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709 lines
18 KiB
C++
709 lines
18 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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*
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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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*
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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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/* Original name: TIMEOUT The scheduling unit. */
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#include "avalanche/avalanche.h"
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#include "avalanche/timer.h"
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namespace Avalanche {
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Timer::Timer(AvalancheEngine *vm) {
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_vm = vm;
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resetVariables();
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}
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/**
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* Add a nex timer
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* @remarks Originally called 'set_up_timer'
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*/
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void Timer::addTimer(int32 duration, byte action, byte reason) {
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byte i = 0;
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while ((i < 7) && (_times[i]._timeLeft != 0)) {
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if (_times[i]._reason == reason) // We only add a timer if it's not already in the array.
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return;
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i++;
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}
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if (i == 7)
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return; // Oh dear... No timer left
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// Everything's OK here!
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_times[i]._timeLeft = duration;
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_times[i]._action = action;
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_times[i]._reason = reason;
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}
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/**
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* Update the timers
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* @remarks Originally called 'one_tick'
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*/
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void Timer::updateTimer() {
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if (_vm->_dropdown->isActive())
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return;
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for (int i = 0; i < 7; i++) {
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if (_times[i]._timeLeft <= 0)
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continue;
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_times[i]._timeLeft--;
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if (_times[i]._timeLeft == 0) {
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switch (_times[i]._action) {
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case kProcOpenDrawbridge :
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openDrawbridge();
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break;
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case kProcAvariciusTalks :
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avariciusTalks();
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break;
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case kProcUrinate :
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urinate();
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break;
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case kProcToilet :
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toilet();
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break;
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case kProcBang:
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bang();
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break;
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case kProcBang2:
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bang2();
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break;
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case kProcStairs:
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stairs();
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break;
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case kProcCardiffSurvey:
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cardiffSurvey();
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break;
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case kProcCardiffReturn:
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cardiffReturn();
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break;
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case kProcCwytalotInHerts:
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cwytalotInHerts();
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break;
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case kProcGetTiedUp:
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getTiedUp();
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break;
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case kProcGetTiedUp2:
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getTiedUp2();
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break;
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case kProcHangAround:
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hangAround();
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break;
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case kProcHangAround2:
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hangAround2();
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break;
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case kProcAfterTheShootemup:
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afterTheShootemup();
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break;
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case kProcJacquesWakesUp:
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jacquesWakesUp();
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break;
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case kProcNaughtyDuke:
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naughtyDuke();
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break;
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case kProcNaughtyDuke2:
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naughtyDuke2();
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break;
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case kProcNaughtyDuke3:
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naughtyDuke3();
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break;
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case kProcJump:
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jump();
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break;
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case kProcSequence:
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_vm->_sequence->callSequencer();
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break;
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case kProcCrapulusSpludOut:
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crapulusSaysSpludOut();
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break;
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case kProcDawnDelay:
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_vm->fadeIn();
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break;
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case kProcBuyDrinks:
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buyDrinks();
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break;
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case kProcBuyWine:
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buyWine();
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break;
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case kProcCallsGuards:
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callsGuards();
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break;
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case kProcGreetsMonk:
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greetsMonk();
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break;
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case kProcFallDownOubliette:
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fallDownOubliette();
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break;
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case kProcMeetAvaroid:
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meetAvaroid();
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break;
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case kProcRiseUpOubliette:
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riseUpOubliette();
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break;
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case kProcRobinHoodAndGeida:
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robinHoodAndGeida();
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break;
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case kProcRobinHoodAndGeidaTalk:
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robinHoodAndGeidaTalk();
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break;
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case kProcAvalotReturns:
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avalotReturns();
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break;
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case kProcAvvySitDown:
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avvySitDown();
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break;
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case kProcGhostRoomPhew:
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ghostRoomPhew();
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break;
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case kProcArkataShouts:
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arkataShouts();
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break;
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case kProcWinning:
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winning();
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break;
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case kProcAvalotFalls:
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avalotFalls();
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break;
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case kProcSpludwickGoesToCauldron:
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spludwickGoesToCauldron();
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break;
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case kProcSpludwickLeavesCauldron:
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spludwickLeavesCauldron();
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break;
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case kProcGiveLuteToGeida:
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giveLuteToGeida();
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break;
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}
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}
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}
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_vm->_roomCycles++; // Cycles since you've been in this room.
