aboutsummaryrefslogtreecommitdiff
path: root/engines/avalanche/shootemup.cpp
blob: 7f6cf999748b88629ca36d25b214a666f306a4c6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
/* 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.
*/

#include "avalanche/avalanche.h"
#include "avalanche/shootemup.h"

#include "common/random.h"
#include "common/system.h"

namespace Avalanche {

const byte ShootEmUp::kStocks = 27;
const byte ShootEmUp::kAvvyShoots = 86;
const byte ShootEmUp::kFacingRight = 87;
const byte ShootEmUp::kFacingLeft = 93;
const long int ShootEmUp::kFlag = -20047;
const byte ShootEmUp::kFrameDelayMax = 2;
const byte ShootEmUp::kAvvyY = 150;
const byte ShootEmUp::kShooting[7] = { 86, 79, 80, 81, 80, 79, 86 };
const byte ShootEmUp::kTimesASecond = 18;
const byte ShootEmUp::kFlashTime = 20; // If flash_time is <= this, the word "time" will flash. Should be about 20.
const byte ShootEmUp::kLeftMargin = 10;
const int16 ShootEmUp::kRightMargin = 605;

ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
	_vm = vm;

	_time = 120;
	for (int i = 0; i < 7; i++)
		_stockStatus[i] = 0;
	for (int i = 0; i < 99; i++) {
		_sprites[i]._ix = 0;
		_sprites[i]._iy = 0;
		_sprites[i]._x = kFlag;
		_sprites[i]._y = 0;
		_sprites[i]._p = 0;
		_sprites[i]._timeout = 0;
		_sprites[i]._cameo = false;
		_sprites[i]._cameoFrame = 0;
		_sprites[i]._missile = false;
		_sprites[i]._wipe = false;
	}
	_rectNum = 0;
	_avvyWas = 320;
	_avvyPos = 320;
	_avvyAnim = 1;
	_avvyFacing = kFacingLeft;
	_altWasPressedBefore = false;
	_throwNext = 73;
	_firing = false;
	for (int i = 0; i < 4; i++) {
		_running[i]._x = kFlag;
		_running[i]._y = 0;
		_running[i]._frame = 0;
		_running[i]._tooHigh = 0;
		_running[i]._lowest = 0;
		_running[i]._ix = 0;
		_running[i]._iy = 0;
		_running[i]._frameDelay = 0;
	}
	for (int i = 0; i < 7; i++)
		_hasEscaped[i] = false;
	_count321 = 255; // Counting down.
	_howManyHaveEscaped = 0;
	_escapeCount = 0;
	_escaping = false;
	_timeThisSecond = 0;
	_cp = false;
	_wasFacing = 0;
	_score = 0;
	_escapeStock = 0;
	_gotOut = false;
}

uint16 ShootEmUp::run() {
	CursorMan.showMouse(false);
	_vm->_graphics->saveScreen();
	_vm->fadeOut();
	_vm->_graphics->seuDrawTitle();
	_vm->fadeIn();

	_vm->_graphics->seuLoad();

	// Should we show the instructions?
	while (!_vm->shouldQuit()) {
		Common::Event event;
		_vm->getEvent(event);
		if (event.type == Common::EVENT_KEYDOWN) {
			if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1))
				instructions();
			break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed.
		}
	}

	setup();

	while ((_time != 0) && (!_vm->shouldQuit())) {
		uint32 beginLoop = _vm->_system->getMillis();

		blankIt();
		hitPeople();
		plotThem();
		moveThem();
		moveAvvy();
		bumpFolk();
		peopleRunning();
		animate();
		escapeCheck();
		collisionCheck();
		updateTime();
		check321();
		readKbd();

		_cp = !_cp;

		_vm->_graphics->refreshScreen();

		uint32 delay = _vm->_system->getMillis() - beginLoop;
		if (delay <= 55)
			_vm->_system->delayMillis(55 - delay); // Replaces slowdown(); 55 comes from 18.2 Hz (B Flight).
	};

