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-rw-r--r--engines/hugo/object.h34
-rw-r--r--engines/hugo/object_v1d.cpp39
-rw-r--r--engines/hugo/object_v1w.cpp2
-rw-r--r--engines/hugo/object_v2d.cpp31
-rw-r--r--engines/hugo/schedule.cpp254
-rw-r--r--engines/hugo/schedule.h11
-rw-r--r--engines/hugo/schedule_v1d.cpp229
-rw-r--r--engines/hugo/schedule_v2d.cpp324
8 files changed, 399 insertions, 525 deletions
diff --git a/engines/hugo/object.h b/engines/hugo/object.h
index 922ae75d27..5e468ffcbb 100644
--- a/engines/hugo/object.h
+++ b/engines/hugo/object.h
@@ -48,6 +48,7 @@ public:
object_t *_objects;
uint16 _numObj;
+ virtual void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) = 0;
virtual void moveObjects() = 0;
virtual void updateImages() = 0;
virtual void swapImages(int objIndex1, int objIndex2) = 0;
@@ -103,19 +104,10 @@ public:
ObjectHandler_v1d(HugoEngine *vm);
virtual ~ObjectHandler_v1d();
- void moveObjects();
- void updateImages();
- void swapImages(int objIndex1, int objIndex2);
-};
-
-class ObjectHandler_v1w : public ObjectHandler {
-public:
- ObjectHandler_v1w(HugoEngine *vm);
- ~ObjectHandler_v1w();
-
- void moveObjects();
- void updateImages();
- void swapImages(int objIndex1, int objIndex2);
+ virtual void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy);
+ virtual void moveObjects();
+ virtual void updateImages();
+ virtual void swapImages(int objIndex1, int objIndex2);
};
class ObjectHandler_v2d : public ObjectHandler_v1d {
@@ -123,8 +115,10 @@ public:
ObjectHandler_v2d(HugoEngine *vm);
virtual ~ObjectHandler_v2d();
- void moveObjects();
- void updateImages();
+ virtual void moveObjects();
+ virtual void updateImages();
+
+ void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy);
};
class ObjectHandler_v3d : public ObjectHandler_v2d {
@@ -132,7 +126,17 @@ public:
ObjectHandler_v3d(HugoEngine *vm);
~ObjectHandler_v3d();
+ virtual void moveObjects();
+ virtual void swapImages(int objIndex1, int objIndex2);
+};
+
+class ObjectHandler_v1w : public ObjectHandler_v3d {
+public:
+ ObjectHandler_v1w(HugoEngine *vm);
+ ~ObjectHandler_v1w();
+
void moveObjects();
+ void updateImages();
void swapImages(int objIndex1, int objIndex2);
};
diff --git a/engines/hugo/object_v1d.cpp b/engines/hugo/object_v1d.cpp
index 76b114f354..6eb44fcaa0 100644
--- a/engines/hugo/object_v1d.cpp
+++ b/engines/hugo/object_v1d.cpp
@@ -228,7 +228,7 @@ void ObjectHandler_v1d::moveObjects() {
obj->cycling = CYCLE_FORWARD;
} else {
obj->cycling = NOT_CYCLING;
- _vm->boundaryCollision(obj); // Must have got hero!
+ _vm->boundaryCollision(obj); // Must have got hero!
