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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/sequence2.h"
#include "avalanche/gyro2.h"
#include "avalanche/timeout2.h"
#include "avalanche/celer2.h"
#include "avalanche/animation.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->_animation->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->_animation->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.
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