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authorEugene Sandulenko2010-08-17 09:28:20 +0000
committerEugene Sandulenko2010-08-17 09:28:20 +0000
commit06960d33e15bc80f9912fa92f11dd82388199bd6 (patch)
treeda4750e75d343227f9e522bbc1c5d983de831e85 /engines/hugo/schedule.cpp
parente075f0539568c5d14a61889a0233558376cdb5ce (diff)
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HUGO: Adding engine to the main tree
svn-id: r52137
Diffstat (limited to 'engines/hugo/schedule.cpp')
-rwxr-xr-xengines/hugo/schedule.cpp677
1 files changed, 677 insertions, 0 deletions
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
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+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// This module contains all the scheduling and timing stuff
+
+#include "common/system.h"
+#include "common/stream.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/schedule.h"
+#include "hugo/global.h"
+#include "hugo/file.h"
+#include "hugo/display.h"
+#include "hugo/parser.h"
+#include "hugo/util.h"
+#include "hugo/sound.h"
+
+namespace Hugo {
+
+#define SIGN(X) (X < 0 ? -1 : 1)
+
+Scheduler::Scheduler(HugoEngine &vm) : _vm(vm) {
+}
+
+// Initialise the timer event queue
+void Scheduler::initEventQueue() {
+ debugC(1, kDebugSchedule, "initEventQueue");
+
+ // Chain next_p from first to last
+ for (int i = kMaxEvents; --i;)
+ _events[i - 1].nextEvent = &_events[i];
+ _events[kMaxEvents - 1].nextEvent = 0;
+
+ // Chain prev_p from last to first
+ for (int i = 1; i < kMaxEvents; i++)
+ _events[i].prevEvent = &_events[i - 1];
+ _events[0].prevEvent = 0;
+
+ _headEvent = _tailEvent = 0; // Event list is empty
+ _freeEvent = _events; // Free list is full
+}
+
+// Return a ptr to an event structure from the free list
+event_t *Scheduler::getQueue() {
+ debugC(4, kDebugSchedule, "getQueue");
+ event_t *resEvent;
+
+ if (!_freeEvent) // Error: no more events available
+ Utils::Error(EVNT_ERR, "getQueue");
+ resEvent = _freeEvent;
+ _freeEvent = _freeEvent->nextEvent;
+ resEvent->nextEvent = 0;
+ return resEvent;
+}
+
+// Delete an event structure (i.e. return it to the free list)
+// Historical note: Originally event p was assumed to be at head of queue
+// (i.e. earliest) since all events were deleted in order when proceeding to
+// a new screen. To delete an event from the middle of the queue, the action
+// was overwritten to be ANULL. With the advent of GLOBAL events, Del_queue
+// was modified to allow deletes anywhere in the list, and the DEL_EVENT
+// action was modified to perform the actual delete.
+void Scheduler::delQueue(event_t *curEvent) {
+ debugC(4, kDebugSchedule, "delQueue");
+ if (curEvent == _headEvent) // If p was the head ptr
+ _headEvent = curEvent->nextEvent; // then make new head_p
+ else { // Unlink p
+ curEvent->prevEvent->nextEvent = curEvent->nextEvent;
+ if (curEvent->nextEvent)
+ curEvent->nextEvent->prevEvent = curEvent->prevEvent;
+ else
+ _tailEvent = curEvent->prevEvent;
+ }
+
+ if (_headEvent)
+ _headEvent->prevEvent = 0; // Mark end of list
+ else
+ _tailEvent = 0; // Empty queue
+
+ curEvent->nextEvent = _freeEvent; // Return p to free list
+ if (_freeEvent) // Special case, if free list was empty
+ _freeEvent->prevEvent = curEvent;
+ _freeEvent = curEvent;
+}
+
+// Insert the action pointed to by p into the timer event queue
+// The queue goes from head (earliest) to tail (latest) timewise
+void Scheduler::insertAction(act *action) {
+ debugC(1, kDebugSchedule, "insertAction - Action type A%d", action->a0.actType);
+
+ // First, get and initialise the event structure
+ event_t *curEvent = getQueue();
+ curEvent->action = action;
+ switch (action->a0.actType) { // Assign whether local or global
+ case AGSCHEDULE:
+ curEvent->localActionFl = false; // Lasts over a new screen
+ break;
+ default:
+ curEvent->localActionFl = true; // Rest are for current screen only
+ break;
+ }
+
+ curEvent->time = action->a0.timer + getTicks(); // Convert rel to abs time
+
+ // Now find the place to insert the event
+ if (!_tailEvent) { // Empty queue
+ _tailEvent = _headEvent = curEvent;
+ curEvent->nextEvent = curEvent->prevEvent = NULL;
+ } else {