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}
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void Timer::loseTimer(byte which) {
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for (int i = 0; i < 7; i++) {
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if (_times[i]._reason == which)
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_times[i]._timeLeft = 0; // Cancel this one!
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}
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}
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void Timer::openDrawbridge() {
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_vm->_drawbridgeOpen++;
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_vm->_background->draw(-1, -1, _vm->_drawbridgeOpen - 2);
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if (_vm->_drawbridgeOpen == 4)
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_vm->_magics[1]._operation = kMagicNothing; // You may enter the drawbridge.
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else
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addTimer(7, kProcOpenDrawbridge, kReasonDrawbridgeFalls);
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}
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void Timer::avariciusTalks() {
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_vm->_dialogs->displayScrollChain('Q', _vm->_avariciusTalk);
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_vm->_avariciusTalk++;
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if (_vm->_avariciusTalk < 17)
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addTimer(177, kProcAvariciusTalks, kReasonAvariciusTalks);
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else
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_vm->incScore(3);
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}
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void Timer::urinate() {
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_vm->_animation->_sprites[0]->turn(kDirUp);
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_vm->_animation->stopWalking();
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_vm->drawDirection();
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addTimer(14, kProcToilet, kReasonGoToToilet);
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}
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void Timer::toilet() {
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_vm->_dialogs->displayText("That's better!");
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}
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void Timer::bang() {
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Common::String tmpStr = Common::String::format("%c< BANG! >", kControlItalic);
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_vm->_dialogs->displayText(tmpStr);
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addTimer(30, kProcBang2, kReasonExplosion);
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}
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void Timer::bang2() {
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_vm->_dialogs->displayText("Hmm... sounds like Spludwick's up to something...");
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}
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void Timer::stairs() {
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_vm->_sound->blip();
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_vm->_animation->_sprites[0]->walkTo(3);
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_vm->_background->draw(-1, -1, 1);
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_vm->_brummieStairs = 2;
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_vm->_magics[10]._operation = kMagicSpecial;
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_vm->_magics[10]._data = 2; // Reached the bottom of the stairs.
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_vm->_magics[3]._operation = kMagicNothing; // Stop them hitting the sides (or the game will hang.)
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}
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void Timer::cardiffSurvey() {
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if (_vm->_cardiffQuestionNum == 0) {
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_vm->_cardiffQuestionNum++;
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_vm->_dialogs->displayScrollChain('Q', 27);
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}
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_vm->_dialogs->displayScrollChain('Z', _vm->_cardiffQuestionNum);
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_vm->_interrogation = _vm->_cardiffQuestionNum;
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addTimer(182, kProcCardiffSurvey, kReasonCardiffsurvey);
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}
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void Timer::cardiffReturn() {
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_vm->_dialogs->displayScrollChain('Q', 28);
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cardiffSurvey(); // Add end of question.
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}
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void Timer::cwytalotInHerts() {
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_vm->_dialogs->displayScrollChain('Q', 29);
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}
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void Timer::getTiedUp() {
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_vm->_dialogs->displayScrollChain('Q', 34); // ...Trouble!
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_vm->_userMovesAvvy = false;
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_vm->_beenTiedUp = true;
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_vm->_animation->stopWalking();
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AnimationType *spr = _vm->_animation->_sprites[1];
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spr->stopWalk();
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spr->stopHoming();
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spr->_callEachStepFl = true;
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spr->_eachStepProc = Animation::kProcGrabAvvy;
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addTimer(70, kProcGetTiedUp2, kReasonGettingTiedUp);
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}
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void Timer::getTiedUp2() {
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_vm->_animation->_sprites[0]->walkTo(3);
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_vm->_animation->_sprites[1]->walkTo(4);
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_vm->_magics[3]._operation = kMagicNothing; // No effect when you touch the boundaries.