}
dxOld = obj->vx;
currImage = obj->currImagePtr; // Get (new) ptr to current image
@@ -275,7 +275,7 @@ void ObjectHandler_v1d::moveObjects() {
// Move objects, allowing for boundaries
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
+ object_t *obj = &_objects[i]; // Get pointer to object
if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
// Only process if it's moving
@@ -289,7 +289,7 @@ void ObjectHandler_v1d::moveObjects() {
int y2 = obj->y + currImage->y2; // Bottom edge
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
- _vm->clearBoundary(x1, x2, y2); // Clear our own boundary
+ _vm->clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
int dx = _vm->deltaX(x1, x2, obj->vx, y2);
@@ -307,7 +307,7 @@ void ObjectHandler_v1d::moveObjects() {
}
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
- _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
+ _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
obj->x += dx; // Update object position
obj->y += dy;
@@ -337,12 +337,12 @@ void ObjectHandler_v1d::moveObjects() {
// If maze mode is enabled, do special maze processing
if (_maze.enabledFl) {
- seq_t *currImage = _vm->_hero->currImagePtr; // Get ptr to current image
+ seq_t *currImage = _vm->_hero->currImagePtr;// Get ptr to current image
// hero coordinates
- int x1 = _vm->_hero->x + currImage->x1; // Left edge of object
- int x2 = _vm->_hero->x + currImage->x2; // Right edge
- int y1 = _vm->_hero->y + currImage->y1; // Top edge
- int y2 = _vm->_hero->y + currImage->y2; // Bottom edge
+ int x1 = _vm->_hero->x + currImage->x1; // Left edge of object
+ int x2 = _vm->_hero->x + currImage->x2; // Right edge
+ int y1 = _vm->_hero->y + currImage->y1; // Top edge
+ int y2 = _vm->_hero->y + currImage->y2; // Bottom edge
_vm->_scheduler->processMaze(x1, x2, y1, y2);
}
@@ -367,4 +367,25 @@ void ObjectHandler_v1d::swapImages(int objIndex1, int objIndex2) {
_vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
}
+void ObjectHandler_v1d::homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) {
+ // object obj1 will home in on object obj2
+ object_t *obj1 = &_objects[objIndex1];
+ object_t *obj2 = &_objects[objIndex2];
+ obj1->pathType = AUTO;
+ int dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
+ int 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 = objDx * -SIGN(dx);
+ obj1->vy = abs((objDy * dy) / dx) * -SIGN(dy);
+ } else {
+ obj1->vy = objDy * SIGN(dy);
+ obj1->vx = abs((objDx * dx) / dy) * SIGN(dx);
+ }
+}
} // End of namespace Hugo
diff --git a/engines/hugo/object_v1w.cpp b/engines/hugo/object_v1w.cpp
index 015c85ea8d..e5716f8b8c 100644
--- a/engines/hugo/object_v1w.cpp
+++ b/engines/hugo/object_v1w.cpp
@@ -46,7 +46,7 @@
namespace Hugo {
-ObjectHandler_v1w::ObjectHandler_v1w(HugoEngine *vm) : ObjectHandler(vm) {
+ObjectHandler_v1w::ObjectHandler_v1w(HugoEngine *vm) : ObjectHandler_v3d(vm) {
}
ObjectHandler_v1w::~ObjectHandler_v1w() {
diff --git a/engines/hugo/object_v2d.cpp b/engines/hugo/object_v2d.cpp
index f97f8af002..f2b7fb3cda 100644
--- a/engines/hugo/object_v2d.cpp
+++ b/engines/hugo/object_v2d.cpp
@@ -288,7 +288,7 @@ void ObjectHandler_v2d::moveObjects() {
// Move objects, allowing for boundaries
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
+ object_t *obj = &_objects[i]; // Get pointer to object
if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
// Only process if it's moving
@@ -302,7 +302,7 @@ void ObjectHandler_v2d::moveObjects() {
int y2 = obj->y + currImage->y2; // Bottom edge
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
- _vm->clearBoundary(x1, x2, y2); // Clear our own boundary
+ _vm->clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
int dx = _vm->deltaX(x1, x2, obj->vx, y2);
@@ -320,7 +320,7 @@ void ObjectHandler_v2d::moveObjects() {
}
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
- _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
+ _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
obj->x += dx; // Update object position
obj->y += dy;
@@ -342,8 +342,8 @@ void ObjectHandler_v2d::moveObjects() {
// Clear all object baselines from the boundary file.
