/* 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. */ /* TIMEOUT The scheduling unit. */ // DON'T FORGET ABOUT THE ARRAY INDEXES, THEY MAY'LL CAUSE TROUBLES!!! #include "avalanche/avalanche.h" #include "avalanche/timeout2.h" #include "avalanche/visa2.h" #include "avalanche/lucerna2.h" #include "avalanche/trip6.h" #include "avalanche/scrolls2.h" #include "avalanche/acci2.h" #include "avalanche/sequence2.h" #include "avalanche/enid2.h" #include "avalanche/pingo2.h" #include "common/textconsole.h" namespace Avalanche { Timeout::Timeout(AvalancheEngine *vm) { _vm = vm; for (byte i = 0; i < 7; i++) { times[i].time_left = 0; times[i].then_where = 0; times[i].what_for = 0; } } void Timeout::set_up_timer(int32 howlong, byte whither, byte why) { if ((_vm->_gyro->isLoaded == false) || (timerLost == true)) { byte i = 0; while ((i < 7) && (times[i].time_left != 0)) i++; if (i == 7) return; // Oh dear... // Everything's OK here! times[i].time_left = howlong; times[i].then_where = whither; times[i].what_for = why; } else { _vm->_gyro->isLoaded = false; return; } } void Timeout::one_tick() { if (_vm->_gyro->ddmnow) return; for (byte fv = 0; fv < 7; fv++) { if (times[fv].time_left > 0) { times[fv].time_left--; if (times[fv].time_left == 0) { switch (times[fv].then_where) { case procopen_drawbridge : open_drawbridge(); break; case procavaricius_talks : avaricius_talks(); break; case procurinate : urinate(); break; case proctoilet2 : toilet2(); break; case procbang: bang(); break; case procbang2: bang2(); break; case procstairs: stairs(); break; case proccardiffsurvey: cardiff_survey(); break; case proccardiff_return: cardiff_return(); break; case proc_cwytalot_in_herts: cwytalot_in_herts(); break; case procget_tied_up: get_tied_up(); break; case procget_tied_up2: get_tied_up2(); break; case prochang_around: hang_around(); break; case prochang_around2: hang_around2(); break; case procafter_the_shootemup: after_the_shootemup(); break; case procjacques_wakes_up: jacques_wakes_up(); break; case procnaughty_duke: naughty_duke(); break; case procnaughty_duke2: naughty_duke2(); break; case procnaughty_duke3: naughty_duke3(); break; case procjump: jump(); break; case procsequence: _vm->_sequence->call_sequencer(); break; case proccrapulus_splud_out: crapulus_says_splud_out(); break; case procdawn_delay: _vm->_lucerna->dawn(); break; case procbuydrinks: buydrinks(); break; case procbuywine: buywine(); break; case proccallsguards: callsguards(); break; case procgreetsmonk: greetsmonk(); break; case procfall_down_oubliette: fall_down_oubliette(); break; case procmeet_avaroid: meet_avaroid(); break; case procrise_up_oubliette: rise_up_oubliette(); break; case procrobin_hood_and_geida: robin_hood_and_geida(); break; case procrobin_hood_and_geida_talk: robin_hood_and_geida_talk(); break; case procavalot_returns: avalot_returns(); break; case procavvy_sit_down: avvy_sit_down(); break; case procghost_room_phew: ghost_room_phew(); break; case procarkata_shouts: arkata_shouts(); break; case procwinning: winning(); break; case procavalot_falls: