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/* 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.
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