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_vm->_friarWillTieYouUp = true;
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}
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void Timer::hangAround() {
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_vm->_animation->_sprites[1]->_doCheck = false;
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AnimationType *avvy = _vm->_animation->_sprites[0];
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avvy->init(7, true); // Robin Hood
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_vm->setRoom(kPeopleRobinHood, kRoomRobins);
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_vm->_animation->appearPed(0, 1);
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_vm->_dialogs->displayScrollChain('Q', 39);
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avvy->walkTo(6);
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addTimer(55, kProcHangAround2, kReasonHangingAround);
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}
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void Timer::hangAround2() {
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_vm->_dialogs->displayScrollChain('Q', 40);
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AnimationType *spr = _vm->_animation->_sprites[1];
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spr->_vanishIfStill = false;
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spr->walkTo(3);
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_vm->setRoom(kPeopleFriarTuck, kRoomRobins);
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_vm->_dialogs->displayScrollChain('Q', 41);
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_vm->_animation->_sprites[0]->remove();
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spr->remove(); // Get rid of Robin Hood and Friar Tuck.
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addTimer(1, kProcAfterTheShootemup, kReasonHangingAround); // Immediately call the following proc (when you have a chance).
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_vm->_tiedUp = false;
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// We don't need the ShootEmUp during the whole game, it's only playable once.
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ShootEmUp *shootemup = new ShootEmUp(_vm);
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_shootEmUpScore = shootemup->run();
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delete shootemup;
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}
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void Timer::afterTheShootemup() {
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_vm->flipRoom(_vm->_room, 1);
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_vm->_animation->_sprites[0]->init(0, true); // Avalot.
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_vm->_animation->appearPed(0, 1);
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_vm->_userMovesAvvy = true;
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_vm->_objects[kObjectCrossbow - 1] = true;
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_vm->refreshObjectList();
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byte gain = (_shootEmUpScore + 5) / 10; // Rounding up.
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_vm->_dialogs->displayText(kControlItalic + Common::String("Your score was ") + Common::String::format("%d", _shootEmUpScore) + '.' + kControlNewLine + kControlNewLine + "You gain (" +
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Common::String::format("%d", _shootEmUpScore) + " " + 0xF6 + " 10) = " + Common::String::format("%d", gain) + " points.");
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if (gain > 20) {
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_vm->_dialogs->displayText("But we won't let you have more than 20 points!");
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_vm->incScore(20);
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} else
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_vm->incScore(gain);
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_vm->_dialogs->displayScrollChain('Q', 70);
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}
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void Timer::jacquesWakesUp() {
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_vm->_jacquesState++;
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switch (_vm->_jacquesState) { // Additional pictures.
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case 1 :
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_vm->_background->draw(-1, -1, 0); // Eyes open.
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_vm->_dialogs->displayScrollChain('Q', 45);
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break;
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case 2 : // Going through the door.
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_vm->_background->draw(-1, -1, 1); // Not on the floor.
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_vm->_background->draw(-1, -1, 2); // But going through the door.
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_vm->_magics[5]._operation = kMagicNothing; // You can't wake him up now.
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break;
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case 3 : // Gone through the door.
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_vm->_background->draw(-1, -1, 1); // Not on the floor, either.
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_vm->_background->draw(-1, -1, 3); // He's gone... so the door's open.
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_vm->setRoom(kPeopleJacques, kRoomNowhere); // Gone!
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break;
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}
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if (_vm->_jacquesState == 5) {
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_vm->_bellsAreRinging = true;
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_vm->_aylesIsAwake = true;
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_vm->incScore(2);
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}
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switch (_vm->_jacquesState) {
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case 1:
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case 2:
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case 3:
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addTimer(12, kProcJacquesWakesUp, kReasonJacquesWakingUp);
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break;
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case 4:
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addTimer(24, kProcJacquesWakesUp, kReasonJacquesWakingUp);
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break;
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}
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}
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void Timer::naughtyDuke() { // This is when the Duke comes in and takes your money.
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AnimationType *spr = _vm->_animation->_sprites[1];
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spr->init(9, false); // Here comes the Duke.