avalot_falls(); break; case procspludwick_goes_to_cauldron: spludwick_goes_to_cauldron(); break; case procspludwick_leaves_cauldron: spludwick_leaves_cauldron(); break; case procgive_lute_to_geida: give_lute_to_geida(); break; } } } } _vm->_gyro->roomtime++; /* Cycles since you've been in this room. */ _vm->_gyro->dna.total_time++; /* Total amount of time for this game. */ } void Timeout::lose_timer(byte which) { for (byte fv = 0; fv < 7; fv++) { if (times[fv].what_for == which) times[fv].time_left = 0; // Cancel this one! } timerLost = true; } /*function timer_is_on(which:byte):boolean; var fv:byte; begin for fv:=1 to 7 do with times[fv] do if (what_for=which) and (time_left>0) then begin timer_is_on:=true; exit; end; timer_is_on:=false; end;*/ /* Timeout procedures: */ void Timeout::open_drawbridge() { _vm->_gyro->dna.drawbridge_open++; _vm->_celer->show_one(_vm->_gyro->dna.drawbridge_open - 1); if (_vm->_gyro->dna.drawbridge_open == 4) _vm->_gyro->magics[1].op = _vm->_gyro->nix; /* You may enter the drawbridge. */ else set_up_timer(7, procopen_drawbridge, reason_drawbridgefalls); } /* --- */ void Timeout::avaricius_talks() { _vm->_visa->dixi('q', _vm->_gyro->dna.avaricius_talk); _vm->_gyro->dna.avaricius_talk++; if (_vm->_gyro->dna.avaricius_talk < 17) set_up_timer(177, procavaricius_talks, reason_avariciustalks); else _vm->_lucerna->points(3); } void Timeout::urinate() { _vm->_trip->tr[0].turn(_vm->_trip->up); _vm->_trip->stopwalking(); _vm->_lucerna->showrw(); set_up_timer(14, proctoilet2, reason_gototoilet); } void Timeout::toilet2() { _vm->_scrolls->display("That's better!"); } void Timeout::bang() { _vm->_scrolls->display("\6< BANG! >"); set_up_timer(30, procbang2, reason_explosion); } void Timeout::bang2() { _vm->_scrolls->display("Hmm... sounds like Spludwick's up to something..."); } void Timeout::stairs() { _vm->_gyro->blip(); _vm->_trip->tr[0].walkto(4); _vm->_celer->show_one(2); _vm->_gyro->dna.brummie_stairs = 2; _vm->_gyro->magics[10].op = _vm->_gyro->special; _vm->_gyro->magics[10].data = 2; /* Reached the bottom of the stairs. */ _vm->_gyro->magics[3].op = _vm->_gyro->nix; /* Stop them hitting the sides (or the game will hang.) */ } void Timeout::cardiff_survey() { switch (_vm->_gyro->dna.cardiff_things) { case 0: _vm->_gyro->dna.cardiff_things += 1; _vm->_visa->dixi('q', 27); break; } _vm->_visa->dixi('z', _vm->_gyro->dna.cardiff_things); _vm->_gyro->interrogation = _vm->_gyro->dna.cardiff_things; set_up_timer(182, proccardiffsurvey, reason_cardiffsurvey); } void Timeout::cardiff_return() { _vm->_visa->dixi('q', 28); cardiff_survey(); /* add end of question. */ } void Timeout::cwytalot_in_herts() { _vm->_visa->dixi('q', 29); } void Timeout::get_tied_up() { _vm->_visa->dixi('q', 34); /* ...Trouble! */ _vm->_gyro->dna.user_moves_avvy = false; _vm->_gyro->dna.been_tied_up = true; _vm->_trip->stopwalking(); _vm->_trip->tr[1].stopwalk(); _vm->_trip->tr[1].stophoming(); _vm->_trip->tr[1].call_eachstep = true; _vm->_trip->tr[1].eachstep = _vm->_trip->procgrab_avvy; set_up_timer(70, procget_tied_up2, reason_getting_tied_up); } void