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->currImagePtr; // Get ptr to current image
+ object_t *obj = &_objects[i]; // Get pointer to object
+ seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
}
@@ -361,4 +361,25 @@ void ObjectHandler_v2d::moveObjects() {
}
}
+void ObjectHandler_v2d::homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) {
+ // object obj1 will home in on object obj2
+ object_t *obj1 = &_objects[objIndex1];
+ object_t *obj2 = &_objects[objIndex2];
+ obj1->pathType = AUTO;
+ int dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
+ int 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 = objDx * -SIGN(dx);
+ obj1->vy = abs((objDy * dy) / dx) * -SIGN(dy);
+ } else {
+ obj1->vy = objDy * -SIGN(dy);
+ obj1->vx = abs((objDx * dx) / dy) * -SIGN(dx);
+ }
+}
} // End of namespace Hugo
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
index 361352d95b..76250c68cb 100644
--- a/engines/hugo/schedule.cpp
+++ b/engines/hugo/schedule.cpp
@@ -39,6 +39,9 @@
#include "hugo/file.h"
#include "hugo/display.h"
#include "hugo/util.h"
+#include "hugo/object.h"
+#include "hugo/sound.h"
+#include "hugo/parser.h"
namespace Hugo {
@@ -1000,4 +1003,255 @@ void Scheduler::insertAction(act *action) {
}
}
+/**
+* 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 *Scheduler::doAction(event_t *curEvent) {
+ debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType);
+
+ status_t &gameStatus = _vm->getGameStatus();
+ act *action = curEvent->action;
+ object_t *obj1;
+ int dx, dy;
+ event_t *wrkEvent; // Save ev_p->next_p for return
+
+ 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->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
+ _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
+ break;
+ case INIT_OBJXY: // act2: Initialise an object
+ _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates
+ _vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
+ break;
+ case PROMPT: // act3: Prompt user for key phrase
+ promptAction(action);
+ break;
+ case BKGD_COLOR: // act4: Set new background color
+ _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
+ break;
+ case INIT_OBJVXY: // act5: Initialise an object velocity
+ _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
+ break;
+ case INIT_CARRY: // act6: Initialise an object
+ _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status
+ break;
+ case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
+ _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
+ _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
+ _vm->_object->_objects[action->a7.objIndex].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->_object->_objects[action->a9.objIndex].state = action->a9.newState;
+ break;
+ case INIT_PATH: // act10: Initialise an object path and velocity
+ _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
+ break;
+ case COND_R: // act11: action lists conditional on object state
+ if (_vm->_object->_objects[action->a11.objIndex].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, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
+ break;
+ case SWAP_IMAGES: // act13: Swap 2 object images
+ _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
+ break;
+ case COND_SCR: // act14: Conditional on current screen
+ if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq)
+ insertActionList(action->a14.actPassIndex);
+ else
+ insertActionList(action->a14.actFailIndex);
+ break;
+ case AUTOPILOT: // act15: Home in on a (stationary) object
+ _vm->_object->homeIn(action->a15.objIndex1, action->a15.objIndex2, action->a15.dx, action->a15.dy);
+ 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->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
+ break;
+ case SET_STATE_BITS: // act17: OR mask with curr obj state
+ _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
+ break;
+ case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
+ _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
+ break;
+ case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
+ if ((_vm->_object->_objects[action->a19.objIndex].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
+ delEventType(action->a20.actTypeDel);
+ 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->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
+ _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
+ _vm->_object->_objects[action->a22.objIndex].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->_object->_objects[action->a25.objIndex];
+ 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->_object->_objects[action->a27.objIndex].objValue);
+ break;
+ case SUB_SCORE: // act28: Subtract object's value from score
+ _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
+ break;
+ case COND_CARRY: // act29: Conditional on object being carried
+ if (_vm->_object->isCarried(action->a29.objIndex))
+ 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->_object->_objects[action->a32.objIndex].priority = action->a32.priority;
+ break;
+ case INIT_SCREEN:
+ _vm->_object->_objects[action->a33.objIndex].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
+ _vm->_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->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips;
+ _vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips;
+ _vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_objects[action->a38.lipsObjIndex].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, "%s", _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->_object->_objects[action->a42.objIndex].nounIndex][TAKE_NAME]);
+ break;
+ case YESNO: // act43: Prompt user for Yes or No
+ if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0)
+ 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->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx;
+ _vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy;
+ _vm->_object->_objects[action->a47.objIndex].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->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr;
+ for (dx = 0; dx < action->a48.frameIndex; dx++)
+ _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr;
+ break;
+ case OLD_SONG:
+ // Replaces ACT26 for DOS games.
