scummvm/engines/avalanche/shootemup.cpp

694 lines
20 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.
*/
#include "avalanche/avalanche.h"
#include "avalanche/shootemup.h"
#include "common/random.h"
namespace Avalanche {
const byte ShootEmUp::kStocks = 27;
const byte ShootEmUp::kAvvyShoots = 86;
const byte ShootEmUp::kFacingRight = 87;
const byte ShootEmUp::kFacingLeft = 93;
const long int ShootEmUp::kFlag = -20047;
const byte ShootEmUp::kFrameDelayMax = 2;
const byte ShootEmUp::kAvvyY = 150;
const byte ShootEmUp::kShooting[7] = { 86, 79, 80, 81, 80, 79, 86 };
const byte ShootEmUp::kTimesASecond = 18;
const byte ShootEmUp::kFlashTime = 20; // If flash_time is <= this, the word "time" will flash. Should be about 20.
const byte ShootEmUp::kLeftMargin = 10;
const int16 ShootEmUp::kRightMargin = 605;
ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
_vm = vm;
_time = 120;
for (int i = 0; i < 7; i++)
_stockStatus[i] = 0;
for (int i = 0; i < 99; i++) {
_sprites[i]._ix = 0;
_sprites[i]._iy = 0;
_sprites[i]._x = kFlag;
_sprites[i]._y = 0;
_sprites[i]._p = 0;
_sprites[i]._timeout = 0;
_sprites[i]._cameo = false;
_sprites[i]._cameoFrame = 0;
_sprites[i]._missile = false;
_sprites[i]._wipe = false;
}
_rectNum = 0;
_avvyWas = 320;
_avvyPos = 320;
_avvyAnim = 1;
_avvyFacing = kFacingLeft;
_altWasPressedBefore = false;
_throwNext = 73;
_firing = false;
for (int i = 0; i < 4; i++) {
_running[i]._x = kFlag;
_running[i]._y = 0;
_running[i]._frame = 0;
_running[i]._tooHigh = 0;
_running[i]._lowest = 0;
_running[i]._ix = 0;
_running[i]._iy = 0;
_running[i]._frameDelay = 0;
}
for (int i = 0; i < 7; i++)
_hasEscaped[i] = false;
_count321 = 255; // Counting down.
_howManyHaveEscaped = 0;
_escapeCount = 0;
_escaping = false;
_timeThisSecond = 0;
_cp = false;
_wasFacing = 0;
_score = 0;
_escapeStock = 0;
_gotOut = false;
}
uint16 ShootEmUp::run() {
CursorMan.showMouse(false);
_vm->_graphics->saveScreen();
_vm->fadeOut();
_vm->_graphics->seuDrawTitle();
_vm->fadeIn();
_vm->_graphics->seuLoad();
// Should we show the instructions?
while (!_vm->shouldQuit()) {
Common::Event event;
_vm->getEvent(event);
if (event.type == Common::EVENT_KEYDOWN) {
if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1))
instructions();
break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed.
}
}
setup();
while ((_time != 0) && (!_vm->shouldQuit())) {
uint32 beginLoop = _vm->_system->getMillis();
blankIt();
hitPeople();
plotThem();
moveThem();
moveAvvy();
bumpFolk();
peopleRunning();
animate();
escapeCheck();
collisionCheck();
updateTime();
check321();
readKbd();
_cp = !_cp;
_vm->_graphics->refreshScreen();
uint32 delay = _vm->_system->getMillis() - beginLoop;
if (delay <= 55)
_vm->_system->delayMillis(55 - delay); // Replaces slowdown(); 55 comes from 18.2 Hz (B Flight).