Timeout::get_tied_up2() { _vm->_trip->tr[0].walkto(4); _vm->_trip->tr[1].walkto(5); _vm->_gyro->magics[3].op = _vm->_gyro->nix; /* No effect when you touch the boundaries. */ _vm->_gyro->dna.friar_will_tie_you_up = true; } void Timeout::hang_around() { _vm->_trip->tr[1].check_me = false; _vm->_trip->tr[0].init(7, true, _vm->_trip); /* Robin Hood */ _vm->_gyro->whereis[_vm->_gyro->probinhood] = r__robins; _vm->_trip->apped(1, 2); _vm->_visa->dixi('q', 39); _vm->_trip->tr[0].walkto(7); set_up_timer(55, prochang_around2, reason_hanging_around); } void Timeout::hang_around2() { _vm->_visa->dixi('q', 40); _vm->_trip->tr[1].vanishifstill = false; _vm->_trip->tr[1].walkto(4); _vm->_gyro->whereis[_vm->_gyro->pfriartuck] = r__robins; _vm->_visa->dixi('q', 41); _vm->_trip->tr[0].done(); _vm->_trip->tr[1].done(); /* Get rid of Robin Hood and Friar Tuck. */ set_up_timer(1, procafter_the_shootemup, reason_hanging_around); /* Immediately call the following proc (when you have a chance). */ _vm->_gyro->dna.tied_up = false; _vm->_enid->back_to_bootstrap(1); /* Call the shoot-'em-up. */ } void Timeout::after_the_shootemup() { warning("STUB: Timeout::after_the_shootemup()"); } void Timeout::jacques_wakes_up() { _vm->_gyro->dna.jacques_awake += 1; switch (_vm->_gyro->dna.jacques_awake) { /* Additional pictures. */ case 1 : _vm->_celer->show_one(1); /* Eyes open. */ _vm->_visa->dixi('Q', 45); break; case 2 : /* Going through the door. */ _vm->_celer->show_one(2); /* Not on the floor. */ _vm->_celer->show_one(3); /* But going through the door. */ _vm->_gyro->magics[6].op = _vm->_gyro->nix; /* You can't wake him up now. */ break; case 3 : /* Gone through the door. */ _vm->_celer->show_one(2); /* Not on the floor, either. */ _vm->_celer->show_one(4); /* He's gone... so the door's open. */ _vm->_gyro->whereis[_vm->_gyro->pjacques - 1] = 0; /* Gone! */ break; } if (_vm->_gyro->dna.jacques_awake == 5) { _vm->_gyro->dna.ringing_bells = true; _vm->_gyro->dna.ayles_is_awake = true; _vm->_lucerna->points(2); } switch (_vm->_gyro->dna.jacques_awake) { case 1: case 2: case 3: set_up_timer(12, procjacques_wakes_up, reason_jacques_waking_up); break; case 4: set_up_timer(24, procjacques_wakes_up, reason_jacques_waking_up); break; } } void Timeout::naughty_duke() { /* This is when the Duke comes in and takes your money. */ _vm->_trip->tr[1].init(9, false, _vm->_trip); /* Here comes the Duke. */ _vm->_trip->apped(2, 1); /* He starts at the door... */ _vm->_trip->tr[1].walkto(3); /* He walks over to you. */ /* Let's get the door opening. */ _vm->_celer->show_one(1); _vm->_sequence->first_show(2); _vm->_sequence->start_to_close(); set_up_timer(50, procnaughty_duke2, reason_naughty_duke); } void Timeout::naughty_duke2() { _vm->_visa->dixi('q', 48); /* Ha ha, it worked again! */ _vm->_trip->tr[1].walkto(1); /* Walk to the door. */ _vm->_trip->tr[1].vanishifstill = true; /* Then go away! */ set_up_timer(32, procnaughty_duke3, reason_naughty_duke); } void Timeout::naughty_duke3() { _vm->_celer->show_one(1); _vm->_sequence->first_show(2); _vm->_sequence->start_to_close(); } void