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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.
*/
/*
��� ��� ���� ��� ��� �� ��� ����� ��� �� � ���� ��� ��� ��� �
�� �� � � � � ��� �� � � � � � � ��� ���� � �� ��� �
� � � �� �� ��� � � � � � ��� � �� ��� � � � ��� ���
TIMEOUT The scheduling unit. */
#define __timeout_implementation__
#include "timeout.h"
#include "visa.h"
#include "lucerna.h"
#include "trip5.h"
#include "scrolls.h"
#include "sequence.h"
#include "pingo.h"
#include "Acci.h"
#include "enid.h"
namespace Avalanche {
byte fv;
void set_up_timer(longint howlong, byte whither, byte why) {
fv = 1;
while ((fv < 8) && (times[fv].time_left != 0)) fv += 1;
if (fv == 8) return; /* Oh dear... */
{
timetype &with = times[fv]; /* Everything's OK here! */
with.time_left = howlong;
with.then_where = whither;
with.what_for = why;
}
}
void one_tick() {
if (ddmnow) return;
for (fv = 1; fv <= 7; fv ++) {
timetype &with = times[fv];
if (with.time_left > 0) {
with.time_left -= 1;
if (with.time_left == 0)
switch (with.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:
call_sequencer();
break;
case proccrapulus_splud_out:
crapulus_says_splud_out();
break;
case procdawn_delay:
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;
}
}
}
roomtime += 1; /* Cycles since you've been in this room. */
dna.total_time += 1; /* Total amount of time for this game. */
}
void lose_timer(byte which) {
byte fv;
for (fv = 1; fv <= 7; fv ++) {
timetype &with = times[fv];
if (with.what_for == which)
with.time_left = 0;
} /* Cancel this one! */
}
/*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 open_drawbridge() {
{
dnatype &with = dna;
with.drawbridge_open += 1;
show_one(with.drawbridge_open - 1);
if (with.drawbridge_open == 4)
magics[2].op = nix; /* You may enter the drawbridge. */
else set_up_timer(7, procopen_drawbridge, reason_drawbridgefalls);
}
}
/* --- */
void avaricius_talks() {
{
dnatype &with = dna;
dixi('q', with.avaricius_talk);
with.avaricius_talk += 1;
if (with.avaricius_talk < 17)
set_up_timer(177, procavaricius_talks, reason_avariciustalks);
else points(3);
}
}
void urinate() {
tr[1].turn(up);
stopwalking();
showrw();
set_up_timer(14, proctoilet2, reason_gototoilet);
}
void toilet2() {
display("That's better!");
}
void bang() {
display("\6< BANG! >");
set_up_timer(30, procbang2, reason_explosion);
}
void bang2() {
display("Hmm... sounds like Spludwick's up to something...");
}
void stairs() {
blip();
tr[1].walkto(4);
show_one(2);
dna.brummie_stairs = 2;
magics[11].op = special;
magics[11].data = 2; /* Reached the bottom of the stairs. */
magics[4].op = nix; /* Stop them hitting the sides (or the game will hang.) */
}
void cardiff_survey() {
{
dnatype &with = dna;
switch (with.cardiff_things) {
case 0: {
with.cardiff_things += 1;
dixi('q', 27);
}
break;
}
dixi('z', with.cardiff_things);
}
interrogation = dna.cardiff_things;
set_up_timer(182, proccardiffsurvey, reason_cardiffsurvey);
}
void cardiff_return() {
dixi('q', 28);
cardiff_survey(); /* add end of question. */
}
void cwytalot_in_herts() {
dixi('q', 29);
}
void get_tied_up() {
dixi('q', 34); /* ...Trouble! */
dna.user_moves_avvy = false;
dna.been_tied_up = true;
stopwalking();
tr[2].stopwalk();
tr[2].stophoming();
tr[2].call_eachstep = true;
tr[2].eachstep = procgrab_avvy;
set_up_timer(70, procget_tied_up2, reason_getting_tied_up);
}
void get_tied_up2() {
tr[1].walkto(4);
tr[2].walkto(5);
magics[4].op = nix; /* No effect when you touch the boundaries. */
dna.friar_will_tie_you_up = true;
}
void hang_around() {
tr[2].check_me = false;