+ event_t *wrkEvent = _tailEvent; // Search from latest time back
+ bool found = false;
+
+ while (wrkEvent && !found) {
+ if (wrkEvent->time <= curEvent->time) { // Found if new event later
+ found = true;
+ if (wrkEvent == _tailEvent) // New latest in list
+ _tailEvent = curEvent;
+ else
+ wrkEvent->nextEvent->prevEvent = curEvent;
+ curEvent->nextEvent = wrkEvent->nextEvent;
+ wrkEvent->nextEvent = curEvent;
+ curEvent->prevEvent = wrkEvent;
+ }
+ wrkEvent = wrkEvent->prevEvent;
+ }
+
+ if (!found) { // Must be earliest in list
+ _headEvent->prevEvent = curEvent; // So insert as new head
+ curEvent->nextEvent = _headEvent;
+ curEvent->prevEvent = NULL;
+ _headEvent = curEvent;
+ }
+ }
+}
+
+void Scheduler::insertActionList(uint16 actIndex) {
+// Call Insert_action for each action in the list supplied
+ debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex);
+
+ if (_vm._actListArr[actIndex])
+ for (int i = 0; _vm._actListArr[actIndex][i].a0.actType != ANULL; i++)
+ insertAction(&_vm._actListArr[actIndex][i]);
+}
+
+void Scheduler::decodeString(char *line) {
+// Decode a string
+ debugC(1, kDebugSchedule, "decodeString(%s)", line);
+
+ static char cypher[] = "Copyright 1992, Gray Design Associates";
+
+ for (uint16 i = 0; i < strlen(line); i++)
+ line[i] -= cypher[i % strlen(cypher)];
+ debugC(1, kDebugSchedule, "result : %s", line);
+}
+
+event_t *Scheduler::doAction(event_t *curEvent) {
+// This function performs the action in the event structure pointed to by p
+// It dequeues the event and returns it to the free list. It returns a ptr
+// to the next action in the list, except special case of NEW_SCREEN
+ event_t *wrkEvent; // Save ev_p->next_p for return
+ event_t *saveEvent; // Used in DEL_EVENTS
+ char *response; // User's response string
+ object_t *obj1;
+ object_t *obj2;
+ int dx, dy;
+ act *action; // Ptr to action structure
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ action = curEvent->action;
+ debugC(1, kDebugSchedule, "doAction - Event action type : %d", action->a0.actType);
+
+ switch (action->a0.actType) {
+ case ANULL: // Big NOP from DEL_EVENTS
+ break;
+ case ASCHEDULE: // act0: Schedule an action list
+ insertActionList(action->a0.actIndex);
+ break;
+ case START_OBJ: // act1: Start an object cycling
+ _vm._objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
+ _vm._objects[action->a1.objNumb].cycling = action->a1.cycle;
+ break;
+ case INIT_OBJXY: // act2: Initialise an object
+ _vm._objects[action->a2.objNumb].x = action->a2.x; // Coordinates
+ _vm._objects[action->a2.objNumb].y = action->a2.y;
+ break;
+ case PROMPT: // act3: Prompt user for key phrase
+// TODO : Add specific code for Hugo 1 DOS, which is handled differently,
+ response = Utils::Box(BOX_PROMPT, _vm.file().fetchString(action->a3.promptIndex));
+
+ warning("STUB: doAction(act3), expecting answer %s", response);
+
+// TODO : The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block
+#if 0
+ bool found;
+ char *tmpStr; // General purpose string ptr
+
+ for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
+ tmpStr = _vm.file().Fetch_string(action->a3.responsePtr[dx]);
+ if (strstr(_vm.parser().strlwr(response) , tmpStr))
+ found = true;
+ }
+
+ if (found)
+ insertActionList(action->a3.actPassIndex);
+ else
+ insertActionList(action->a3.actFailIndex);
+#endif
+
+//HACK: As the answer is not read, currently it's always considered correct
+ insertActionList(action->a3.actPassIndex);
+ break;
+ case BKGD_COLOR: // act4: Set new background color
+ HugoEngine::get().screen().setBackgroundColor(action->a4.newBackgroundColor);
+ break;
+ case INIT_OBJVXY: // act5: Initialise an object
+ _vm._objects[action->a5.objNumb].vx = action->a5.vx; // velocities
+ _vm._objects[action->a5.objNumb].vy = action->a5.vy;
+ break;
+ case INIT_CARRY: // act6: Initialise an object
+ _vm._objects[action->a6.objNumb].carriedFl = action->a6.carriedFl; // carried status
+ break;
+ case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
+ _vm._objects[action->a7.objNumb].x = _vm._hero->x - 1;
+ _vm._objects[action->a7.objNumb].y = _vm._hero->y + _vm._hero->currImagePtr->y2 - 1;
+ _vm._objects[action->a7.objNumb].screenIndex = *_vm._screen_p; // Don't forget screen!
