mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 20:28:27 +00:00
d5545bd8c5
- Renamed newShape/temporaryScript code to animationScript. svn-id: r31841
122 lines
3.8 KiB
C++
122 lines
3.8 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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* $URL$
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* $Id$
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*
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*/
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#include "kyra/kyra_hof.h"
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#include "kyra/timer.h"
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namespace Kyra {
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#define TimerV2(x) new Common::Functor1Mem<int, void, KyraEngine_HoF>(this, &KyraEngine_HoF::x)
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void KyraEngine_HoF::setupTimers() {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::setupTimers()");
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_timer->addTimer(0, 0, 5, 1);
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_timer->addTimer(1, TimerV2(timerFadeOutMessage), -1, 1);
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_timer->addTimer(2, TimerV2(timerCauldronAnimation), 1, 1);
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_timer->addTimer(3, TimerV2(timerFunc4), 1, 0);
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_timer->addTimer(4, TimerV2(timerFunc5), 1, 0);
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_timer->addTimer(5, TimerV2(timerBurnZanthia), 1, 0);
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}
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void KyraEngine_HoF::timerFadeOutMessage(int arg) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::timerFadeOutMessage(%d)", arg);
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if (_shownMessage)
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_fadeMessagePalette = 1;
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}
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void KyraEngine_HoF::timerCauldronAnimation(int arg) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::timerCauldronAnimation(%d)", arg);
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int animation = -1;
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// HACK: We don't allow inventory animations while the inventory is backed off, which means not shown usually.
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// This prevents for example that the cauldron animation is shown in the meanwhile scene with Marco and the Hand in Chapter 2.
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if (_inventorySaved)
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return;
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if (queryGameFlag(2) && _mainCharacter.sceneId != 34 && _mainCharacter.sceneId != 73 && !_invWsa.wsa && !_invWsa.running) {
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if (animation == -1)
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animation = _rnd.getRandomNumberRng(1, 6);
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char filename[13];
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strcpy(filename, "CAULD00.WSA");
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filename[5] = (animation / 10) + '0';
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filename[6] = (animation % 10) + '0';
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loadInvWsa(filename, 0, 8, 0, -1, -1, 1);
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}
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}
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void KyraEngine_HoF::timerFunc4(int arg) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::timerFunc4(%d)", arg);
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_timer->disable(3);
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setGameFlag(0xD8);
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}
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void KyraEngine_HoF::timerFunc5(int arg) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::timerFunc5(%d)", arg);
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_timer->disable(4);
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_screen->hideMouse();
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_specialSceneScriptState[5] = 1;
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for (int i = 68; i <= 75; ++i) {
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updateSceneAnim(4, i);
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delay(6);
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}
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_deathHandler = 4;
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}
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void KyraEngine_HoF::timerBurnZanthia(int arg) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::timerBurnZanthia(%d)", arg);
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_timer->disable(5);
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_screen->hideMouse();
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snd_playSoundEffect(0x2D);
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runAnimationScript("_ZANBURN.EMC", 0, 1, 1, 0);
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_deathHandler = 7;
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snd_playWanderScoreViaMap(0x53, 1);
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}
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void KyraEngine_HoF::setTimer1DelaySecs(int secs) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::setTimer1DelaySecs(%d)", secs);
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if (secs == -1)
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secs = 32000;
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_timer->setCountdown(1, secs * 60);
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}
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void KyraEngine_HoF::setWalkspeed(uint8 newSpeed) {
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debugC(9, kDebugLevelMain | kDebugLevelTimer, "KyraEngine_HoF::setWalkspeed(%i)", newSpeed);
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if (newSpeed < 5)
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newSpeed = 3;
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else
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newSpeed = 5;
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_configWalkspeed = newSpeed;
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_timer->setDelay(0, newSpeed);
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}
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} // end of namespace Kyra
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