/* 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, _vm->_animation); // 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, _vm->_animation); // 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, _vm->_animation); // 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); _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); _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.