/* 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/background.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->_background->drawBackgroundSprite(-1, -1, _seq[0] - 1); shoveLeft(); } startToClose(); // Make sure this PROC gets called again. } } // End of namespace Avalanche.