	_vm->fadeOut();
	_vm->_graphics->restoreScreen();
	_vm->_graphics->removeBackup();
	_vm->fadeIn();
	CursorMan.showMouse(true);

	return _score;
}

bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
	// By De Morgan's law:
	return (a2x >= b1x) && (b2x >= a1x) && (a2y >= b1y) && (b2y >= a1y);
}

byte ShootEmUp::getStockNumber(byte index) {
	while (_hasEscaped[index]) {
		index++;
		if (index == 7)
			index = 0;
	}
	return index;
}

void ShootEmUp::blankIt() {
	for (int i = 0; i < _rectNum; i++)
		_vm->_graphics->drawFilledRectangle(_rectangles[i], kColorBlack);
	_rectNum = 0;
}

void ShootEmUp::moveThem() {
	for (int i = 0; i < 99; i++) {
		if (_sprites[i]._x != kFlag) {
			_sprites[i]._x += _sprites[i]._ix;
			_sprites[i]._y += _sprites[i]._iy;
		}
	}
}

void ShootEmUp::blank(Common::Rect rect) {
	_rectangles[_rectNum++] = rect;
}

void ShootEmUp::plotThem() {
	for (int i = 0; i < 99; i++) {
		if (_sprites[i]._x != kFlag) {
			if (_sprites[i]._cameo) {
				_vm->_graphics->seuDrawCameo(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p, _sprites[i]._cameoFrame);
				if (!_cp) {
					_sprites[i]._cameoFrame += 2;
					_sprites[i]._p += 2;
				}
			} else
				_vm->_graphics->seuDrawPicture(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p);

			if (_sprites[i]._wipe)
				blank(Common::Rect(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + _vm->_graphics->seuGetPicWidth(_sprites[i]._p), _sprites[i]._y + _vm->_graphics->seuGetPicHeight(_sprites[i]._p)));

			if (_sprites[i]._timeout > 0) {
				_sprites[i]._timeout--;
				if (_sprites[i]._timeout == 0)
					_sprites[i]._x = kFlag;
			}
		}
	}
}

void ShootEmUp::define(int16 x, int16 y, int8 p, int8 ix, int8 iy, int16 time, bool isAMissile, bool doWeWipe) {
	for (int i = 0; i < 99; i++) {
		if (_sprites[i]._x == kFlag) {
			_sprites[i]._x = x;
			_sprites[i]._y = y;
			_sprites[i]._p = p;
			_sprites[i]._ix = ix;
			_sprites[i]._iy = iy;
			_sprites[i]._timeout = time;
			_sprites[i]._cameo = false;
			_sprites[i]._missile = isAMissile;
			_sprites[i]._wipe = doWeWipe;
			return;
		}
	}
}

void ShootEmUp::defineCameo(int16 x, int16 y, int8 p, int16 time) {
	for (int i = 0; i < 99; i++) {
		if (_sprites[i]._x == kFlag) {
			_sprites[i]._x = x;
			_sprites[i]._y = y;
			_sprites[i]._p = p;
			_sprites[i]._ix = 0;
			_sprites[i]._iy = 0;
			_sprites[i]._timeout = time;
			_sprites[i]._cameo = true;
			_sprites[i]._cameoFrame = p + 1;
			_sprites[i]._missile = false;
			_sprites[i]._wipe = false;
			return;
		}
	}
}

void ShootEmUp::showStock(byte index) {
	if (_escaping && (index == _escapeStock)) {
		_vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + 2);
		return;
	}

	if (_stockStatus[index] > 5)
		return;

	_vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + _stockStatus[index]);
	_stockStatus[index] = 1 - _stockStatus[index];
}

void ShootEmUp::drawNumber(int number, int size, int x) {
	for (int i = 0; i < size - 1; i++) {
		int divisor = 10;
		for (int j = 0; j < size - 2 - i; j++)
			divisor *= 10;
		char value = number / divisor;
		_vm->_graphics->seuDrawPicture(x + i * 10, 0, value);
		number -= value * divisor;
	}
	_vm->_graphics->seuDrawPicture(x + (size - 1) * 10, 0, number % 10);
}

void ShootEmUp::showScore() {
	drawNumber(_score, 5, 40);
}

void ShootEmUp::showTime() {
	drawNumber(_time, 3, 140);
}

void ShootEmUp::gain(int8 howMuch) {
	if ((_score + howMuch) < 0) // howMuch can be negative!
		_score = 0;
	else
		_score += howMuch;

	showScore();
}

void ShootEmUp::newEscape() {
	_escapeCount = _vm->_rnd->getRandomNumber(17) * 20;
	_escaping = false;
}

void ShootEmUp::nextPage() {
	_vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite);
	_vm->_graphics->refreshScreen();

	while (!_vm->shouldQuit()) {
		Common::Event event;
		_vm->getEvent(event);
		if (event.type == Common::EVENT_KEYDOWN) {
			break;
		}
	}

