scummvm/engines/avalanche/timer.cpp

707 lines
18 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.
*/
/* Original name: TIMEOUT The scheduling unit. */
#include "avalanche/avalanche.h"
#include "avalanche/timer.h"
namespace Avalanche {
Timer::Timer(AvalancheEngine *vm) {
_vm = vm;
resetVariables();
}
/**
* Add a nex timer
* @remarks Originally called 'set_up_timer'
*/
void Timer::addTimer(int32 duration, byte action, byte reason) {
byte i = 0;
while ((i < 7) && (_times[i]._timeLeft != 0)) {
if (_times[i]._reason == reason) // We only add a timer if it's not already in the array.
return;
i++;
}
if (i == 7)
return; // Oh dear... No timer left
// Everything's OK here!
_times[i]._timeLeft = duration;
_times[i]._action = action;
_times[i]._reason = reason;
}
/**
* Update the timers
* @remarks Originally called 'one_tick'
*/
void Timer::updateTimer() {
if (_vm->_dropdown->isActive())
return;
for (int i = 0; i < 7; i++) {
if (_times[i]._timeLeft <= 0)
continue;
_times[i]._timeLeft--;
if (_times[i]._timeLeft == 0) {
switch (_times[i]._action) {
case kProcOpenDrawbridge :
openDrawbridge();
break;
case kProcAvariciusTalks :
avariciusTalks();
break;
case kProcUrinate :
urinate();
break;
case kProcToilet :
toilet();
break;
case kProcBang:
bang();
break;
case kProcBang2:
bang2();
break;
case kProcStairs:
stairs();
break;
case kProcCardiffSurvey:
cardiffSurvey();
break;
case kProcCardiffReturn:
cardiffReturn();
break;
case kProcCwytalotInHerts:
cwytalotInHerts();
break;
case kProcGetTiedUp:
getTiedUp();
break;
case kProcGetTiedUp2:
getTiedUp2();
break;
case kProcHangAround:
hangAround();
break;
case kProcHangAround2:
hangAround2();
break;
case kProcAfterTheShootemup:
afterTheShootemup();
break;
case kProcJacquesWakesUp:
jacquesWakesUp();
break;
case kProcNaughtyDuke:
naughtyDuke();
break;
case kProcNaughtyDuke2:
naughtyDuke2();
break;
case kProcNaughtyDuke3:
naughtyDuke3();
break;
case kProcJump:
jump();
break;
case kProcSequence:
_vm->_sequence->callSequencer();
break;
case kProcCrapulusSpludOut:
crapulusSaysSpludOut();
break;
case kProcDawnDelay:
_vm->fadeIn();
break;
case kProcBuyDrinks:
buyDrinks();
break;
case kProcBuyWine:
buyWine();
break;
case kProcCallsGuards:
callsGuards();
break;
case kProcGreetsMonk:
greetsMonk();
break;
case kProcFallDownOubliette:
fallDownOubliette();
break;
case kProcMeetAvaroid:
meetAvaroid();
break;
case kProcRiseUpOubliette:
riseUpOubliette();
break;
case kProcRobinHoodAndGeida:
robinHoodAndGeida();
break;
case kProcRobinHoodAndGeidaTalk:
robinHoodAndGeidaTalk();
break;
case kProcAvalotReturns:
avalotReturns();
break;
case kProcAvvySitDown:
avvySitDown();
break;
case kProcGhostRoomPhew:
ghostRoomPhew();
break;
case kProcArkataShouts:
arkataShouts();
break;
case kProcWinning:
winning();
break;
case kProcAvalotFalls:
avalotFalls();
break;
case kProcSpludwickGoesToCauldron:
spludwickGoesToCauldron();
break;
case kProcSpludwickLeavesCauldron:
spludwickLeavesCauldron();
break;
case kProcGiveLuteToGeida:
giveLuteToGeida();
break;
}
}
}
_vm->_roomCycles++; // Cycles since you've been in this room.
}
void Timer::loseTimer(byte which) {
for (int i = 0; i < 7; i++) {
if (_times[i]._reason == which)
_times[i]._timeLeft = 0; // Cancel this one!
}
}
void Timer::openDrawbridge() {
_vm->_drawbridgeOpen++;
_vm->_background->draw(-1, -1, _vm->_drawbridgeOpen - 2);
if (_vm->_drawbridgeOpen == 4)
_vm->_magics[1]._operation = kMagicNothing; // You may enter the drawbridge.