+ break;
+ case NEW_SCREEN: // act8: Start new screen
+ newScreen(action->a8.screenIndex);
+ break;
+ case INIT_OBJSTATE: // act9: Initialise an object state
+ _vm._objects[action->a9.objNumb].state = action->a9.newState;
+ break;
+ case INIT_PATH: // act10: Initialise an object path and velocity
+ _vm._objects[action->a10.objNumb].pathType = (path_t) action->a10.newPathType;
+ _vm._objects[action->a10.objNumb].vxPath = action->a10.vxPath;
+ _vm._objects[action->a10.objNumb].vyPath = action->a10.vyPath;
+ break;
+ case COND_R: // act11: action lists conditional on object state
+ if (_vm._objects[action->a11.objNumb].state == action->a11.stateReq)
+ insertActionList(action->a11.actPassIndex);
+ else
+ insertActionList(action->a11.actFailIndex);
+ break;
+ case TEXT: // act12: Text box (CF WARN)
+ Utils::Box(BOX_ANY, _vm.file().fetchString(action->a12.stringIndex)); // Fetch string from file
+ break;
+ case SWAP_IMAGES: // act13: Swap 2 object images
+ swapImages(action->a13.obj1, action->a13.obj2);
+ break;
+ case COND_SCR: // act14: Conditional on current screen
+ if (_vm._objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
+ insertActionList(action->a14.actPassIndex);
+ else
+ insertActionList(action->a14.actFailIndex);
+ break;
+ case AUTOPILOT: // act15: Home in on a (stationary) object
+ // object p1 will home in on object p2
+ obj1 = &_vm._objects[action->a15.obj1];
+ obj2 = &_vm._objects[action->a15.obj2];
+ obj1->pathType = AUTO;
+ dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
+ dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
+
+ if (dx == 0) // Don't EVER divide by zero!
+ dx = 1;
+ if (dy == 0)
+ dy = 1;
+
+ if (abs(dx) > abs(dy)) {
+ obj1->vx = action->a15.dx * -SIGN(dx);
+ obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy);
+ } else {
+ obj1->vy = action->a15.dy * -SIGN(dy);
+ obj1->vx = abs((action->a15.dx * dx) / dy) * -SIGN(dx);
+ }
+ break;
+ case INIT_OBJ_SEQ: // act16: Set sequence number to use
+ // Note: Don't set a sequence at time 0 of a new screen, it causes
+ // problems clearing the boundary bits of the object! t>0 is safe
+ _vm._objects[action->a16.objNumb].currImagePtr = _vm._objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
+ break;
+ case SET_STATE_BITS: // act17: OR mask with curr obj state
+ _vm._objects[action->a17.objNumb].state |= action->a17.stateMask;
+ break;
+ case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
+ _vm._objects[action->a18.objNumb].state &= ~action->a18.stateMask;
+ break;
+ case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
+ if ((_vm._objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
+ insertActionList(action->a19.actPassIndex);
+ else
+ insertActionList(action->a19.actFailIndex);
+ break;
+ case DEL_EVENTS: // act20: Remove all events of this action type
+ // Note: actions are not deleted here, simply turned into NOPs!
