Ceci est une ancienne révision du document !
Larry is using a lot of timing and timer, their are all handled by logic0.
#define varTimeLastElapsedSeconds v43 #define varTimingDelay v67 #define varClearStatusSeconds v68 #define varTimerSpraySeconds v71 #define varTimerSprayMinutes v72 #define varTimerBreathSpraySeconds v80 #define varSecondsSinceKeystroke v91 #define varGameTimeSecond v115 #define varGameTimeMinute v116 #define varGameTimeHour v119
Due to the “unsigned byte” architecture of the AGI virtual machine, to avoid loop in timer (when timer goes below 0 their new value is set to '255', not -1); this is due to the fact that AGI doesn't handle negative variables very well.
The timing Handler increase seconds , until seconds reach 60. (To avoid the “loop” effect).
#define varGameTimeSecond v115 #define varGameTimeMinute v116 #define varGameTimeHour v119
The Time is also handled by variables v119 [H], v116 [M] and v115 [S] those variables are set to start the ingame clock at 10pm and has a special even if reach 4am (larry's kill himself, that the BAD ending of the game).
To reach this bad ending the player should wait +6h in real time, some screens/logics doesn't affect change in-game time (title, BadEnding and Questionnaires) but the seconds counter is always incremented byte the timeloop.
According to the source code; it can be an issue if you're in that room (seconds could be over 60) but those 3 screens aren't really play screen.
Leisure suit larry is using at least 4 differents timers
#define varTimingDelay v67
This timer is used by any room logic to set a timer (example, if larry won't move, after few second the dog came in).
This timer only raise (Set) the boolTimingScriptDone [f75] when reach 1 second left (not 0, to avoid loop to 255 (-1) value).
Any room logic can change the variable to what value they want to wait, and pool the boolTimingScriptDone [f75] flag for raise.
The timing Handler decrease the value until it's reach 1.
This timer is used to clear part of the line #24 when reach 1 second left.
It's used to clear bottom line.
The timing Handler decrease the v71 value until it's reach 0 (it can'nt be negative).
If the v72 is > 0; the handler decrease v72, and reset v71 to 60.
It's somehow related to alcool usage (0:04) and breath spray (10:00)…
when v71 == 1 and v72 == 0 (timer is over), then handler raise flag f107 and reset f66. it display message 157 to 160, and preset the next message in the list, loop to 157 if message > 160.
The timing Handler decrease the value until it's reach 1.
It's started when Larry use his breath spray when boolDisabledRoomJump (f48) is set or in the currentRoom 0.
When this timer hit 1 second left, the player re-gain the larry's control.
it's also reset f34 flag.