	_vm->_graphics->blackOutScreen();
}

void ShootEmUp::instructions() {
	_vm->_graphics->blackOutScreen();
	_vm->_graphics->seuDrawPicture(25, 25, kFacingRight);
	_vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite);
	_vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite);
	_vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite);
	_vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite);
	_vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite);
	_vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite);
	_vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite);
	_vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite);
	_vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite);
	_vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite);

	nextPage();

	_vm->_graphics->seuDrawPicture(25, 35, kStocks);
	_vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite);
	_vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite);
	_vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite);
	_vm->_graphics->seuDrawPicture(25, 85, kStocks + 2);
	_vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite);
	_vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite);
	_vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite);
	_vm->_graphics->seuDrawPicture(25, 125, kStocks + 5);
	_vm->_graphics->seuDrawPicture(25, 155, kStocks + 4);
	_vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite);

	nextPage();

	_vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite);
	_vm->_graphics->seuDrawPicture(25, 55, 48);
	_vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite);
	_vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite);
	_vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite);
	_vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite);

	nextPage();
}

void ShootEmUp::setup() {
	_vm->_graphics->blackOutScreen();

	newEscape();

	for (int i = 0; i < 7; i++) {
		_stockStatus[i] = _vm->_rnd->getRandomNumber(1);
		showStock(i);
	}

	// Set up status line:
	_vm->_graphics->seuDrawPicture(0, 0, 16); // Score:
	showScore(); // Value of score (00000 here).
	_vm->_graphics->seuDrawPicture(110, 0, 19); // Time:
	showTime(); // Value of time.

	_vm->_graphics->refreshScreen();

	// From the original core cycle:
	initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
	initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
	initRunner(600, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
	initRunner(20, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
}

void ShootEmUp::initRunner(int16 x, int16 y, byte f1, byte f2, int8 ix, int8 iy) {
	for (int i = 0; i < 4; i++) {
		if (_running[i]._x == kFlag) {
			_running[i]._x = x;
			_running[i]._y = y;
			_running[i]._frame = f1;
			_running[i]._tooHigh = f2;
			_running[i]._lowest = f1;
			_running[i]._ix = ix;
			_running[i]._iy = iy;
			if ((ix == 0) && (iy == 0))
				_running[i]._ix = 2; // To stop them running on the spot!
			_running[i]._frameDelay = kFrameDelayMax;
			return;
		}
	}
}

void ShootEmUp::moveAvvy() {
	if (_avvyWas < _avvyPos)
		_avvyFacing = kFacingRight;
	else if (_avvyWas > _avvyPos)
		_avvyFacing = kFacingLeft;

	if (!_firing) {
		if (_avvyWas == _avvyPos)
			_avvyAnim = 1;
		else {
			_avvyAnim++;
			if (_avvyAnim == 6)
				_avvyAnim = 0;
		}
	}

	if (_avvyFacing == kAvvyShoots)
		define(_avvyPos, kAvvyY, kShooting[_avvyAnim], 0, 0, 1, false, true);
	else
		define(_avvyPos, kAvvyY, _avvyAnim + _avvyFacing, 0, 0, 1, false, true);

	_avvyWas = _avvyPos;

	if (_avvyFacing == kAvvyShoots) {
		if (_avvyAnim == 6) {
			_avvyFacing = _wasFacing;
			_avvyAnim = 0;
			_firing = false;
		} else
			_avvyAnim++;
	}
}

void ShootEmUp::readKbd() {
	Common::Event event;
	_vm->getEvent(event);

	if ((event.type == Common::EVENT_KEYUP) && ((event.kbd.keycode == Common::KEYCODE_LALT) || (event.kbd.keycode == Common::KEYCODE_RALT))) {
		// Don't let the player fire continuously by holding down one of the ALT keys.
		_altWasPressedBefore = false;
		return;
	}

	if (_firing) // So you can't stack up shots while the shooting animation plays.
		return;

	if (event.type == Common::EVENT_KEYDOWN) {
		switch (event.kbd.keycode) {
		case Common::KEYCODE_LALT: // Alt was pressed - shoot!
		case Common::KEYCODE_RALT: // Falltrough is intended.
			if (_altWasPressedBefore || (_count321 != 0))
				return;