+ wrkEvent = _headEvent; // The earliest event
+ while (wrkEvent) { // While events found in list
+ saveEvent = wrkEvent->nextEvent;
+ if (wrkEvent->action->a20.actType == action->a20.actTypeDel)
+ delQueue(wrkEvent);
+ wrkEvent = saveEvent;
+ }
+ break;
+ case GAMEOVER: // act21: Game over!
+ // NOTE: Must wait at least 1 tick before issuing this action if
+ // any objects are to be made invisible!
+ gameStatus.gameOverFl = true;
+ break;
+ case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
+ _vm._objects[action->a22.objNumb].x = _vm._hero->x;
+ _vm._objects[action->a22.objNumb].y = _vm._hero->y;
+ _vm._objects[action->a22.objNumb].screenIndex = *_vm._screen_p;// Don't forget screen!
+ break;
+ case EXIT: // act23: Exit game back to DOS
+ _vm.endGame();
+ break;
+ case BONUS: // act24: Get bonus score for action
+ processBonus(action->a24.pointIndex);
+ break;
+ case COND_BOX: // act25: Conditional on bounding box
+ obj1 = &_vm._objects[action->a25.objNumb];
+ dx = obj1->x + obj1->currImagePtr->x1;
+ dy = obj1->y + obj1->currImagePtr->y2;
+ if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
+ (dy >= action->a25.y1) && (dy <= action->a25.y2))
+ insertActionList(action->a25.actPassIndex);
+ else
+ insertActionList(action->a25.actFailIndex);
+ break;
+ case SOUND: // act26: Play a sound (or tune)
+ if (action->a26.soundIndex < _vm._tunesNbr)
+ _vm.sound().playMusic(action->a26.soundIndex);
+ else
+ _vm.sound().playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI);
+ break;
+ case ADD_SCORE: // act27: Add object's value to score
+ _vm.adjustScore(_vm._objects[action->a27.objNumb].objValue);
+ break;
+ case SUB_SCORE: // act28: Subtract object's value from score
+ _vm.adjustScore(-_vm._objects[action->a28.objNumb].objValue);
+ break;
+ case COND_CARRY: // act29: Conditional on object being carried
+ if (_vm._objects[action->a29.objNumb].carriedFl)
+ insertActionList(action->a29.actPassIndex);
+ else
+ insertActionList(action->a29.actFailIndex);
+ break;
+ case INIT_MAZE: // act30: Enable and init maze structure
+ _maze.enabledFl = true;
+ _maze.size = action->a30.mazeSize;
+ _maze.x1 = action->a30.x1;
+ _maze.y1 = action->a30.y1;
+ _maze.x2 = action->a30.x2;
+ _maze.y2 = action->a30.y2;
+ _maze.x3 = action->a30.x3;
+ _maze.x4 = action->a30.x4;
+ _maze.firstScreenIndex = action->a30.firstScreenIndex;
+ break;
+ case EXIT_MAZE: // act31: Disable maze mode
+ _maze.enabledFl = false;
+ break;
+ case INIT_PRIORITY:
+ _vm._objects[action->a32.objNumb].priority = action->a32.priority;
+ break;
+ case INIT_SCREEN:
+ _vm._objects[action->a33.objNumb].screenIndex = action->a33.screenIndex;
+ break;
+ case AGSCHEDULE: // act34: Schedule a (global) action list
+ insertActionList(action->a34.actIndex);
+ break;
+ case REMAPPAL: // act35: Remap a palette color
+ HugoEngine::get().screen().remapPal(action->a35.oldColorIndex, action->a35.newColorIndex);
+ break;
+ case COND_NOUN: // act36: Conditional on noun mentioned
+ if (_vm.parser().isWordPresent(_vm._arrayNouns[action->a36.nounIndex]))
+ insertActionList(action->a36.actPassIndex);
+ else
+ insertActionList(action->a36.actFailIndex);
+ break;
+ case SCREEN_STATE: // act37: Set new screen state
+ _vm._screenStates[action->a37.screenIndex] = action->a37.newState;
+ break;
+ case INIT_LIPS: // act38: Position lips on object
+ _vm._objects[action->a38.lipsObjNumb].x = _vm._objects[action->a38.objNumb].x + action->a38.dxLips;
+ _vm._objects[action->a38.lipsObjNumb].y = _vm._objects[action->a38.objNumb].y + action->a38.dyLips;
+ _vm._objects[action->a38.lipsObjNumb].screenIndex = *_vm._screen_p; // Don't forget screen!