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_vm->_animation->appearPed(1, 0); // He starts at the door...
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spr->walkTo(2); // He walks over to you.
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// Let's get the door opening.
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_vm->_background->draw(-1, -1, 0);
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_vm->_sequence->startNaughtyDukeSeq();
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addTimer(50, kProcNaughtyDuke2, kReasonNaughtyDuke);
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}
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void Timer::naughtyDuke2() {
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AnimationType *spr = _vm->_animation->_sprites[1];
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_vm->_dialogs->displayScrollChain('Q', 48); // "Ha ha, it worked again!"
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spr->walkTo(0); // Walk to the door.
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spr->_vanishIfStill = true; // Then go away!
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addTimer(32, kProcNaughtyDuke3, kReasonNaughtyDuke);
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}
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void Timer::naughtyDuke3() {
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_vm->_background->draw(-1, -1, 0);
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_vm->_sequence->startNaughtyDukeSeq();
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}
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void Timer::jump() {
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AnimationType *avvy = _vm->_animation->_sprites[0];
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_vm->_jumpStatus++;
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switch (_vm->_jumpStatus) {
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case 1:
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case 2:
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case 3:
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case 5:
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case 7:
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case 9:
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avvy->_y--;
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break;
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case 12:
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case 13:
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case 14:
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case 16:
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case 18:
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case 19:
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avvy->_y++;
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break;
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}
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if (_vm->_jumpStatus == 20) { // End of jump.
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_vm->_userMovesAvvy = true;
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_vm->_jumpStatus = 0;
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} else // Still jumping.
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addTimer(1, kProcJump, kReasonJumping);
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if ((_vm->_jumpStatus == 10) // You're at the highest point of your jump.
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&& (_vm->_room == kRoomInsideCardiffCastle)
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&& (_vm->_arrowInTheDoor == true)
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&& (_vm->_animation->inField(2))) { // Beside the wall
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// Grab the arrow!
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if (_vm->_carryNum >= kCarryLimit)
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_vm->_dialogs->displayText("You fail to grab it, because your hands are full.");
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else {
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_vm->_background->draw(-1, -1, 1);
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_vm->_arrowInTheDoor = false; // You've got it.
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_vm->_objects[kObjectBolt - 1] = true;
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_vm->refreshObjectList();
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_vm->_dialogs->displayScrollChain('Q', 50);
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_vm->incScore(3);
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}
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}
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}
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void Timer::crapulusSaysSpludOut() {
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_vm->_dialogs->displayScrollChain('Q', 56);
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_vm->_crapulusWillTell = false;
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}
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void Timer::buyDrinks() {
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_vm->_background->draw(-1, -1, 10); // Malagauche gets up again.
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_vm->_malagauche = 0;
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_vm->_dialogs->displayScrollChain('D', _vm->_drinking); // Display message about it.
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_vm->_animation->wobble(); // Do the special effects.
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_vm->_dialogs->displayScrollChain('D', 1); // That'll be thruppence.
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if (_vm->decreaseMoney(3)) // Pay 3d.
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_vm->_dialogs->displayScrollChain('D', 3); // Tell 'em you paid up.
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_vm->_parser->drink();
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}
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void Timer::buyWine() {
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_vm->_background->draw(-1, -1, 10); // Malagauche gets up again.
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_vm->_malagauche = 0;
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_vm->_dialogs->displayScrollChain('D', 50); // You buy the wine.
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_vm->_dialogs->displayScrollChain('D', 1); // It'll be thruppence.
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if (_vm->decreaseMoney(3)) {
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_vm->_dialogs->displayScrollChain('D', 4); // You paid up.
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_vm->_objects[kObjectWine - 1] = true;
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_vm->refreshObjectList();
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_vm->_wineState = 1; // OK Wine.
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}
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}
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void Timer::callsGuards() {
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_vm->_dialogs->displayScrollChain('Q', 58); // "GUARDS!!!"