};
_vm->fadeOut();
_vm->_graphics->restoreScreen();
_vm->_graphics->removeBackup();
_vm->fadeIn();
CursorMan.showMouse(true);
return _score;
}
bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
// By De Morgan's law:
return (a2x >= b1x) && (b2x >= a1x) && (a2y >= b1y) && (b2y >= a1y);
}
byte ShootEmUp::getStockNumber(byte index) {
while (_hasEscaped[index]) {
index++;
if (index == 7)
index = 0;
}
return index;
}
void ShootEmUp::blankIt() {
for (int i = 0; i < _rectNum; i++)
_vm->_graphics->drawFilledRectangle(_rectangles[i], kColorBlack);
_rectNum = 0;
}
void ShootEmUp::moveThem() {
for (int i = 0; i < 99; i++) {
if (_sprites[i]._x != kFlag) {
_sprites[i]._x += _sprites[i]._ix;
_sprites[i]._y += _sprites[i]._iy;
}
}
}
void ShootEmUp::blank(Common::Rect rect) {
_rectangles[_rectNum++] = rect;
}
void ShootEmUp::plotThem() {
for (int i = 0; i < 99; i++) {
if (_sprites[i]._x != kFlag) {
if (_sprites[i]._cameo) {
_vm->_graphics->seuDrawCameo(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p, _sprites[i]._cameoFrame);
if (!_cp) {
_sprites[i]._cameoFrame += 2;
_sprites[i]._p += 2;
}
} else
_vm->_graphics->seuDrawPicture(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p);
if (_sprites[i]._wipe)
blank(Common::Rect(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + _vm->_graphics->seuGetPicWidth(_sprites[i]._p), _sprites[i]._y + _vm->_graphics->seuGetPicHeight(_sprites[i]._p)));
if (_sprites[i]._timeout > 0) {
_sprites[i]._timeout--;
if (_sprites[i]._timeout == 0)
_sprites[i]._x = kFlag;
}
}
}
}
void ShootEmUp::define(int16 x, int16 y, int8 p, int8 ix, int8 iy, int16 time, bool isAMissile, bool doWeWipe) {
for (int i = 0; i < 99; i++) {
if (_sprites[i]._x == kFlag) {
_sprites[i]._x = x;
_sprites[i]._y = y;
_sprites[i]._p = p;
_sprites[i]._ix = ix;
_sprites[i]._iy = iy;
_sprites[i]._timeout = time;
_sprites[i]._cameo = false;
_sprites[i]._missile = isAMissile;
_sprites[i]._wipe = doWeWipe;
return;
}
}
}
void ShootEmUp::defineCameo(int16 x, int16 y, int8 p, int16 time) {
for (int i = 0; i < 99; i++) {
if (_sprites[i]._x == kFlag) {
_sprites[i]._x = x;
_sprites[i]._y = y;
_sprites[i]._p = p;
_sprites[i]._ix = 0;
_sprites[i]._iy = 0;
_sprites[i]._timeout = time;
_sprites[i]._cameo = true;
_sprites[i]._cameoFrame = p + 1;
_sprites[i]._missile = false;
_sprites[i]._wipe = false;
return;
}
}
}
void ShootEmUp::showStock(byte index) {
if (_escaping && (index == _escapeStock)) {
_vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + 2);
return;
}
if (_stockStatus[index] > 5)
return;
_vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + _stockStatus[index]);
_stockStatus[index] = 1 - _stockStatus[index];
}
void ShootEmUp::drawNumber(int number, int size, int x) {
for (int i = 0; i < size - 1; i++) {
int divisor = 10;
for (int j = 0; j < size - 2 - i; j++)
divisor *= 10;
char value = number / divisor;
_vm->_graphics->seuDrawPicture(x + i * 10, 0, value);
number -= value * divisor;
}
_vm->_graphics->seuDrawPicture(x + (size - 1) * 10, 0, number % 10);
}
void ShootEmUp::showScore() {
drawNumber(_score, 5, 40);
}
void ShootEmUp::showTime() {
drawNumber(_time, 3, 140);
}
void ShootEmUp::gain(int8 howMuch) {
if ((_score + howMuch) < 0) // howMuch can be negative!
