mirror of
https://github.com/libretro/scummvm.git
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229 lines
4.4 KiB
C++
229 lines
4.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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/* SEQUENCE The sequencer. */
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#include "avalanche/avalanche.h"
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#include "avalanche/sequence.h"
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namespace Avalanche {
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Sequence::Sequence(AvalancheEngine *vm) {
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_vm = vm;
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}
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void Sequence::resetVariables() {
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_flipToWhere = kRoomNowhere;
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_flipToPed = 0;
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}
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void Sequence::init(byte what) {
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_seq[0] = what;
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for (int i = 1; i < kSeqLength; i++)
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_seq[i] = 0;
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}
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void Sequence::add(byte what) {
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for (int16 i = 0; i < kSeqLength; i++) {
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if (_seq[i] == 0) {
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_seq[i] = what;
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return;
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}
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}
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}
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void Sequence::switchRoom(Room where, byte ped) {
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add(kNowFlip);
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_flipToWhere = where;
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_flipToPed = ped;
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}
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void Sequence::startTimer() {
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_vm->_timer->loseTimer(Timer::kReasonSequencer);
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_vm->_timer->addTimer(7, Timer::kProcSequence, Timer::kReasonSequencer);
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}
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void Sequence::startTimerImmobilized() {
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// They can't move.
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_vm->_userMovesAvvy = false;
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// And they're not moving now.
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_vm->_animation->stopWalking();
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// Apart from that, it's the same thing.
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startTimer();
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}
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void Sequence::shoveLeft() {
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for (uint i = 0; i < kSeqLength - 1; i++)
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_seq[i] = _seq[i + 1];
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_seq[kSeqLength - 1] = 0;
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}
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void Sequence::callSequencer() {
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byte curSeq = _seq[0];
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switch (curSeq) {
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case 0:
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// No more routines.
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return;
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break;
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case kNowFlip:
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// Flip room.
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_vm->_userMovesAvvy = true;
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_vm->flipRoom(_flipToWhere, _flipToPed);
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shoveLeft();
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break;
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}
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if (curSeq <= 176) {
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// Show a frame.
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_vm->_background->draw(-1, -1, curSeq - 1);
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shoveLeft();
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}
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// Make sure this PROC gets called again.
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startTimer();
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}
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void Sequence::startHallSeq(Room whither, byte ped) {
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init(1);
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add(2);
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::startOutsideSeq(Room whither, byte ped) {
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init(1);
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add(2);
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add(3);
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::startCardiffSeq(Room whither, byte ped) {
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init(1);
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add(5);
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::startNaughtyDukeSeq() {
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init(2);
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startTimer();
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}
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void Sequence::startGardenSeq() {
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init(2);
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add(1);
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add(3);
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startTimer();
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}
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void Sequence::startDuckSeq() {
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init(3);
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add(2);
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add(1);
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add(4);
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startTimer();
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}
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void Sequence::startLustiesSeq3(Room whither, byte ped) {
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init(4);
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add(5);
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add(6);
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::startMusicRoomSeq2(Room whither, byte ped) {
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init(5);
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add(6);
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::startGeidaLuteSeq() {
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init(5);
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// He falls asleep...
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add(6);
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// Not really closing, but we're using the same procedure.
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startTimer();
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}
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void Sequence::startMusicRoomSeq() {
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init(6);
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add(5);
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add(7);
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startTimer();
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}
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void Sequence::startWinSeq() {
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init(7);
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add(8);
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add(9);
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startTimer();
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}
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void Sequence::startCupboardSeq() {
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init(8);
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add(7);
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startTimer();
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}
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void Sequence::startLustiesSeq2(Room whither, byte ped) {
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init(8);
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add(9);
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::startCardiffSeq2() {
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init(1);
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if (_vm->_arrowInTheDoor)
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add(3);
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else
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add(2);
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if (_vm->_takenPen)
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_vm->_background->draw(-1, -1, 3);
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startTimer();
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}
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void Sequence::startDummySeq(Room whither, byte ped) {
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switchRoom(whither, ped);
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startTimerImmobilized();
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}
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void Sequence::synchronize(Common::Serializer &sz) {
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sz.syncBytes(_seq, kSeqLength);
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sz.syncAsByte(_flipToWhere);
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sz.syncAsByte(_flipToPed);
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}
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} // End of namespace Avalanche.
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