else
addTimer(7, kProcOpenDrawbridge, kReasonDrawbridgeFalls);
}
void Timer::avariciusTalks() {
_vm->_dialogs->displayScrollChain('Q', _vm->_avariciusTalk);
_vm->_avariciusTalk++;
if (_vm->_avariciusTalk < 17)
addTimer(177, kProcAvariciusTalks, kReasonAvariciusTalks);
else
_vm->incScore(3);
}
void Timer::urinate() {
_vm->_animation->_sprites[0]->turn(kDirUp);
_vm->_animation->stopWalking();
_vm->drawDirection();
addTimer(14, kProcToilet, kReasonGoToToilet);
}
void Timer::toilet() {
_vm->_dialogs->displayText("That's better!");
}
void Timer::bang() {
Common::String tmpStr = Common::String::format("%c< BANG! >", kControlItalic);
_vm->_dialogs->displayText(tmpStr);
addTimer(30, kProcBang2, kReasonExplosion);
}
void Timer::bang2() {
_vm->_dialogs->displayText("Hmm... sounds like Spludwick's up to something...");
}
void Timer::stairs() {
_vm->_sound->blip();
_vm->_animation->_sprites[0]->walkTo(3);
_vm->_background->draw(-1, -1, 1);
_vm->_brummieStairs = 2;
_vm->_magics[10]._operation = kMagicSpecial;
_vm->_magics[10]._data = 2; // Reached the bottom of the stairs.
_vm->_magics[3]._operation = kMagicNothing; // Stop them hitting the sides (or the game will hang.)
}
void Timer::cardiffSurvey() {
if (_vm->_cardiffQuestionNum == 0) {
_vm->_cardiffQuestionNum++;
_vm->_dialogs->displayScrollChain('Q', 27);
}
_vm->_dialogs->displayScrollChain('Z', _vm->_cardiffQuestionNum);
_vm->_interrogation = _vm->_cardiffQuestionNum;
addTimer(182, kProcCardiffSurvey, kReasonCardiffsurvey);
}
void Timer::cardiffReturn() {
_vm->_dialogs->displayScrollChain('Q', 28);
cardiffSurvey(); // Add end of question.
}
void Timer::cwytalotInHerts() {
_vm->_dialogs->displayScrollChain('Q', 29);
}
void Timer::getTiedUp() {
_vm->_dialogs->displayScrollChain('Q', 34); // ...Trouble!
_vm->_userMovesAvvy = false;
_vm->_beenTiedUp = true;
_vm->_animation->stopWalking();
AnimationType *spr = _vm->_animation->_sprites[1];
spr->stopWalk();
spr->stopHoming();
spr->_callEachStepFl = true;
spr->_eachStepProc = Animation::kProcGrabAvvy;
addTimer(70, kProcGetTiedUp2, kReasonGettingTiedUp);
}
void Timer::getTiedUp2() {
_vm->_animation->_sprites[0]->walkTo(3);
_vm->_animation->_sprites[1]->walkTo(4);
_vm->_magics[3]._operation = kMagicNothing; // No effect when you touch the boundaries.
_vm->_friarWillTieYouUp = true;
}
void Timer::hangAround() {
_vm->_animation->_sprites[1]->_doCheck = false;
AnimationType *avvy = _vm->_animation->_sprites[0];
avvy->init(7, true); // Robin Hood
_vm->setRoom(kPeopleRobinHood, kRoomRobins);
_vm->_animation->appearPed(0, 1);
_vm->_dialogs->displayScrollChain('Q', 39);
avvy->walkTo(6);
addTimer(55, kProcHangAround2, kReasonHangingAround);
}
void Timer::hangAround2() {
_vm->_dialogs->displayScrollChain('Q', 40);
AnimationType *spr = _vm->_animation->_sprites[1];
spr->_vanishIfStill = false;
spr->walkTo(3);
_vm->setRoom(kPeopleFriarTuck, kRoomRobins);
_vm->_dialogs->displayScrollChain('Q', 41);
_vm->_animation->_sprites[0]->remove();
spr->remove(); // Get rid of Robin Hood and Friar Tuck.
addTimer(1, kProcAfterTheShootemup, kReasonHangingAround); // Immediately call the following proc (when you have a chance).
_vm->_tiedUp = false;
// We don't need the ShootEmUp during the whole game, it's only playable once.
ShootEmUp *shootemup = new ShootEmUp(_vm);
_shootEmUpScore = shootemup->run();
delete shootemup;
}
void Timer::afterTheShootemup() {
_vm->flipRoom(_vm->_room, 1);
_vm->_animation->_sprites[0]->init(0, true); // Avalot.
_vm->_animation->appearPed(0, 1);
_vm->_userMovesAvvy = true;
_vm->_objects[kObjectCrossbow - 1] = true;
_vm->refreshObjectList();
byte gain = (_shootEmUpScore + 5) / 10; // Rounding up.
_vm->_dialogs->displayText(Common::String::format("%cYour score was %d.%c%cYou gain (%d \xf6 10) = %d points.", kControlItalic, _shootEmUpScore, kControlNewLine, kControlNewLine, _shootEmUpScore, gain));
if (gain > 20) {
_vm->_dialogs->displayText("But we won't let you have more than 20 points!");
_vm->incScore(20);
} else
_vm->incScore(gain);
_vm->_dialogs->displayScrollChain('Q', 70);
}
void Timer::jacquesWakesUp() {
_vm->_jacquesState++;
switch (_vm->_jacquesState) { // Additional pictures.
case 1 :
_vm->_background->draw(-1, -1, 0); // Eyes open.
_vm->_dialogs->displayScrollChain('Q', 45);
break;
case 2 : // Going through the door.
_vm->_background->draw(-1, -1, 1); // Not on the floor.