+ _vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex];
+ break;
+ default:
+ error("An error has occurred: %s", "doAction");
+ break;
+ }
+
+ if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list
+ return 0; // next_p = 0 since list now empty
+ } else {
+ wrkEvent = curEvent->nextEvent;
+ delQueue(curEvent); // Return event to free list
+ return wrkEvent; // Return next event ptr
+ }
+}
} // End of namespace Hugo
diff --git a/engines/hugo/schedule.h b/engines/hugo/schedule.h
index 436b6e7792..6337a8bb06 100644
--- a/engines/hugo/schedule.h
+++ b/engines/hugo/schedule.h
@@ -85,9 +85,11 @@ protected:
act **_actListArr;
virtual const char *getCypher() = 0;
- virtual event_t *doAction(event_t *curEvent) = 0;
+ virtual void delEventType(action_t actTypeDel) = 0;
virtual void delQueue(event_t *curEvent) = 0;
+ virtual void promptAction(act *action) = 0;
+ event_t *doAction(event_t *curEvent);
event_t *getQueue();
uint32 getDosTicks(bool updateFl);
@@ -106,8 +108,9 @@ public:
virtual void runScheduler();
protected:
+ virtual void delEventType(action_t actTypeDel);
virtual void delQueue(event_t *curEvent);
- virtual event_t *doAction(event_t *curEvent);
+ virtual void promptAction(act *action);
};
class Scheduler_v2d : public Scheduler_v1d {
@@ -116,9 +119,11 @@ public:
virtual ~Scheduler_v2d();
virtual const char *getCypher();
+
protected:
+ void delEventType(action_t actTypeDel);
void delQueue(event_t *curEvent);
- event_t *doAction(event_t *curEvent);
+ void promptAction(act *action);
};
class Scheduler_v3d : public Scheduler_v2d {
diff --git a/engines/hugo/schedule_v1d.cpp b/engines/hugo/schedule_v1d.cpp
index 966085260b..68933f375e 100644
--- a/engines/hugo/schedule_v1d.cpp
+++ b/engines/hugo/schedule_v1d.cpp
@@ -39,10 +39,7 @@
#include "hugo/schedule.h"
#include "hugo/file.h"
#include "hugo/display.h"
-#include "hugo/parser.h"
#include "hugo/util.h"
-#include "hugo/sound.h"
-#include "hugo/object.h"
namespace Hugo {
@@ -84,200 +81,6 @@ void Scheduler_v1d::delQueue(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 *Scheduler_v1d::doAction(event_t *curEvent) {
- debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType);
-
- status_t &gameStatus = _vm->getGameStatus();
- act *action = curEvent->action;
- char *response; // User's response string
- object_t *obj1;
- object_t *obj2;
- int dx, dy;
- event_t *wrkEvent; // Save ev_p->next_p for return
-
- 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->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
- _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
- break;
- case INIT_OBJXY: // act2: Initialise an object
- _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates
- _vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
- break;
- case PROMPT: { // act3: Prompt user for key phrase
- response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
- strcpy(response, _vm->_file->fetchString(action->a3.promptIndex));
- if (action->a3.encodedFl)
- decodeString(response);
-
- 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
- if (strstr (response, action->a3.response))
- 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
- _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
- break;
- case INIT_OBJVXY: // act5: Initialise an object velocity
- _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
- break;
- case INIT_CARRY: // act6: Initialise an object
- _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status
- break;
- case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
- _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
- _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
- _vm->_object->_objects[action->a7.objIndex].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->_object->_objects[action->a9.objIndex].state = action->a9.newState;
- break;
- case INIT_PATH: // act10: Initialise an object path and velocity
- _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
- break;
- case COND_R: // act11: action lists conditional on object state