_score = 0;
else
_score += howMuch;
showScore();
}
void ShootEmUp::newEscape() {
_escapeCount = _vm->_rnd->getRandomNumber(17) * 20;
_escaping = false;
}
void ShootEmUp::nextPage() {
_vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite);
_vm->_graphics->refreshScreen();
while (!_vm->shouldQuit()) {
Common::Event event;
_vm->getEvent(event);
if (event.type == Common::EVENT_KEYDOWN) {
break;
}
}
_vm->_graphics->blackOutScreen();
}
void ShootEmUp::instructions() {
_vm->_graphics->blackOutScreen();
_vm->_graphics->seuDrawPicture(25, 25, kFacingRight);
_vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite);
_vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite);
_vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite);
_vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite);
_vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite);
_vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite);
_vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite);
_vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite);
_vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite);
_vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite);
nextPage();
_vm->_graphics->seuDrawPicture(25, 35, kStocks);
_vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite);
_vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite);
_vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite);
_vm->_graphics->seuDrawPicture(25, 85, kStocks + 2);
_vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite);
_vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite);
_vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite);
_vm->_graphics->seuDrawPicture(25, 125, kStocks + 5);
_vm->_graphics->seuDrawPicture(25, 155, kStocks + 4);
_vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite);
nextPage();
_vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite);
_vm->_graphics->seuDrawPicture(25, 55, 48);
_vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite);
_vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite);
_vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite);
_vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite);
nextPage();
}
void ShootEmUp::setup() {
_vm->_graphics->blackOutScreen();
newEscape();
for (int i = 0; i < 7; i++) {
_stockStatus[i] = _vm->_rnd->getRandomNumber(1);
showStock(i);
}
// Set up status line:
_vm->_graphics->seuDrawPicture(0, 0, 16); // Score:
showScore(); // Value of score (00000 here).
_vm->_graphics->seuDrawPicture(110, 0, 19); // Time:
showTime(); // Value of time.
_vm->_graphics->refreshScreen();
// From the original core cycle:
initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
initRunner(600, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
initRunner(20, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
}
void ShootEmUp::initRunner(int16 x, int16 y, byte f1, byte f2, int8 ix, int8 iy) {
for (int i = 0; i < 4; i++) {
if (_running[i]._x == kFlag) {
_running[i]._x = x;
_running[i]._y = y;
_running[i]._frame = f1;
_running[i]._tooHigh = f2;
_running[i]._lowest = f1;
_running[i]._ix = ix;
_running[i]._iy = iy;
if ((ix == 0) && (iy == 0))
_running[i]._ix = 2; // To stop them running on the spot!
_running[i]._frameDelay = kFrameDelayMax;
return;
}
}
}
void ShootEmUp::moveAvvy() {
if (_avvyWas < _avvyPos)
_avvyFacing = kFacingRight;
else if (_avvyWas > _avvyPos)
_avvyFacing = kFacingLeft;
if (!_firing) {
if (_avvyWas == _avvyPos)
_avvyAnim = 1;
else {
_avvyAnim++;
if (_avvyAnim == 6)
_avvyAnim = 0;
}
}
if (_avvyFacing == kAvvyShoots)
define(_avvyPos, kAvvyY, kShooting[_avvyAnim], 0, 0, 1, false, true);
else
define(_avvyPos, kAvvyY, _avvyAnim + _avvyFacing, 0, 0, 1, false, true);
_avvyWas = _avvyPos;
if (_avvyFacing == kAvvyShoots) {
if (_avvyAnim == 6) {
_avvyFacing = _wasFacing;
_avvyAnim = 0;
_firing = false;
} else
_avvyAnim++;
}
}
void ShootEmUp::readKbd() {
Common::Event event;
_vm->getEvent(event);
if ((event.type == Common::EVENT_KEYUP) && ((event.kbd.keycode == Common::KEYCODE_LALT) || (event.kbd.keycode == Common::KEYCODE_RALT))) {
// Don't let the player fire continuously by holding down one of the ALT keys.
