scummvm/engines/avalanche/sequence.cpp

229 lines
4.4 KiB
C++

/* 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"
namespace Avalanche {
Sequence::Sequence(AvalancheEngine *vm) {
_vm = vm;
}
void Sequence::resetVariables() {
_flipToWhere = kRoomNowhere;
_flipToPed = 0;
}
void Sequence::init(byte what) {
_seq[0] = what;
for (int i = 1; i < kSeqLength; i++)
_seq[i] = 0;
}
void Sequence::add(byte what) {
for (int16 i = 0; i < kSeqLength; i++) {
if (_seq[i] == 0) {
_seq[i] = what;
return;
}
}
}
void Sequence::switchRoom(Room where, byte ped) {
add(kNowFlip);
_flipToWhere = where;
_flipToPed = ped;
}
void Sequence::startTimer() {
_vm->_timer->loseTimer(Timer::kReasonSequencer);
_vm->_timer->addTimer(7, Timer::kProcSequence, Timer::kReasonSequencer);
}
void Sequence::startTimerImmobilized() {
// They can't move.
_vm->_userMovesAvvy = false;
// And they're not moving now.
_vm->_animation->stopWalking();
// Apart from that, it's the same thing.
startTimer();
}
void Sequence::shoveLeft() {
for (uint i = 0; i < kSeqLength - 1; i++)
_seq[i] = _seq[i + 1];
_seq[kSeqLength - 1] = 0;
}
void Sequence::callSequencer() {
byte curSeq = _seq[0];
switch (curSeq) {
case 0:
// No more routines.
return;
break;
case kNowFlip:
// Flip room.
_vm->_userMovesAvvy = true;
_vm->flipRoom(_flipToWhere, _flipToPed);
shoveLeft();
break;
}
if (curSeq <= 176) {
// Show a frame.
_vm->_background->draw(-1, -1, curSeq - 1);
shoveLeft();
}
// Make sure this PROC gets called again.
startTimer();
}
void Sequence::startHallSeq(Room whither, byte ped) {
init(1);
add(2);
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::startOutsideSeq(Room whither, byte ped) {
init(1);
add(2);
add(3);
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::startCardiffSeq(Room whither, byte ped) {
init(1);
add(5);
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::startNaughtyDukeSeq() {
init(2);
startTimer();
}
void Sequence::startGardenSeq() {
init(2);
add(1);
add(3);
startTimer();
}
void Sequence::startDuckSeq() {
init(3);
add(2);
add(1);
add(4);
startTimer();
}
void Sequence::startLustiesSeq3(Room whither, byte ped) {
init(4);
add(5);
add(6);
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::startMusicRoomSeq2(Room whither, byte ped) {
init(5);
add(6);
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::startGeidaLuteSeq() {
init(5);
// He falls asleep...
add(6);
// Not really closing, but we're using the same procedure.
startTimer();
}
void Sequence::startMusicRoomSeq() {
init(6);
add(5);
add(7);
startTimer();
}
void Sequence::startWinSeq() {
init(7);
add(8);
add(9);
startTimer();
}
void Sequence::startCupboardSeq() {
init(8);
add(7);
startTimer();
}
void Sequence::startLustiesSeq2(Room whither, byte ped) {
init(8);
add(9);
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::startCardiffSeq2() {
init(1);
if (_vm->_arrowInTheDoor)
add(3);
else
add(2);
if (_vm->_takenPen)
_vm->_background->draw(-1, -1, 3);
startTimer();
}
void Sequence::startDummySeq(Room whither, byte ped) {
switchRoom(whither, ped);
startTimerImmobilized();
}
void Sequence::synchronize(Common::Serializer &sz) {
sz.syncBytes(_seq, kSeqLength);
sz.syncAsByte(_flipToWhere);
sz.syncAsByte(_flipToPed);
}
} // End of namespace Avalanche.