scummvm/engines/kyra/timer_v2.cpp
Johannes Schickel 0aecc4fb03 Implemented game options menu.
svn-id: r31378
2008-04-04 08:13:35 +00:00

122 lines
3.8 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.
*
* $URL$
* $Id$
*
*/
#include "kyra/kyra_v2.h"
#include "kyra/timer.h"
namespace Kyra {
#define TimerV2(x) new Functor1Mem<int, void, KyraEngine_v2>(this, &KyraEngine_v2::x)
void KyraEngine_v2::setupTimers() {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::setupTimers()");
_timer->addTimer(0, 0, 5, 1);
_timer->addTimer(1, TimerV2(timerFadeOutMessage), -1, 1);
_timer->addTimer(2, TimerV2(timerCauldronAnimation), 1, 1);
_timer->addTimer(3, TimerV2(timerFunc4), 1, 0);
_timer->addTimer(4, TimerV2(timerFunc5), 1, 0);
_timer->addTimer(5, TimerV2(timerBurnZanthia), 1, 0);
}
void KyraEngine_v2::timerFadeOutMessage(int arg) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::timerFadeOutMessage(%d)", arg);
if (_shownMessage)
_fadeMessagePalette = 1;
}
void KyraEngine_v2::timerCauldronAnimation(int arg) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::timerCauldronAnimation(%d)", arg);
int animation = -1;
// HACK: We don't allow inventory animations while the inventory is backed off, which means not shown usually.
// This prevents for example that the cauldron animation is shown in the meanwhile scene with Marco and the Hand in Chapter 2.
if (_inventorySaved)
return;
if (queryGameFlag(2) && _mainCharacter.sceneId != 34 && _mainCharacter.sceneId != 73 && !_invWsa.wsa && !_invWsa.running) {
if (animation == -1)
animation = _rnd.getRandomNumberRng(1, 6);
char filename[13];
strcpy(filename, "CAULD00.WSA");
filename[5] = (animation / 10) + '0';
filename[6] = (animation % 10) + '0';
loadInvWsa(filename, 0, 8, 0, -1, -1, 1);
}
}
void KyraEngine_v2::timerFunc4(int arg) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::timerFunc4(%d)", arg);
_timer->disable(3);
setGameFlag(0xD8);
}
void KyraEngine_v2::timerFunc5(int arg) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::timerFunc5(%d)", arg);
_timer->disable(4);
_screen->hideMouse();
_specialSceneScriptState[5] = 1;
for (int i = 68; i <= 75; ++i) {
updateSceneAnim(4, i);
delay(6);
}
_deathHandler = 4;
}
void KyraEngine_v2::timerBurnZanthia(int arg) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::timerBurnZanthia(%d)", arg);
_timer->disable(5);
_screen->hideMouse();
snd_playSoundEffect(0x2D);
runTemporaryScript("_ZANBURN.EMC", 0, 1, 1, 0);
_deathHandler = 7;
snd_playWanderScoreViaMap(0x53, 1);
}
void KyraEngine_v2::setTimer1DelaySecs(int secs) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::setTimer1DelaySecs(%d)", secs);
if (secs == -1)
secs = 32000;
_timer->setCountdown(1, secs * 60);
}
void KyraEngine_v2::setWalkspeed(uint8 newSpeed) {
debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_v2::setWalkspeed(%i)", newSpeed);
if (newSpeed < 5)
newSpeed = 3;
else
newSpeed = 5;
_configWalkspeed = newSpeed;
_timer->setDelay(0, newSpeed);
}
} // end of namespace Kyra