_vm->_background->draw(-1, -1, 2); // But going through the door.
_vm->_magics[5]._operation = kMagicNothing; // You can't wake him up now.
break;
case 3 : // Gone through the door.
_vm->_background->draw(-1, -1, 1); // Not on the floor, either.
_vm->_background->draw(-1, -1, 3); // He's gone... so the door's open.
_vm->setRoom(kPeopleJacques, kRoomNowhere); // Gone!
break;
}
if (_vm->_jacquesState == 5) {
_vm->_bellsAreRinging = true;
_vm->_aylesIsAwake = true;
_vm->incScore(2);
}
switch (_vm->_jacquesState) {
case 1:
case 2:
case 3:
addTimer(12, kProcJacquesWakesUp, kReasonJacquesWakingUp);
break;
case 4:
addTimer(24, kProcJacquesWakesUp, kReasonJacquesWakingUp);
break;
}
}
void Timer::naughtyDuke() { // This is when the Duke comes in and takes your money.
AnimationType *spr = _vm->_animation->_sprites[1];
spr->init(9, false); // Here comes the Duke.
_vm->_animation->appearPed(1, 0); // He starts at the door...
spr->walkTo(2); // He walks over to you.
// Let's get the door opening.
_vm->_background->draw(-1, -1, 0);
_vm->_sequence->startNaughtyDukeSeq();
addTimer(50, kProcNaughtyDuke2, kReasonNaughtyDuke);
}
void Timer::naughtyDuke2() {
AnimationType *spr = _vm->_animation->_sprites[1];
_vm->_dialogs->displayScrollChain('Q', 48); // "Ha ha, it worked again!"
spr->walkTo(0); // Walk to the door.
spr->_vanishIfStill = true; // Then go away!
addTimer(32, kProcNaughtyDuke3, kReasonNaughtyDuke);
}
void Timer::naughtyDuke3() {
_vm->_background->draw(-1, -1, 0);
_vm->_sequence->startNaughtyDukeSeq();
}
void Timer::jump() {
AnimationType *avvy = _vm->_animation->_sprites[0];
_vm->_jumpStatus++;
switch (_vm->_jumpStatus) {
case 1:
case 2:
case 3:
case 5:
case 7:
case 9:
avvy->_y--;
break;
case 12:
case 13:
case 14:
case 16:
case 18:
case 19:
avvy->_y++;
break;
}
if (_vm->_jumpStatus == 20) { // End of jump.
_vm->_userMovesAvvy = true;
_vm->_jumpStatus = 0;
} else // Still jumping.
addTimer(1, kProcJump, kReasonJumping);
if ((_vm->_jumpStatus == 10) // You're at the highest point of your jump.
&& (_vm->_room == kRoomInsideCardiffCastle)
&& (_vm->_arrowInTheDoor == true)
&& (_vm->_animation->inField(2))) { // Beside the wall
// Grab the arrow!
if (_vm->_carryNum >= kCarryLimit)
_vm->_dialogs->displayText("You fail to grab it, because your hands are full.");
else {
_vm->_background->draw(-1, -1, 1);
_vm->_arrowInTheDoor = false; // You've got it.
_vm->_objects[kObjectBolt - 1] = true;
_vm->refreshObjectList();
_vm->_dialogs->displayScrollChain('Q', 50);
_vm->incScore(3);
}
}
}
void Timer::crapulusSaysSpludOut() {
_vm->_dialogs->displayScrollChain('Q', 56);
_vm->_crapulusWillTell = false;
}
void Timer::buyDrinks() {
_vm->_background->draw(-1, -1, 10); // Malagauche gets up again.
_vm->_malagauche = 0;
_vm->_dialogs->displayScrollChain('D', _vm->_drinking); // Display message about it.
_vm->_animation->wobble(); // Do the special effects.
_vm->_dialogs->displayScrollChain('D', 1); // That'll be thruppence.
if (_vm->decreaseMoney(3)) // Pay 3d.
_vm->_dialogs->displayScrollChain('D', 3); // Tell 'em you paid up.
_vm->_parser->drink();
}
void Timer::buyWine() {
_vm->_background->draw(-1, -1, 10); // Malagauche gets up again.
_vm->_malagauche = 0;
_vm->_dialogs->displayScrollChain('D', 50); // You buy the wine.
_vm->_dialogs->displayScrollChain('D', 1); // It'll be thruppence.
if (_vm->decreaseMoney(3)) {
_vm->_dialogs->displayScrollChain('D', 4); // You paid up.
_vm->_objects[kObjectWine - 1] = true;
_vm->refreshObjectList();
_vm->_wineState = 1; // OK Wine.
}
}
void Timer::callsGuards() {
_vm->_dialogs->displayScrollChain('Q', 58); // "GUARDS!!!"
_vm->gameOver();
}
void Timer::greetsMonk() {
_vm->_dialogs->displayScrollChain('Q', 59);
_vm->_enteredLustiesRoomAsMonk = true;
}
void Timer::fallDownOubliette() {
_vm->_magics[8]._operation = kMagicNothing;
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.