- if (_vm->_object->_objects[action->a11.objIndex].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, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
- break;
- case SWAP_IMAGES: // act13: Swap 2 object images
- _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
- break;
- case COND_SCR: // act14: Conditional on current screen
- if (_vm->_object->_objects[action->a14.objIndex].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->_object->_objects[action->a15.objIndex1];
- obj2 = &_vm->_object->_objects[action->a15.objIndex2];
- 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->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
- break;
- case SET_STATE_BITS: // act17: OR mask with curr obj state
- _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
- break;
- case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
- _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
- break;
- case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
- if ((_vm->_object->_objects[action->a19.objIndex].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
- if (wrkEvent->action->a20.actType == action->a20.actTypeDel)
- wrkEvent->action->a20.actType = ANULL;
- wrkEvent = wrkEvent->nextEvent;
- }
- 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->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
- _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
- _vm->_object->_objects[action->a22.objIndex].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->_object->_objects[action->a25.objIndex];
- 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 ADD_SCORE: // act27: Add object's value to score
- _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue);
- break;
- case SUB_SCORE: // act28: Subtract object's value from score
- _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
- break;
- case COND_CARRY: // act29: Conditional on object being carried
- if (_vm->_object->isCarried(action->a29.objIndex))
- insertActionList(action->a29.actPassIndex);
- else
- insertActionList(action->a29.actFailIndex);
- break;
- case OLD_SONG:
- // Replaces ACT26 for DOS games.
- _vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex];
- break;
- default:
- error("An error has occurred: %s", "doAction");
- break;
- }
-
- if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list
- return 0; // next_p = 0 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
@@ -292,4 +95,36 @@ void Scheduler_v1d::runScheduler() {
curEvent = doAction(curEvent); // Perform the action (returns next_p)
}
+void Scheduler_v1d::delEventType(action_t actTypeDel) {
+ // Note: actions are not deleted here, simply turned into NOPs!
+ event_t *wrkEvent = _headEvent; // The earliest event
+ while (wrkEvent) { // While events found in list
+ if (wrkEvent->action->a20.actType == actTypeDel)
+ wrkEvent->action->a20.actType = ANULL;
+ wrkEvent = wrkEvent->nextEvent;
+ }
+}
+
+void Scheduler_v1d::promptAction(act *action) {
+ Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
+ char response[256];
+ strcpy(response, _vm->_file->fetchString(action->a3.responsePtr[0]));
+ if (action->a3.encodedFl) {
+ warning("Encrypted flag set");
+ decodeString(response);
+ }
+
+ 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
+ if (strstr (response, action->a3.response))
+ 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);
+}
} // End of namespace Hugo
diff --git a/engines/hugo/schedule_v2d.cpp b/engines/hugo/schedule_v2d.cpp
index 191b33ed4a..b5ce8dff62 100644
--- a/engines/hugo/schedule_v2d.cpp
+++ b/engines/hugo/schedule_v2d.cpp
@@ -40,10 +40,7 @@
#include "hugo/global.h"
#include "hugo/file.h"
#include "hugo/display.h"
-#include "hugo/parser.h"
#include "hugo/util.h"
-#include "hugo/sound.h"
-#include "hugo/object.h"
namespace Hugo {
@@ -90,306 +87,43 @@ void Scheduler_v2d::delQueue(event_t *curEvent) {
_freeEvent = 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 *Scheduler_v2d::doAction(event_t *curEvent) {
- debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType);
+void Scheduler_v2d::delEventType(action_t actTypeDel) {
+ // Note: actions are not deleted here, simply turned into NOPs!