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_vm->gameOver();
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}
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void Timer::greetsMonk() {
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_vm->_dialogs->displayScrollChain('Q', 59);
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_vm->_enteredLustiesRoomAsMonk = true;
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}
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void Timer::fallDownOubliette() {
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_vm->_magics[8]._operation = kMagicNothing;
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AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
avvy->_moveY++; // Increments dx/dy!
|
|
avvy->_y += avvy->_moveY; // Dowwwn we go...
|
|
addTimer(3, kProcFallDownOubliette, kReasonFallingDownOubliette);
|
|
}
|
|
|
|
void Timer::meetAvaroid() {
|
|
if (_vm->_metAvaroid) {
|
|
Common::String tmpStr = Common::String::format("You can't expect to be %cthat%c lucky twice in a row!",
|
|
kControlItalic, kControlRoman);
|
|
_vm->_dialogs->displayText(tmpStr);
|
|
_vm->gameOver();
|
|
} else {
|
|
_vm->_dialogs->displayScrollChain('Q', 60);
|
|
_vm->_metAvaroid = true;
|
|
addTimer(1, kProcRiseUpOubliette, kReasonRisingUpOubliette);
|
|
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
avvy->_facingDir = kDirLeft;
|
|
avvy->_x = 151;
|
|
avvy->_moveX = -3;
|
|
avvy->_moveY = -5;
|
|
|
|
_vm->_graphics->setBackgroundColor(kColorGreen);
|
|
}
|
|
}
|
|
|
|
void Timer::riseUpOubliette() {
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
avvy->_visible = true;
|
|
avvy->_moveY++; // Decrements dx/dy!
|
|
avvy->_y -= avvy->_moveY; // Uuuupppp we go...
|
|
if (avvy->_moveY > 0)
|
|
addTimer(3, kProcRiseUpOubliette, kReasonRisingUpOubliette);
|
|
else
|
|
_vm->_userMovesAvvy = true;
|
|
}
|
|
|
|
void Timer::robinHoodAndGeida() {
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
avvy->init(7, true);
|
|
_vm->_animation->appearPed(0, 6);
|
|
avvy->walkTo(5);
|
|
|
|
AnimationType *spr = _vm->_animation->_sprites[1];
|
|
spr->stopWalk();
|
|
spr->_facingDir = kDirLeft;
|
|
addTimer(20, kProcRobinHoodAndGeidaTalk, kReasonRobinHoodAndGeida);
|
|
_vm->_geidaFollows = false;
|
|
}
|
|
|
|
void Timer::robinHoodAndGeidaTalk() {
|
|
_vm->_dialogs->displayScrollChain('Q', 66);
|
|
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
AnimationType *spr = _vm->_animation->_sprites[1];
|
|
avvy->walkTo(1);
|
|
spr->walkTo(1);
|
|
avvy->_vanishIfStill = true;
|
|
spr->_vanishIfStill = true;
|
|
|
|
addTimer(162, kProcAvalotReturns, kReasonRobinHoodAndGeida);
|
|
}
|
|
|
|
void Timer::avalotReturns() {
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
AnimationType *spr = _vm->_animation->_sprites[1];
|
|
avvy->remove();
|
|
spr->remove();
|
|
avvy->init(0, true);
|
|
_vm->_animation->appearPed(0, 0);
|
|
_vm->_dialogs->displayScrollChain('Q', 67);
|
|
_vm->_userMovesAvvy = true;
|
|
}
|
|
|
|
/**
|
|
* This is used when you sit down in the pub in Notts. It loops around
|
|
* so that it will happen when Avvy stops walking.
|
|
* @remarks Originally called 'avvy_sit_down'
|
|
*/
|
|
void Timer::avvySitDown() {
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
if (avvy->_homing) // Still walking.
|
|
addTimer(1, kProcAvvySitDown, kReasonSittingDown);
|
|
else {
|
|
_vm->_background->draw(-1, -1, 2);
|
|
_vm->_sittingInPub = true;
|
|
_vm->_userMovesAvvy = false;
|
|
avvy->_visible = false;
|
|
}
|
|
}
|
|
|
|
void Timer::ghostRoomPhew() {
|
|
Common::String tmpStr = Common::String::format("%cPHEW!%c You're glad to get out of %cthere!",
|
|
kControlItalic, kControlRoman, kControlItalic);
|
|
_vm->_dialogs->displayText(tmpStr);
|
|
}
|
|
|
|
void Timer::arkataShouts() {
|
|
if (_vm->_teetotal)
|
|
return;
|
|
|
|
_vm->_dialogs->displayScrollChain('Q', 76);
|
|
addTimer(160, kProcArkataShouts, kReasonArkataShouts);
|
|
}
|
|
|
|
/**
|
|
* @remarks Contains the content of the function 'winning_pic', originally located in PINGO.