+ _vm._objects[action->a38.lipsObjNumb].cycling = CYCLE_FORWARD;
+ break;
+ case INIT_STORY_MODE: // act39: Init story_mode flag
+ // This is similar to the QUIET path mode, except that it is
+ // independant of it and it additionally disables the ">" prompt
+ gameStatus.storyModeFl = action->a39.storyModeFl;
+
+ // End the game after story if this is special vendor demo mode
+ if (gameStatus.demoFl && action->a39.storyModeFl == false)
+ _vm.endGame();
+ break;
+ case WARN: // act40: Text box (CF TEXT)
+ Utils::Box(BOX_OK, _vm.file().fetchString(action->a40.stringIndex));
+ break;
+ case COND_BONUS: // act41: Perform action if got bonus
+ if (_vm._points[action->a41.BonusIndex].scoredFl)
+ insertActionList(action->a41.actPassIndex);
+ else
+ insertActionList(action->a41.actFailIndex);
+ break;
+ case TEXT_TAKE: // act42: Text box with "take" message
+ Utils::Box(BOX_ANY, TAKE_TEXT, _vm._arrayNouns[_vm._objects[action->a42.objNumb].nounIndex][TAKE_NAME]);
+ break;
+ case YESNO: // act43: Prompt user for Yes or No
+ warning("doAction(act43) - Yes/No Box");
+ if (Utils::Box(BOX_YESNO, _vm.file().fetchString(action->a43.promptIndex)) != NULL)
+ insertActionList(action->a43.actYesIndex);
+ else
+ insertActionList(action->a43.actNoIndex);
+ break;
+ case STOP_ROUTE: // act44: Stop any route in progress
+ gameStatus.routeIndex = -1;
+ break;
+ case COND_ROUTE: // act45: Conditional on route in progress
+ if (gameStatus.routeIndex >= action->a45.routeIndex)
+ insertActionList(action->a45.actPassIndex);
+ else
+ insertActionList(action->a45.actFailIndex);
+ break;
+ case INIT_JUMPEXIT: // act46: Init status.jumpexit flag
+ // This is to allow left click on exit to get there immediately
+ // For example the plane crash in Hugo2 where hero is invisible
+ // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1
+ gameStatus.jumpExitFl = action->a46.jumpExitFl;
+ break;
+ case INIT_VIEW: // act47: Init object.viewx, viewy, dir
+ _vm._objects[action->a47.objNumb].viewx = action->a47.viewx;
+ _vm._objects[action->a47.objNumb].viewy = action->a47.viewy;
+ _vm._objects[action->a47.objNumb].direction = action->a47.direction;
+ break;
+ case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
+ // Note: Don't set a sequence at time 0 of a new screen, it causes
+ // problems clearing the boundary bits of the object! t>0 is safe
+ _vm._objects[action->a48.objNumb].currImagePtr = _vm._objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
+ for (dx = 0; dx < action->a48.frameIndex; dx++)
+ _vm._objects[action->a48.objNumb].currImagePtr = _vm._objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
+ break;
+ case OLD_SONG:
+ //TODO For Hugo 1 and Hugo2 DOS: The songs were not stored in a DAT file, but directly as
+ //strings. the current play_music should be modified to use a strings instead of reading
+ //the file, in those cases. This replaces, for those DOS versions, act26.