+ event_t *wrkEvent = _headEvent; // The earliest event
+ event_t *saveEvent;
- status_t &gameStatus = _vm->getGameStatus();
- act *action = curEvent->action;
- char *response; // User's response string
- object_t *obj1;
- object_t *obj2;
- int dx, dy;
- event_t *wrkEvent; // Save ev_p->next_p for return
- event_t *saveEvent; // Used in DEL_EVENTS
-
- 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->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
- _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
- break;
- case INIT_OBJXY: // act2: Initialise an object
- _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates
- _vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
- break;
- case PROMPT: { // act3: Prompt user for key phrase
- response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
+ while (wrkEvent) { // While events found in list
+ saveEvent = wrkEvent->nextEvent;
+ if (wrkEvent->action->a20.actType == actTypeDel)
+ delQueue(wrkEvent);
+ wrkEvent = saveEvent;
+ }
+}
- warning("STUB: doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0]));
+void Scheduler_v2d::promptAction(act *action) {
+ Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
+ warning("STUB: doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0]));
- // TODO: The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block
+ // 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
+ char *response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
- for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
- tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]);
- if (strstr(Utils::strlwr(response) , tmpStr))
- found = true;
- }
+ bool found = false;
+ char *tmpStr; // General purpose string ptr
- if (found)
- insertActionList(action->a3.actPassIndex);
- else
- insertActionList(action->a3.actFailIndex);
-#endif
+ for (dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
+ tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]);
+ if (strstr(Utils::strlwr(response) , tmpStr))
+ found = true;
+ }
- // HACK: As the answer is not read, currently it's always considered correct
+ if (found)
insertActionList(action->a3.actPassIndex);
- break;
- }
- case BKGD_COLOR: // act4: Set new background color
- _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
- break;
- case INIT_OBJVXY: // act5: Initialise an object velocity
- _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
- break;
- case INIT_CARRY: // act6: Initialise an object
- _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status
- break;
- case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
- _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
- _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
- _vm->_object->_objects[action->a7.objIndex].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->_object->_objects[action->a9.objIndex].state = action->a9.newState;
- break;
- case INIT_PATH: // act10: Initialise an object path and velocity
- _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
- break;
- case COND_R: // act11: action lists conditional on object state
- if (_vm->_object->_objects[action->a11.objIndex].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, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
- break;
- case SWAP_IMAGES: // act13: Swap 2 object images
- _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
- break;
- case COND_SCR: // act14: Conditional on current screen
- if (_vm->_object->_objects[action->a14.objIndex].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->_object->_objects[action->a15.objIndex1];
- obj2 = &_vm->_object->_objects[action->a15.objIndex2];
- 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->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
- break;
- case SET_STATE_BITS: // act17: OR mask with curr obj state
- _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
- break;
- case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
- _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
- break;
- case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
- if ((_vm->_object->_objects[action->a19.objIndex].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->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
- _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
- _vm->_object->_objects[action->a22.objIndex].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->_object->_objects[action->a25.objIndex];
- 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->_object->_objects[action->a27.objIndex].objValue);
- break;
- case SUB_SCORE: // act28: Subtract object's value from score
- _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
- break;
- case COND_CARRY: // act29: Conditional on object being carried
- if (_vm->_object->isCarried(action->a29.objIndex))
- 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->_object->_objects[action->a32.objIndex].priority = action->a32.priority;
- break;
- case INIT_SCREEN:
- _vm->_object->_objects[action->a33.objIndex].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
- _vm->_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->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips;
- _vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips;
- _vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
- _vm->_object->_objects[action->a38.lipsObjIndex].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, "%s", _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->_object->_objects[action->a42.objIndex].nounIndex][TAKE_NAME]);
- break;
- case YESNO: // act43: Prompt user for Yes or No
- if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0)
- 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->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx;
- _vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy;
- _vm->_object->_objects[action->a47.objIndex].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->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr;
- for (dx = 0; dx < action->a48.frameIndex; dx++)
- _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr;
- break;
- case OLD_SONG:
- // Replaces ACT26 for DOS games.
- _vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex];
- break;
- default:
- error("An error has occurred: %s", "doAction");
- break;
- }
+ else
+ insertActionList(action->a3.actFailIndex);
+#endif
- if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list
- return 0; // next_p = 0 since list now empty
- } else {
- wrkEvent = curEvent->nextEvent;
- delQueue(curEvent); // Return event to free list
- return wrkEvent; // Return next event ptr
- }
+ // HACK: As the answer is not read, currently it's always considered correct
+ insertActionList(action->a3.actPassIndex);
}
} // End of namespace Hugo