tr[1].init(7, true); /* Robin Hood */
whereis[probinhood] = r__robins;
apped(1, 2);
dixi('q', 39);
tr[1].walkto(7);
set_up_timer(55, prochang_around2, reason_hanging_around);
}
void hang_around2() {
dixi('q', 40);
tr[2].vanishifstill = false;
tr[2].walkto(4);
whereis[pfriartuck] = r__robins;
dixi('q', 41);
tr[1].done();
tr[2].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). */
dna.tied_up = false;
back_to_bootstrap(1); /* Call the shoot-'em-up. */
}
void after_the_shootemup() {
byte shootscore, gain;
tr[1].init(0, true); /* Avalot. */
apped(1, 2);
dna.user_moves_avvy = true;
dna.obj[crossbow] = true;
objectlist();
shootscore = mem[storage_seg * storage_ofs];
gain = (shootscore + 5) / 10; /* Rounding up. */
display(string("\6Your score was ") + strf(shootscore) + '.' + "\r\rYou gain (" +
strf(shootscore) + " � 10) = " + strf(gain) + " points.");
if (gain > 20) {
display("But we won't let you have more than 20 points!");
points(20);
} else
points(gain);
dixi('q', 70);
}
void jacques_wakes_up() {
dna.jacques_awake += 1;
switch (dna.jacques_awake) { /* Additional pictures. */
case 1 : {
show_one(1); /* Eyes open. */
dixi('Q', 45);
}
break;
case 2 : { /* Going through the door. */
show_one(2); /* Not on the floor. */
show_one(3); /* But going through the door. */
magics[6].op = nix; /* You can't wake him up now. */
}
break;
case 3 : { /* Gone through the door. */
show_one(2); /* Not on the floor, either. */
show_one(4); /* He's gone... so the door's open. */
whereis[pjacques] = 0; /* Gone! */
}
break;
}
if (dna.jacques_awake == 5) {
dna.ringing_bells = true;
dna.ayles_is_awake = true;
points(2);
}
switch (dna.jacques_awake) {
case RANGE_3(1, 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 naughty_duke()
/* This is when the Duke comes in and takes your money. */
{
tr[2].init(9, false); /* Here comes the Duke. */
apped(2, 1); /* He starts at the door... */
tr[2].walkto(3); /* He walks over to you. */
/* Let's get the door opening. */
show_one(1);
first_show(2);
start_to_close();
set_up_timer(50, procnaughty_duke2, reason_naughty_duke);
}
void naughty_duke2() {
dixi('q', 48); /* Ha ha, it worked again! */
tr[2].walkto(1); /* Walk to the door. */
tr[2].vanishifstill = true; /* Then go away! */
set_up_timer(32, procnaughty_duke3, reason_naughty_duke);
}
void naughty_duke3() {
show_one(1);
first_show(2);
start_to_close();
}
void jump() {
{
dnatype &with = dna;
with.jumpstatus += 1;
{
triptype &with1 = tr[1];
switch (with.jumpstatus) {
case 1:
case 2:
case 3:
case 5:
case 7:
case 9:
with1.y -= 1;
break;
case 12:
case 13:
case 14:
case 16:
case 18:
case 19:
with1.y += 1;
break;
}
}
if (with.jumpstatus == 20) {
/* End of jump. */
dna.user_moves_avvy = true;
dna.jumpstatus = 0;
} else {
/* Still jumping. */
set_up_timer(1, procjump, reason_jumping);
}
if ((with.jumpstatus == 10) /* You're at the highest point of your jump. */
&& (dna.room == r__insidecardiffcastle)
&& (dna.arrow_in_the_door == true)
&& (infield(3))) { /* beside the wall*/
/* Grab the arrow! */
if (dna.carrying >= maxobjs)
display("You fail to grab it, because your hands are full.");
else {
show_one(2);
dna.arrow_in_the_door = false; /* You've got it. */
dna.obj[bolt] = true;
objectlist();
dixi('q', 50);
points(3);
}
}
}
}
void crapulus_says_splud_out() {
dixi('q', 56);
dna.crapulus_will_tell = false;
}
void buydrinks() {
show_one(11); /* Malagauche gets up again. */
dna.malagauche = 0;
dixi('D', ord(dna.drinking)); /* Display message about it. */
wobble(); /* Do the special effects. */
dixi('D', 1); /* That'll be thruppence. */