+ warning("STUB: doAction(act49)");
+ break;
+ default:
+ Utils::Error(EVNT_ERR, "doAction");
+ break;
+ }
+
+ if (action->a0.actType == NEW_SCREEN) // New_screen() deletes entire list
+ return (NULL); // next_p = NULL since list now empty
+ else {
+ wrkEvent = curEvent->nextEvent;
+ delQueue(curEvent); // Return event to free list
+ return(wrkEvent); // Return next event ptr
+ }
+}
+
+// This is the scheduler which runs every tick. It examines the event queue
+// for any events whose time has come. It dequeues these events and performs
+// the action associated with the event, returning it to the free queue
+void Scheduler::runScheduler() {
+ debugC(6, kDebugSchedule, "runScheduler");
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ event_t *curEvent = _headEvent; // The earliest event
+ while (curEvent && curEvent->time <= gameStatus.tick) // While mature events found
+ curEvent = doAction(curEvent); // Perform the action (returns next_p)
+ gameStatus.tick++; // Accessed elsewhere via getTicks()
+}
+
+uint32 Scheduler::getTicks() {
+// Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
+ debugC(3, kDebugSchedule, "getTicks");
+
+ return _vm.getGameStatus().tick;
+}
+
+void Scheduler::processBonus(int bonusIndex) {
+// Add indecated bonus to score if not added already
+ debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex);
+
+ if (!_vm._points[bonusIndex].scoredFl) {
+ _vm.adjustScore(_vm._points[bonusIndex].score);
+ _vm._points[bonusIndex].scoredFl = true;
+ }
+}
+
+// Transition to a new screen as follows:
+// 1. Clear out all non-global events from event list.
+// 2. Set the new screen (in the hero object and any carried objects)
+// 3. Read in the screen files for the new screen
+// 4. Schedule action list for new screen
+// 5. Initialise prompt line and status line
+void Scheduler::newScreen(int screenIndex) {
+ debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex);
+
+ // Make sure the background file exists!
+ if (!_vm.isPacked()) {
+ char line[32];
+ if (!_vm.file().fileExists(strcat(strncat(strcpy(line, _vm._picDir), _vm._screenNames[screenIndex], NAME_LEN), BKGEXT)) &&
+ !_vm.file().fileExists(strcat(strcpy(line, _vm._screenNames[screenIndex]), ".ART"))) {
+ Utils::Box(BOX_ANY, _vm._textSchedule[kSsNoBackground]);
+ return;
+ }
+ }
+
+ // 1. Clear out all local events
+ event_t *curEvent = _headEvent; // The earliest event
+ event_t *wrkEvent; // Event ptr
+ while (curEvent) { // While mature events found
+ wrkEvent = curEvent->nextEvent; // Save p (becomes undefined after Del)
+ if (curEvent->localActionFl)
+ delQueue(curEvent); // Return event to free list
+ curEvent = wrkEvent;
+ }
+
+ // 2. Set the new screen in the hero object and any being carried
+ _vm.setNewScreen(screenIndex);
+
+ // 3. Read in new screen files
+ _vm.readScreenFiles(screenIndex);
+
+ // 4. Schedule action list for this screen
+ _vm.screenActions(screenIndex);
+
+ // 5. Initialise prompt line and status line
+ _vm.initNewScreenDisplay();
+}
+
+// Write the event queue to the file with handle f
+// Note that we convert all the event structure ptrs to indexes
+// using -1 for NULL. We can't convert the action ptrs to indexes
+// so we save address of first dummy action ptr to compare on restore.