|
|
*/
|
|
void Timer::winning() {
|
|
_vm->_dialogs->displayScrollChain('Q', 79);
|
|
|
|
// This was originally located in winning_pic:
|
|
CursorMan.showMouse(false);
|
|
_vm->_graphics->saveScreen();
|
|
_vm->fadeOut();
|
|
_vm->_graphics->drawWinningPic();
|
|
_vm->_graphics->refreshScreen();
|
|
_vm->fadeIn();
|
|
|
|
// Waiting for a keypress or a left mouseclick:
|
|
Common::Event event;
|
|
bool escape = false;
|
|
while (!_vm->shouldQuit() && !escape) {
|
|
_vm->_graphics->refreshScreen();
|
|
while (_vm->getEvent(event)) {
|
|
if ((event.type == Common::EVENT_LBUTTONUP) || (event.type == Common::EVENT_KEYDOWN)) {
|
|
escape = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
_vm->fadeOut();
|
|
_vm->_graphics->restoreScreen();
|
|
_vm->_graphics->removeBackup();
|
|
_vm->fadeIn();
|
|
CursorMan.showMouse(true);
|
|
// winning_pic's end.
|
|
|
|
_vm->callVerb(kVerbCodeScore);
|
|
_vm->_dialogs->displayText(" T H E E N D ");
|
|
_vm->_letMeOut = true;
|
|
}
|
|
|
|
void Timer::avalotFalls() {
|
|
AnimationType *avvy = _vm->_animation->_sprites[0];
|
|
if (avvy->_stepNum < 5) {
|
|
avvy->_stepNum++;
|
|
addTimer(3, kProcAvalotFalls, kReasonFallingOver);
|
|
} else {
|
|
Common::String toDisplay = Common::String::format("%c%c%c%c%c%c%c%c%c%c%c%c%cZ%c",
|
|
kControlNewLine, kControlNewLine, kControlNewLine, kControlNewLine,
|
|
kControlNewLine, kControlNewLine, kControlInsertSpaces, kControlInsertSpaces,
|
|
kControlInsertSpaces, kControlInsertSpaces, kControlInsertSpaces,
|
|
kControlInsertSpaces, kControlRegister, kControlIcon);
|
|
_vm->_dialogs->displayText(toDisplay);
|
|
}
|
|
}
|
|
|
|
void Timer::spludwickGoesToCauldron() {
|
|
if (_vm->_animation->_sprites[1]->_homing)
|
|
addTimer(1, kProcSpludwickGoesToCauldron, kReasonSpludwickWalk);
|
|
else
|
|
addTimer(17, kProcSpludwickLeavesCauldron, kReasonSpludwickWalk);
|
|
}
|
|
|
|
void Timer::spludwickLeavesCauldron() {
|
|
_vm->_animation->_sprites[1]->_callEachStepFl = true; // So that normal procs will continue.
|
|
}
|
|
|
|
void Timer::giveLuteToGeida() { // Moved here from Acci.
|
|
_vm->_dialogs->displayScrollChain('Q', 86);
|
|
_vm->incScore(4);
|
|
_vm->_lustieIsAsleep = true;
|
|
_vm->_sequence->startGeidaLuteSeq();
|
|
}
|
|
|
|
void Timer::resetVariables() {
|
|
for (int i = 0; i < 7; i++) {
|
|
_times[i]._timeLeft = 0;
|
|
_times[i]._action = 0;
|
|
_times[i]._reason = 0;
|
|
}
|
|
|
|
_shootEmUpScore = 0;
|
|
}
|
|
|
|
} // End of namespace Avalanche.
|