Timeout::jump() { _vm->_gyro->dna.jumpstatus++; switch (_vm->_gyro->dna.jumpstatus) { case 1: case 2: case 3: case 5: case 7: case 9: _vm->_trip->tr[0].y--; break; case 12: case 13: case 14: case 16: case 18: case 19: _vm->_trip->tr[0].y++; break; } if (_vm->_gyro->dna.jumpstatus == 20) { /* End of jump. */ _vm->_gyro->dna.user_moves_avvy = true; _vm->_gyro->dna.jumpstatus = 0; } else { /* Still jumping. */ set_up_timer(1, procjump, reason_jumping); } if ((_vm->_gyro->dna.jumpstatus == 10) /* You're at the highest point of your jump. */ && (_vm->_gyro->dna.room == r__insidecardiffcastle) && (_vm->_gyro->dna.arrow_in_the_door == true) && (_vm->_trip->infield(3))) { /* beside the wall*/ /* Grab the arrow! */ if (_vm->_gyro->dna.carrying >= maxobjs) _vm->_scrolls->display("You fail to grab it, because your hands are full."); else { _vm->_celer->show_one(2); _vm->_gyro->dna.arrow_in_the_door = false; /* You've got it. */ _vm->_gyro->dna.obj[_vm->_gyro->bolt] = true; _vm->_lucerna->objectlist(); _vm->_visa->dixi('q', 50); _vm->_lucerna->points(3); } } } void Timeout::crapulus_says_splud_out() { _vm->_visa->dixi('q', 56); _vm->_gyro->dna.crapulus_will_tell = false; } void Timeout::buydrinks() { _vm->_celer->show_one(11); /* Malagauche gets up again. */ _vm->_gyro->dna.malagauche = 0; _vm->_visa->dixi('D', _vm->_gyro->dna.drinking); /* _vm->_scrolls->display message about it. */ _vm->_pingo->wobble(); /* Do the special effects. */ _vm->_visa->dixi('D', 1); /* That'll be thruppence. */ if (_vm->_gyro->pennycheck(3)) /* Pay 3d. */ _vm->_visa->dixi('D', 3); /* Tell 'em you paid up. */ _vm->_acci->have_a_drink(); } void Timeout::buywine() { _vm->_celer->show_one(11); /* Malagauche gets up again. */ _vm->_gyro->dna.malagauche = 0; _vm->_visa->dixi('D', 50); /* You buy the wine. */ _vm->_visa->dixi('D', 1); /* It'll be thruppence. */ if (_vm->_gyro->pennycheck(3)) { _vm->_visa->dixi('D', 4); /* You paid up. */ _vm->_gyro->dna.obj[_vm->_gyro->wine] = true; _vm->_lucerna->objectlist(); _vm->_gyro->dna.winestate = 1; /* OK Wine */ } } void Timeout::callsguards() { _vm->_visa->dixi('Q', 58); /* GUARDS!!! */ _vm->_lucerna->gameover(); } void Timeout::greetsmonk() { _vm->_visa->dixi('Q', 59); _vm->_gyro->dna.entered_lusties_room_as_monk = true; } void Timeout::fall_down_oubliette() { _vm->_gyro->magics[8].op = _vm->_gyro->nix; _vm->_trip->tr[0].iy += 1; /* increments dx/dy! */ _vm->_trip->tr[0].y += _vm->_trip->tr[1].iy; /* Dowwwn we go... */ set_up_timer(3, procfall_down_oubliette, reason_falling_down_oubliette); } void Timeout::meet_avaroid() { if (_vm->_gyro->dna.met_avaroid) { _vm->_scrolls->display("You can't expect to be \6that\22 lucky twice in a row!"); _vm->_lucerna->gameover(); } else { _vm->_visa->dixi('Q', 60); _vm->_gyro->dna.met_avaroid = true; set_up_timer(1, procrise_up_oubliette, reason_rising_up_oubliette); _vm->_trip->tr[0].face = _vm->_trip->left; _vm->_trip->tr[0].x = 151; _vm->_trip->tr[0].ix = -3; _vm->_trip->tr[0].iy = -5; _vm->_gyro->background(2); } } void Timeout::rise_up_oubliette() { _vm->_trip->tr[0].visible = true; _vm->_trip->tr[0].iy++; /* decrements dx/dy! */ _vm->_trip->tr[0].y -= _vm->_trip->tr[0].iy; /* Uuuupppp we go... */ if (_vm->_trip->tr[0].iy > 0) set_up_timer(3, procrise_up_oubliette, reason_rising_up_oubliette); else _vm->_gyro->dna.user_moves_avvy = true; } void Timeout::robin_hood_and_geida() { _vm->_trip->tr[0].init(7, true, _vm->_trip); _vm->_trip->apped(1, 7); _vm->_trip->tr[0].walkto(6); _vm->_trip->tr[1].stopwalk(); _vm->_trip->tr[1].face = _vm->_trip->left; set_up_timer(20, procrobin_hood_and_geida_talk, reason_robin_hood_and_geida); _vm->_gyro->dna.geida_follows = false; } void Timeout::robin_hood_and_geida_talk() { _vm->_visa->dixi('q', 66); _vm->_trip->tr[0].walkto(2); _vm->_trip->tr[1].walkto(2); _vm->_trip->tr[0].vanishifstill = true; _vm->_trip->tr[1].vanishifstill = true; set_up_timer(162, procavalot_returns, reason_robin_hood_and_geida); } void Timeout::avalot_returns() { _vm->_trip->tr[0].done(); _vm->_trip->tr[1].done(); _vm->_trip->tr[0].init(0, true, _vm->_trip); _vm->_trip->apped(1, 1); _vm->_visa->dixi('q', 67); _vm->_gyro->dna.user_moves_avvy = true; } void Timeout::avvy_sit_down() { /* This is used when you sit down in the pub in Notts. It loops around so that it will happen when Avvy stops walking. */ if (_vm->_trip->tr[0].homing) /* Still walking */ set_up_timer(1, procavvy_sit_down, reason_sitting_down); else { _vm->_celer->show_one(3); _vm->_gyro->dna.sitting_in_pub = true; _vm->_gyro->dna.user_moves_avvy = false; _vm->_trip->tr[0].visible = false; } } void Timeout::ghost_room_phew() { _vm->_scrolls->display("\6PHEW!\22 You're glad to get out of \6there!"); } void Timeout::arkata_shouts() { if (_vm->_gyro->dna.teetotal) return; _vm->_visa->dixi('q', 76); set_up_timer(160, procarkata_shouts, reason_arkata_shouts); } void Timeout::winning() { _vm->_visa->dixi('q', 79); _vm->_pingo->winning_pic(); do { _vm->_lucerna->checkclick(); } while (!(_vm->_gyro->mrelease == 0)); _vm->_lucerna->callverb(_vm->_acci->vb_score); _vm->_scrolls->display(" T H E E N D "); _vm->_gyro->lmo = true; } void Timeout::avalot_falls() { if (_vm->_trip->tr[0].step < 5) { _vm->_trip->tr[0].step += 1; set_up_timer(3, procavalot_falls, reason_falling_over); } else //_vm->_scrolls->display("\r\r\r\r\r\r\n\n\n\n\n\n\23Z\26"); warning("STUB: Timeout::avalot_falls()"); } void Timeout::spludwick_goes_to_cauldron() { if (_vm->_trip->tr[1].homing) set_up_timer(1, procspludwick_goes_to_cauldron, reason_spludwalk); else set_up_timer(17, procspludwick_leaves_cauldron, reason_spludwalk); } void Timeout::spludwick_leaves_cauldron() { _vm->_trip->tr[1].call_eachstep = true; /* So that normal procs will continue. */ } void Timeout::give_lute_to_geida() { /* Moved here from Acci. */ _vm->_visa->dixi('Q', 86); _vm->_lucerna->points(4); _vm->_gyro->dna.lustie_is_asleep = true; _vm->_sequence->first_show(5); _vm->_sequence->then_show(6); /* He falls asleep... */ _vm->_sequence->start_to_close(); /* Not really closing, but we're using the same procedure. */ } /* "This is all!" */ } // End of namespace Avalanche.