+void Scheduler::saveEvents(Common::WriteStream *f) {
+ uint32 curTime;
+ event_t saveEvents_[kMaxEvents]; // Convert event ptrs to indexes
+ event_t *wrkEvent; // Event ptr
+ int16 freeIndex; // Free list index
+ int16 headIndex; // Head of list index
+ int16 tailIndex; // Tail of list index
+
+ debugC(1, kDebugSchedule, "saveEvents");
+
+ curTime = getTicks();
+
+ // Convert event ptrs to indexes
+ for (int16 i = 0; i < kMaxEvents; i++) {
+ wrkEvent = &_events[i];
+ saveEvents_[i] = *wrkEvent;
+ saveEvents_[i].prevEvent = (wrkEvent->prevEvent == NULL) ? (event_t *) - 1 : (event_t *)(wrkEvent->prevEvent - _events);
+ saveEvents_[i].nextEvent = (wrkEvent->nextEvent == NULL) ? (event_t *) - 1 : (event_t *)(wrkEvent->nextEvent - _events);
+ }
+ freeIndex = (_freeEvent == 0) ? -1 : _freeEvent - _events;
+ headIndex = (_headEvent == 0) ? -1 : _headEvent - _events;
+ tailIndex = (_tailEvent == 0) ? -1 : _tailEvent - _events;
+
+ f->write(&curTime, sizeof(curTime));
+ f->write(&freeIndex, sizeof(freeIndex));
+ f->write(&headIndex, sizeof(headIndex));
+ f->write(&tailIndex, sizeof(tailIndex));
+ f->write(saveEvents_, sizeof(saveEvents_));
+}
+
+// Restore the event list from file with handle f
+void Scheduler::restoreEvents(Common::SeekableReadStream *f) {
+ uint32 curTime, saveTime;
+ event_t *wrkEvent; // Event ptr
+ event_t savedEvents[kMaxEvents]; // Convert event ptrs to indexes
+ int16 freeIndex; // Free list index
+ int16 headIndex; // Head of list index
+ int16 tailIndex; // Tail of list index
+
+ debugC(1, kDebugSchedule, "restoreEvents");
+
+ f->read(&saveTime, sizeof(saveTime)); // time of save
+ f->read(&freeIndex, sizeof(freeIndex));
+ f->read(&headIndex, sizeof(headIndex));
+ f->read(&tailIndex, sizeof(tailIndex));
+ f->read(savedEvents, sizeof(savedEvents));
+
+ // Restore events indexes to pointers
+ for (int i = 0; i < kMaxEvents; i++) {
+ wrkEvent = &savedEvents[i];
+ _events[i] = *wrkEvent;
+ _events[i].prevEvent = (wrkEvent->prevEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->prevEvent ];
+ _events[i].nextEvent = (wrkEvent->nextEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->nextEvent ];
+ }
+ _freeEvent = (freeIndex == -1) ? NULL : &_events[freeIndex];
+ _headEvent = (headIndex == -1) ? NULL : &_events[headIndex];
+ _tailEvent = (tailIndex == -1) ? NULL : &_events[tailIndex];
+
+ // Adjust times to fit our time
+ curTime = getTicks();
+ wrkEvent = _headEvent; // The earliest event
+ while (wrkEvent) { // While mature events found
+ wrkEvent->time = wrkEvent->time - saveTime + curTime;
+ wrkEvent = wrkEvent->nextEvent;
+ }
+}
+
+void Scheduler::restoreScreen(int screenIndex) {
+// Transition to a new screen as follows:
+// 1. Set the new screen (in the hero object and any carried objects)
+// 2. Read in the screen files for the new screen
+// 3. Initialise prompt line and status line
+
+ debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex);
+
+ // 1. Set the new screen in the hero object and any being carried
+ _vm.setNewScreen(screenIndex);
+
+ // 2. Read in new screen files
+ _vm.readScreenFiles(screenIndex);
+
+ // 3. Initialise prompt line and status line
+ _vm.initNewScreenDisplay();
+}
+
+void Scheduler::swapImages(int objNumb1, int objNumb2) {
+// Swap all the images of one object with another. Set hero_image (we make
+// the assumption for now that the first obj is always the HERO) to the object
+// number of the swapped image
+ seqList_t tmpSeqList[MAX_SEQUENCES];
+
+ debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
+
+ _vm.file().saveSeq(&_vm._objects[objNumb1]);
+ memcpy(tmpSeqList, _vm._objects[objNumb1].seqList, sizeof(seqList_t));
+ memcpy(_vm._objects[objNumb1].seqList, _vm._objects[objNumb2].seqList, sizeof(seqList_t));
+ memcpy(_vm._objects[objNumb2].seqList, tmpSeqList, sizeof(seqList_t));
+ _vm.file().restoreSeq(&_vm._objects[objNumb1]);
+ _vm._objects[objNumb2].currImagePtr = _vm._objects[objNumb2].seqList[0].seqPtr;
+ _vm._heroImage = (_vm._heroImage == HERO) ? objNumb2 : HERO;
+
+ // Make sure baseline stays constant
+ _vm._objects[objNumb1].y += _vm._objects[objNumb2].currImagePtr->y2 - _vm._objects[objNumb1].currImagePtr->y2;
+}
+
+} // end of namespace Hugo