			_altWasPressedBefore = true;
			_firing = true;
			define(_avvyPos + 27, kAvvyY + 5, _throwNext, 0, -2, 53, true, true);
			_throwNext++;
			if (_throwNext == 79)
				_throwNext = 73;
			_avvyAnim = 0;
			_wasFacing = _avvyFacing;
			_avvyFacing = kAvvyShoots;
			return;
		case Common::KEYCODE_RSHIFT: // Right shift: move right.
			_avvyPos += 5;
			if (_avvyPos > kRightMargin)
				_avvyPos = kRightMargin;
			return;
		case Common::KEYCODE_LSHIFT: // Left shift: move left.
			_avvyPos -= 5;
			if (_avvyPos < kLeftMargin)
				_avvyPos = kLeftMargin;
			return;
		default:
			break;
		}
	}
}

void ShootEmUp::animate() {
	if (_vm->_rnd->getRandomNumber(9) == 1)
		showStock(getStockNumber(_vm->_rnd->getRandomNumber(5)));
	for (int i = 0; i < 7; i++) {
		if (_stockStatus[i] > 5) {
			_stockStatus[i]--;
			if (_stockStatus[i] == 8) {
				_stockStatus[i] = 0;
				showStock(i);
			}
		}
	}
}

void ShootEmUp::collisionCheck() {
	for (int i = 0; i < 99; i++) {
		if ((_sprites[i]._x != kFlag) && (_sprites[i]._missile) &&
			(_sprites[i]._y < 60) && (_sprites[i]._timeout == 1)) {
			int distFromSide = (_sprites[i]._x - 20) % 90;
			int thisStock = (_sprites[i]._x - 20) / 90;
			if ((!_hasEscaped[thisStock]) && (distFromSide > 17) && (distFromSide < 34)) {
				_vm->_sound->playNote(999, 3);
				_vm->_system->delayMillis(3);
				define(_sprites[i]._x + 20, _sprites[i]._y, 25 + _vm->_rnd->getRandomNumber(1), 3, 1, 12, false, true); // Well done!
				define(thisStock * 90 + 20, 30, 30, 0, 0, 7, false, false); // Face of man
				defineCameo(thisStock * 90 + 20 + 10, 35, 40, 7); // Splat!
				define(thisStock * 90 + 20 + 20, 50, 33 + _vm->_rnd->getRandomNumber(4), 0, 2, 9, false, true); // Oof!
				_stockStatus[thisStock] = 17;
				gain(3); // Score for hitting a face.

				if (_escaping && (_escapeStock = thisStock)) { // Hit the escaper.
					_vm->_sound->playNote(1777, 1);
					_vm->_system->delayMillis(1);
					gain(5); // Bonus for hitting escaper.
					_escaping = false;
					newEscape();
				}
			} else {
				define(_sprites[i]._x, _sprites[i]._y, 82 + _vm->_rnd->getRandomNumber(2), 2, 2, 17, false, true); // Missed!
				if ((!_hasEscaped[thisStock]) && (distFromSide > 3) && (distFromSide < 43)) {
					define(thisStock * 90 + 20, 30, 29, 0, 0, 7, false, false); // Face of man
					if (distFromSide > 35)
						defineCameo(_sprites[i]._x - 27, 35, 40, 7); // Splat!
					else
						defineCameo(_sprites[i]._x - 7, 35, 40, 7);
					_stockStatus[thisStock] = 17;
				}
			}
		}
	}
}

void ShootEmUp::turnAround(byte who, bool randomX) {
	if (randomX) {
		int8 ix = (_vm->_rnd->getRandomNumber(4) + 1);
		if (_running[who]._ix > 0)
			_running[who]._ix = -(ix);
		else
			_running[who]._ix = ix;
	} else
		_running[who]._ix = -(_running[who]._ix);