if (pennycheck(3)) /* Pay 3d. */
dixi('D', 3); /* Tell 'em you paid up. */
have_a_drink();
}
void buywine() {
show_one(11); /* Malagauche gets up again. */
dna.malagauche = 0;
dixi('D', 50); /* You buy the wine. */
dixi('D', 1); /* It'll be thruppence. */
if (pennycheck(3)) {
dixi('D', 4); /* You paid up. */
dna.obj[wine] = true;
objectlist();
dna.winestate = 1; /* OK Wine */
}
}
void callsguards() {
dixi('Q', 58); /* GUARDS!!! */
gameover();
}
void greetsmonk() {
dixi('Q', 59);
dna.entered_lusties_room_as_monk = true;
}
void fall_down_oubliette() {
magics[9].op = nix;
tr[1].iy += 1; /* increments dx/dy! */
tr[1].y += tr[1].iy; /* Dowwwn we go... */
set_up_timer(3, procfall_down_oubliette, reason_falling_down_oubliette);
}
void meet_avaroid() {
if (dna.met_avaroid) {
display("You can't expect to be \6that\22 lucky twice in a row!");
gameover();
} else {
dixi('Q', 60);
dna.met_avaroid = true;
set_up_timer(1, procrise_up_oubliette, reason_rising_up_oubliette);
{
triptype &with = tr[1];
with.face = left;
with.x = 151;
with.ix = -3;
with.iy = -5;
}
background(2);
}
}
void rise_up_oubliette() {
{
triptype &with = tr[1];
with.visible = true;
with.iy += 1; /* decrements dx/dy! */
with.y -= with.iy; /* Uuuupppp we go... */
if (with.iy > 0)
set_up_timer(3, procrise_up_oubliette, reason_rising_up_oubliette);
else
dna.user_moves_avvy = true;
}
}
void robin_hood_and_geida() {
tr[1].init(7, true);
apped(1, 7);
tr[1].walkto(6);
tr[2].stopwalk();
tr[2].face = left;
set_up_timer(20, procrobin_hood_and_geida_talk, reason_robin_hood_and_geida);
dna.geida_follows = false;
}
void robin_hood_and_geida_talk() {
dixi('q', 66);
tr[1].walkto(2);
tr[2].walkto(2);
tr[1].vanishifstill = true;
tr[2].vanishifstill = true;
set_up_timer(162, procavalot_returns, reason_robin_hood_and_geida);
}
void avalot_returns() {
tr[1].done();
tr[2].done();
tr[1].init(0, true);
apped(1, 1);
dixi('q', 67);
dna.user_moves_avvy = true;
}
void 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 (tr[1].homing) /* Still walking */
set_up_timer(1, procavvy_sit_down, reason_sitting_down);
else {
show_one(3);
dna.sitting_in_pub = true;
dna.user_moves_avvy = false;
tr[1].visible = false;
}
}
void ghost_room_phew() {
display("\6PHEW!\22 You're glad to get out of \6there!");
}
void arkata_shouts() {
if (dna.teetotal) return;
dixi('q', 76);
set_up_timer(160, procarkata_shouts, reason_arkata_shouts);
}
void winning() {
dixi('q', 79);
winning_pic();
do {
checkclick();
} while (!(mrelease == 0));
callverb(vb_score);
display(" T H E E N D ");
lmo = true;
}
void avalot_falls() {
if (tr[1].step < 5) {
tr[1].step += 1;
set_up_timer(3, procavalot_falls, reason_falling_over);
} else
display("\r\r\r\r\r\r\n\n\n\n\n\n\23Z\26");
}
void spludwick_goes_to_cauldron() {
if (tr[2].homing)
set_up_timer(1, procspludwick_goes_to_cauldron, reason_spludwalk);
else
set_up_timer(17, procspludwick_leaves_cauldron, reason_spludwalk);
}
void spludwick_leaves_cauldron() {
tr[2].call_eachstep = true; /* So that normal procs will continue. */
}
void give_lute_to_geida() { /* Moved here from Acci. */
dixi('Q', 86);
points(4);
dna.lustie_is_asleep = true;
first_show(5);
then_show(6); /* He falls asleep... */
start_to_close(); /* Not really closing, but we're using the same procedure. */
}
/* "This is all!" */
class unit_timeout_initialize {
public:
unit_timeout_initialize();
};
static unit_timeout_initialize timeout_constructor;
unit_timeout_initialize::unit_timeout_initialize() {
fillchar(times, sizeof(times), '\0');
}
} // End of namespace Avalanche.
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