/* 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/sequence2.h" #include "avalanche/gyro2.h" #include "avalanche/timeout2.h" #include "avalanche/celer2.h" #include "avalanche/trip6.h" #include "common/scummsys.h" namespace Avalanche { Sequence::Sequence(AvalancheEngine *vm) { _vm = vm; } void Sequence::first_show(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 then_show. then_show(what); } void Sequence::then_show(byte what) { for (int16 fv = 0; fv < seq_length; fv++) { if (seq[fv] == 0) { seq[fv] = what; return; } } } void Sequence::then_flip(byte where, byte ped) { then_show(now_flip); _vm->_gyro->_dna._flipToWhere = where; _vm->_gyro->_dna._flipToPed = ped; } void Sequence::start_to_close() { _vm->_timeout->lose_timer(_vm->_timeout->reason_sequencer); _vm->_timeout->set_up_timer(7, _vm->_timeout->procsequence, _vm->_timeout->reason_sequencer); } void Sequence::start_to_open() { _vm->_gyro->_dna._userMovesAvvy = false; // They can't move. _vm->_trip->stopwalking(); // And they're not moving now. start_to_close(); // Apart from that, it's the same thing. } // This PROC is called by Timeout when it's time to do another frame. void Sequence::shove_left() { memcpy(seq, seq+1, seq_length - 1); // Shift everything to the left. } void Sequence::call_sequencer() { switch (seq[0]) { case 0: return; // No more routines. break; case 177: // Flip room. _vm->_gyro->_dna._userMovesAvvy = true; _vm->_trip->fliproom(_vm->_gyro->_dna._flipToWhere, _vm->_gyro->_dna._flipToPed); if (seq[0] == 177) shove_left(); break; } if ((seq[0] >= 1) && (seq[0] <= 176)) { // Show a frame. _vm->_celer->drawBackgroundSprite(-1, -1, seq[0]); shove_left(); } start_to_close(); // Make sure this PROC gets called again. } } // End of namespace Avalanche.