	_running[who]._iy = -(_running[who]._iy);
}

void ShootEmUp::bumpFolk() {
	for (int i = 0; i < 4; i++) {
		if (_running[i]._x != kFlag) {
			for (int j = i + 1; j < 4; j++) {
				bool overlaps = overlap(_running[i]._x, _running[i]._y, _running[i]._x + 17, _running[i]._y + 24,
										_running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
				if ((_running[i]._x != kFlag) && overlaps) {
					turnAround(i, false); // Opp. directions.
					turnAround(j, false);
				}
			}
		}
	}
}

void ShootEmUp::peopleRunning() {
	if (_count321 != 0)
		return;

	for (int i = 0; i < 4; i++) {
		if (_running[i]._x != kFlag) {
			if (((_running[i]._y + _running[i]._iy) <= 53) || ((_running[i]._y + _running[i]._iy) >= 120))
				_running[i]._iy = -(_running[i]._iy);

			byte frame = 0;
			if (_running[i]._ix < 0)
				frame = _running[i]._frame - 1;
			else
				frame = _running[i]._frame + 6;
			define(_running[i]._x, _running[i]._y, frame, 0, 0, 1, false, true);

			if (_running[i]._frameDelay == 0) {
				_running[i]._frame++;
				if (_running[i]._frame == _running[i]._tooHigh)
					_running[i]._frame = _running[i]._lowest;
				_running[i]._frameDelay = kFrameDelayMax;
				_running[i]._y += _running[i]._iy;
			} else
				_running[i]._frameDelay--;

			if (((_running[i]._x + _running[i]._ix) <= 0) || ((_running[i]._x + _running[i]._ix) >= 620))
				turnAround(i, true);

			_running[i]._x += _running[i]._ix;
		}
	}
}

void ShootEmUp::updateTime() {
	if (_count321 != 0)
		return;

	_timeThisSecond++;

	if (_timeThisSecond < kTimesASecond)
		return;

	_time--;
	showTime();
	_timeThisSecond = 0;

	if (_time <= kFlashTime) {
		int timeMode = 0;
		if ((_time % 2) == 1)
			timeMode = 19; // Normal 'Time:'
		else
			timeMode = 85; // Flash 'Time:'

		_vm->_graphics->seuDrawPicture(110, 0, timeMode);
	}
}

void ShootEmUp::hitPeople() {
	if (_count321 != 0)
		return;

	for (int i = 0; i < 99; i++) {
		if ((_sprites[i]._missile) && (_sprites[i]._x != kFlag)) {
			for (int j = 0; j < 4; j++) {

				bool overlaps = overlap(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + 7, _sprites[i]._y + 10,
					_running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);

				if ((_running[j]._x != kFlag) && (overlaps)) {
					_vm->_sound->playNote(7177, 1);
					_sprites[i]._x = kFlag;
					gain(-5);
					define(_running[j]._x + 20, _running[j]._y + 3, 33 + _vm->_rnd->getRandomNumber(5), 1, 3, 9, false, true); // Oof!
					define(_sprites[i]._x, _sprites[i]._y, 82, 1, 0, 17, false, true); // Oops!
				}
			}
		}
	}
}

void ShootEmUp::escapeCheck() {
	if (_count321 != 0)
		return;

	if (_escapeCount > 0) {
		_escapeCount--;
		return;
	}

	// Escape_count = 0; now what ?

	if (_escaping) {
		if (_gotOut) {
			newEscape();
			_escaping = false;
			_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 4);
		} else {
			_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 5);
			_escapeCount = 20;
			_gotOut = true;
			define(_escapeStock * 90 + 20, 50, 24, 0, 2, 17, false, true); // Escaped!
			gain(-10);
			_hasEscaped[_escapeStock] = true;

			_howManyHaveEscaped++;

			if (_howManyHaveEscaped == 7) {
				_vm->_graphics->seuDrawPicture(266, 90, 23);
				_time = 0;
			}
		}
	} else {
		_escapeStock = getStockNumber(_vm->_rnd->getRandomNumber(6));
		_escaping = true;
		_gotOut = false;
		_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 2); // Smiling!
		_escapeCount = 200;
	}
}

void ShootEmUp::check321() {
	if (_count321 == 0)
		return;

	_count321--;

	switch (_count321) {
	case 84:
		define(320, 60, 15, 2, 1, 94, false, true);
		break;
	case 169:
		define(320, 60, 14, 0, 1, 94, false, true);
		break;
	case 254:
		define(320, 60, 13, -2, 1, 94, false, true);
		define(0, 100, 17, 2, 0, 254, false, true);
		break;
	default:
		break;
	}
}

} // End of namespace Avalanche