void Timer::callsGuards() { + _vm->_dialogs->displayScrollChain('Q', 58); // "GUARDS!!!" + _vm->gameOver(); +} + +void Timer::greetsMonk() { + _vm->_dialogs->displayScrollChain('Q', 59); + _vm->_enteredLustiesRoomAsMonk = true; +} + +void Timer::fallDownOubliette() { + _vm->_magics[8]._operation = kMagicNothing; + + AnimationType *avvy = _vm->_animation->_sprites[0]; + avvy->_moveY++; // Increments dx/dy! + avvy->_y += avvy->_moveY; // Dowwwn we go... + addTimer(3, kProcFallDownOubliette, kReasonFallingDownOubliette); +} + +void Timer::meetAvaroid() { + if (_vm->_metAvaroid) { + Common::String tmpStr = Common::String::format("You can't expect to be %cthat%c lucky twice in a row!", + kControlItalic, kControlRoman); + _vm->_dialogs->displayText(tmpStr); + _vm->gameOver(); + } else { + _vm->_dialogs->displayScrollChain('Q', 60); + _vm->_metAvaroid = true; + addTimer(1, kProcRiseUpOubliette, kReasonRisingUpOubliette); + + AnimationType *avvy = _vm->_animation->_sprites[0]; + avvy->_facingDir = kDirLeft; + avvy->_x = 151; + avvy->_moveX = -3; + avvy->_moveY = -5; + + _vm->_graphics->setBackgroundColor(kColorGreen); + } +} + +void Timer::riseUpOubliette() { + AnimationType *avvy = _vm->_animation->_sprites[0]; + avvy->_visible = true; + avvy->_moveY++; // Decrements dx/dy! + avvy->_y -= avvy->_moveY; // Uuuupppp we go... + if (avvy->_moveY > 0) + addTimer(3, kProcRiseUpOubliette, kReasonRisingUpOubliette); + else + _vm->_userMovesAvvy = true; +} + +void Timer::robinHoodAndGeida() { + AnimationType *avvy = _vm->_animation->_sprites[0]; + avvy->init(7, true); + _vm->_animation->appearPed(0, 6); + avvy->walkTo(5); + + AnimationType *spr = _vm->_animation->_sprites[1]; + spr->stopWalk(); + spr->_facingDir = kDirLeft; + addTimer(20, kProcRobinHoodAndGeidaTalk, kReasonRobinHoodAndGeida); + _vm->_geidaFollows = false; +} + +void Timer::robinHoodAndGeidaTalk() { + _vm->_dialogs->displayScrollChain('q', 66); + + AnimationType *avvy = _vm->_animation->_sprites[0]; + AnimationType *spr = _vm->_animation->_sprites[1]; + avvy->walkTo(1); + spr->walkTo(1); + avvy->_vanishIfStill = true; + spr->_vanishIfStill = true; + + addTimer(162, kProcAvalotReturns, kReasonRobinHoodAndGeida); +} + +void Timer::avalotReturns() { + AnimationType *avvy = _vm->_animation->_sprites[0]; + AnimationType *spr = _vm->_animation->_sprites[1]; + avvy->remove(); + spr->remove(); + avvy->init(0, true); + _vm->_animation->appearPed(0, 0); + _vm->_dialogs->displayScrollChain('q', 67); + _vm->_userMovesAvvy = true; +} + +/** + * This is used when you sit down in the pub in Notts. It loops around + * so that it will happen when Avvy stops walking. + * @remarks Originally called 'avvy_sit_down' + */ +void Timer::avvySitDown() { + AnimationType *avvy = _vm->_animation->_sprites[0]; + if (avvy->_homing) // Still walking. + addTimer(1, kProcAvvySitDown, kReasonSittingDown); + else { + _vm->_background->draw(-1, -1, 2); + _vm->_sittingInPub = true; + _vm->_userMovesAvvy = false; + avvy->_visible = false; + } +} + +void Timer::ghostRoomPhew() { + Common::String tmpStr = Common::String::format("%cPHEW!%c You're glad to get out of %cthere!", + kControlItalic, kControlRoman, kControlItalic); + _vm->_dialogs->displayText(tmpStr); +} + +void Timer::arkataShouts() { + if (_vm->_teetotal) + return; + + _vm->_dialogs->displayScrollChain('q', 76); + addTimer(160, kProcArkataShouts, kReasonArkataShouts); +} + +void Timer::winning() { + _vm->_dialogs->displayScrollChain('q', 79); + _vm->_pingo->winningPic(); + + warning("STUB: Timer::winning()"); +#if 0 + do { + _vm->checkclick(); + } while (!(_vm->mrelease == 0)); +#endif + // TODO: To be implemented with Pingo::winningPic(). + + _vm->callVerb(kVerbCodeScore); + _vm->_dialogs->displayText(" T H E E N D "); + _vm->_letMeOut = true; +} + +void Timer::avalotFalls() { + AnimationType *avvy = _vm->_animation->_sprites[0]; + if (avvy->_stepNum < 5) { + avvy->_stepNum++; + addTimer(3, kProcAvalotFalls, kReasonFallingOver); + } else { + Common::String toDisplay = Common::String::format("%c%c%c%c%c%c%c%c%c%c%c%c%cZ%c", + kControlNewLine, kControlNewLine, kControlNewLine, kControlNewLine, + kControlNewLine, kControlNewLine, kControlInsertSpaces, kControlInsertSpaces, + kControlInsertSpaces, kControlInsertSpaces, kControlInsertSpaces, + kControlInsertSpaces, kControlRegister, kControlIcon); + _vm->_dialogs->displayText(toDisplay); + } +} + +void Timer::spludwickGoesToCauldron() { + if (_vm->_animation->_sprites[1]->_homing) + addTimer(1, kProcSpludwickGoesToCauldron, kReasonSpludwickWalk); + else + addTimer(17, kProcSpludwickLeavesCauldron, kReasonSpludwickWalk); +} + +void Timer::spludwickLeavesCauldron() { + _vm->_animation->_sprites[1]->_callEachStepFl = true; // So that normal procs will continue. +} + +void Timer::giveLuteToGeida() { // Moved here from Acci. + _vm->_dialogs->displayScrollChain('Q', 86); + _vm->incScore(4); + _vm->_lustieIsAsleep = true; + _vm->_sequence->startGeidaLuteSeq(); +} + +} // End of namespace Avalanche. |