_altWasPressedBefore = false;
return;
}
if (_firing) // So you can't stack up shots while the shooting animation plays.
return;
if (event.type == Common::EVENT_KEYDOWN) {
switch (event.kbd.keycode) {
case Common::KEYCODE_LALT: // Alt was pressed - shoot!
case Common::KEYCODE_RALT: // Falltrough is intended.
if (_altWasPressedBefore || (_count321 != 0))
return;
_altWasPressedBefore = true;
_firing = true;
define(_avvyPos + 27, kAvvyY + 5, _throwNext, 0, -2, 53, true, true);
_throwNext++;
if (_throwNext == 79)
_throwNext = 73;
_avvyAnim = 0;
_wasFacing = _avvyFacing;
_avvyFacing = kAvvyShoots;
return;
case Common::KEYCODE_RSHIFT: // Right shift: move right.
_avvyPos += 5;
if (_avvyPos > kRightMargin)
_avvyPos = kRightMargin;
return;
case Common::KEYCODE_LSHIFT: // Left shift: move left.
_avvyPos -= 5;
if (_avvyPos < kLeftMargin)
_avvyPos = kLeftMargin;
return;
default:
break;
}
}
}
void ShootEmUp::animate() {
if (_vm->_rnd->getRandomNumber(9) == 1)
showStock(getStockNumber(_vm->_rnd->getRandomNumber(5)));
for (int i = 0; i < 7; i++) {
if (_stockStatus[i] > 5) {
_stockStatus[i]--;
if (_stockStatus[i] == 8) {
_stockStatus[i] = 0;
showStock(i);
}
}
}
}
void ShootEmUp::collisionCheck() {
for (int i = 0; i < 99; i++) {
if ((_sprites[i]._x != kFlag) && (_sprites[i]._missile) &&
(_sprites[i]._y < 60) && (_sprites[i]._timeout == 1)) {
int distFromSide = (_sprites[i]._x - 20) % 90;
int thisStock = (_sprites[i]._x - 20) / 90;
if ((!_hasEscaped[thisStock]) && (distFromSide > 17) && (distFromSide < 34)) {
_vm->_sound->playNote(999, 3);
_vm->_system->delayMillis(3);
define(_sprites[i]._x + 20, _sprites[i]._y, 25 + _vm->_rnd->getRandomNumber(1), 3, 1, 12, false, true); // Well done!
define(thisStock * 90 + 20, 30, 30, 0, 0, 7, false, false); // Face of man
defineCameo(thisStock * 90 + 20 + 10, 35, 40, 7); // Splat!
define(thisStock * 90 + 20 + 20, 50, 33 + _vm->_rnd->getRandomNumber(4), 0, 2, 9, false, true); // Oof!
_stockStatus[thisStock] = 17;
gain(3); // Score for hitting a face.
if (_escaping && (_escapeStock = thisStock)) { // Hit the escaper.
_vm->_sound->playNote(1777, 1);
_vm->_system->delayMillis(1);
gain(5); // Bonus for hitting escaper.
_escaping = false;
newEscape();
}
} else {
define(_sprites[i]._x, _sprites[i]._y, 82 + _vm->_rnd->getRandomNumber(2), 2, 2, 17, false, true); // Missed!
if ((!_hasEscaped[thisStock]) && (distFromSide > 3) && (distFromSide < 43)) {
define(thisStock * 90 + 20, 30, 29, 0, 0, 7, false, false); // Face of man
if (distFromSide > 35)
defineCameo(_sprites[i]._x - 27, 35, 40, 7); // Splat!
else
defineCameo(_sprites[i]._x - 7, 35, 40, 7);
_stockStatus[thisStock] = 17;
}
}
}
}
}
void ShootEmUp::turnAround(byte who, bool randomX) {
if (randomX) {
int8 ix = (_vm->_rnd->getRandomNumber(4) + 1);
if (_running[who]._ix > 0)
_running[who]._ix = -(ix);
else
_running[who]._ix = ix;
} else
_running[who]._ix = -(_running[who]._ix);
_running[who]._iy = -(_running[who]._iy);
}
void ShootEmUp::bumpFolk() {
for (int i = 0; i < 4; i++) {
if (_running[i]._x != kFlag) {
for (int j = i + 1; j < 4; j++) {
bool overlaps = overlap(_running[i]._x, _running[i]._y, _running[i]._x + 17, _running[i]._y + 24,
_running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
if ((_running[i]._x != kFlag) && overlaps) {
turnAround(i, false); // Opp. directions.
turnAround(j, false);
}
}
}
}
}
void ShootEmUp::peopleRunning() {
if (_count321 != 0)
return;
for (int i = 0; i < 4; i++) {
if (_running[i]._x != kFlag) {
if (((_running[i]._y + _running[i]._iy) <= 53) || ((_running[i]._y + _running[i]._iy) >= 120))
_running[i]._iy = -(_running[i]._iy);
byte frame = 0;
if (_running[i]._ix < 0)
frame = _running[i]._frame - 1;
else
frame = _running[i]._frame + 6;
define(_running[i]._x, _running[i]._y, frame, 0, 0, 1, false, true);
if (_running[i]._frameDelay == 0) {
_running[i]._frame++;
if (_running[i]._frame == _running[i]._tooHigh)
_running[i]._frame = _running[i]._lowest;
_running[i]._frameDelay = kFrameDelayMax;
_running[i]._y += _running[i]._iy;
} else
_running[i]._frameDelay--;
if (((_running[i]._x + _running[i]._ix) <= 0) || ((_running[i]._x + _running[i]._ix) >= 620))
turnAround(i, true);
_running[i]._x += _running[i]._ix;
}
}
}
void ShootEmUp::updateTime() {
if (_count321 != 0)
return;
_timeThisSecond++;
if (_timeThisSecond < kTimesASecond)
return;
_time--;
showTime();
_timeThisSecond = 0;
if (_time <= kFlashTime) {
int timeMode = 0;
if ((_time % 2) == 1)
timeMode = 19; // Normal 'Time:'
else
timeMode = 85; // Flash 'Time:'
_vm->_graphics->seuDrawPicture(110, 0, timeMode);
}
}
void ShootEmUp::hitPeople() {
if (_count321 != 0)
return;
for (int i = 0; i < 99; i++) {
if ((_sprites[i]._missile) && (_sprites[i]._x != kFlag)) {
for (int j = 0; j < 4; j++) {
bool overlaps = overlap(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + 7, _sprites[i]._y + 10,
_running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
if ((_running[j]._x != kFlag) && (overlaps)) {
_vm->_sound->playNote(7177, 1);
_sprites[i]._x = kFlag;
gain(-5);
define(_running[j]._x + 20, _running[j]._y + 3, 33 + _vm->_rnd->getRandomNumber(5), 1, 3, 9, false, true); // Oof!
define(_sprites[i]._x, _sprites[i]._y, 82, 1, 0, 17, false, true); // Oops!
}
}
}
}
}
void ShootEmUp::escapeCheck() {
if (_count321 != 0)
return;
if (_escapeCount > 0) {
_escapeCount--;
return;
}
// Escape_count = 0; now what ?
if (_escaping) {
if (_gotOut) {
newEscape();
_escaping = false;
_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 4);
} else {
_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 5);
_escapeCount = 20;
_gotOut = true;
define(_escapeStock * 90 + 20, 50, 24, 0, 2, 17, false, true); // Escaped!
gain(-10);
_hasEscaped[_escapeStock] = true;
_howManyHaveEscaped++;
if (_howManyHaveEscaped == 7) {
_vm->_graphics->seuDrawPicture(266, 90, 23);
_time = 0;
}
}
} else {
_escapeStock = getStockNumber(_vm->_rnd->getRandomNumber(6));
_escaping = true;
_gotOut = false;
_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 2); // Smiling!
_escapeCount = 200;
}
}
void ShootEmUp::check321() {
if (_count321 == 0)
return;
_count321--;
switch (_count321) {
case 84:
define(320, 60, 15, 2, 1, 94, false, true);
break;
case 169:
define(320, 60, 14, 0, 1, 94, false, true);
break;
case 254:
define(320, 60, 13, -2, 1, 94, false, true);
define(0, 100, 17, 2, 0, 254, false, true);
break;
default:
break;
}
}
} // End of namespace Avalanche