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-rw-r--r--engines/hugo/schedule.cpp178
1 files changed, 77 insertions, 101 deletions
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
index 6c98cecdff..629b39f339 100644
--- a/engines/hugo/schedule.cpp
+++ b/engines/hugo/schedule.cpp
@@ -43,12 +43,13 @@
#include "hugo/parser.h"
#include "hugo/util.h"
#include "hugo/sound.h"
+#include "hugo/object.h"
namespace Hugo {
#define SIGN(X) ((X < 0) ? -1 : 1)
-Scheduler::Scheduler(HugoEngine &vm) : _vm(vm) {
+Scheduler::Scheduler(HugoEngine *vm) : _vm(vm) {
}
Scheduler::~Scheduler() {
@@ -169,9 +170,9 @@ 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]);
+ if (_vm->_actListArr[actIndex]) {
+ for (int i = 0; _vm->_actListArr[actIndex][i].a0.actType != ANULL; i++)
+ insertAction(&_vm->_actListArr[actIndex][i]);
}
}
@@ -192,7 +193,7 @@ event_t *Scheduler::doAction(event_t *curEvent) {
// to the next action in the list, except special case of NEW_SCREEN
debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType);
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
act *action = curEvent->action;
char *response; // User's response string
object_t *obj1;
@@ -208,16 +209,16 @@ event_t *Scheduler::doAction(event_t *curEvent) {
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;
+ _vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
+ _vm->_object->_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;
+ _vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates
+ _vm->_object->_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, "%s", _vm.file().fetchString(action->a3.promptIndex));
+ response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
warning("STUB: doAction(act3), expecting answer %s", response);
@@ -227,7 +228,7 @@ event_t *Scheduler::doAction(event_t *curEvent) {
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]);
+ tmpStr = _vm->_file->Fetch_string(action->a3.responsePtr[dx]);
if (strstr(Utils::strlwr(response) , tmpStr))
found = true;
}
@@ -243,53 +244,50 @@ event_t *Scheduler::doAction(event_t *curEvent) {
break;
}
case BKGD_COLOR: // act4: Set new background color
- _vm.screen().setBackgroundColor(action->a4.newBackgroundColor);
+ _vm->_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;
+ case INIT_OBJVXY: // act5: Initialise an object velocity
+ _vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
break;
case INIT_CARRY: // act6: Initialise an object
- _vm._objects[action->a6.objNumb].carriedFl = action->a6.carriedFl; // carried status
+ _vm->_object->setCarry(action->a6.objNumb, 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!
+ _vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
+ _vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
+ _vm->_object->_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;
+ _vm->_object->_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;
+ _vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
break;
case COND_R: // act11: action lists conditional on object state
- if (_vm._objects[action->a11.objNumb].state == action->a11.stateReq)
+ if (_vm->_object->_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, "%s", _vm.file().fetchString(action->a12.stringIndex)); // Fetch string from file
+ Utils::Box(BOX_ANY, "%s", _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);
+ _vm->_object->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)
+ if (_vm->_object->_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 = &_vm->_object->_objects[action->a15.obj1];
+ obj2 = &_vm->_object->_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;
@@ -310,16 +308,16 @@ event_t *Scheduler::doAction(event_t *curEvent) {
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;
+ _vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_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;
+ _vm->_object->_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;
+ _vm->_object->_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)
+ if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
insertActionList(action->a19.actPassIndex);
else
insertActionList(action->a19.actFailIndex);
@@ -340,18 +338,18 @@ event_t *Scheduler::doAction(event_t *curEvent) {
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!
+ _vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
+ _vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
+ _vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
break;
case EXIT: // act23: Exit game back to DOS
- _vm.endGame();
+ _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];
+ obj1 = &_vm->_object->_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) &&
@@ -361,19 +359,19 @@ event_t *Scheduler::doAction(event_t *curEvent) {
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);
+ if (action->a26.soundIndex < _vm->_tunesNbr)
+ _vm->_sound->playMusic(action->a26.soundIndex);
else
- _vm.sound().playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI);
+ _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);
+ _vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
break;
case SUB_SCORE: // act28: Subtract object's value from score
- _vm.adjustScore(-_vm._objects[action->a28.objNumb].objValue);
+ _vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
break;
case COND_CARRY: // act29: Conditional on object being carried
- if (_vm._objects[action->a29.objNumb].carriedFl)
+ if (_vm->_object->isCarried(action->a29.objNumb))
insertActionList(action->a29.actPassIndex);
else
insertActionList(action->a29.actFailIndex);
@@ -393,31 +391,31 @@ event_t *Scheduler::doAction(event_t *curEvent) {
_maze.enabledFl = false;
break;
case INIT_PRIORITY:
- _vm._objects[action->a32.objNumb].priority = action->a32.priority;
+ _vm->_object->_objects[action->a32.objNumb].priority = action->a32.priority;
break;
case INIT_SCREEN:
- _vm._objects[action->a33.objNumb].screenIndex = action->a33.screenIndex;
+ _vm->_object->_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
- _vm.screen().remapPal(action->a35.oldColorIndex, action->a35.newColorIndex);
+ _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]))
+ 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;
+ _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;
+ _vm->_object->_objects[action->a38.lipsObjNumb].x = _vm->_object->_objects[action->a38.objNumb].x + action->a38.dxLips;
+ _vm->_object->_objects[action->a38.lipsObjNumb].y = _vm->_object->_objects[action->a38.objNumb].y + action->a38.dyLips;
+ _vm->_object->_objects[action->a38.lipsObjNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_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
@@ -426,23 +424,23 @@ event_t *Scheduler::doAction(event_t *curEvent) {
// End the game after story if this is special vendor demo mode
if (gameStatus.demoFl && action->a39.storyModeFl == false)
- _vm.endGame();
+ _vm->endGame();
break;
case WARN: // act40: Text box (CF TEXT)
- Utils::Box(BOX_OK, "%s", _vm.file().fetchString(action->a40.stringIndex));
+ 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)
+ 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]);
+ Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_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, "%s", _vm.file().fetchString(action->a43.promptIndex)) != 0)
+ if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0)
insertActionList(action->a43.actYesIndex);
else
insertActionList(action->a43.actNoIndex);
@@ -463,16 +461,16 @@ event_t *Scheduler::doAction(event_t *curEvent) {
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;
+ _vm->_object->_objects[action->a47.objNumb].viewx = action->a47.viewx;
+ _vm->_object->_objects[action->a47.objNumb].viewy = action->a47.viewy;
+ _vm->_object->_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;
+ _vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_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;
+ _vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_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
@@ -500,7 +498,7 @@ event_t *Scheduler::doAction(event_t *curEvent) {
void Scheduler::runScheduler() {
debugC(6, kDebugSchedule, "runScheduler");
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
event_t *curEvent = _headEvent; // The earliest event
while (curEvent && curEvent->time <= gameStatus.tick) // While mature events found
@@ -512,16 +510,16 @@ uint32 Scheduler::getTicks() {
// Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
debugC(3, kDebugSchedule, "getTicks");
- return _vm.getGameStatus().tick;
+ 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;
+ if (!_vm->_points[bonusIndex].scoredFl) {
+ _vm->adjustScore(_vm->_points[bonusIndex].score);
+ _vm->_points[bonusIndex].scoredFl = true;
}
}
@@ -535,11 +533,11 @@ void Scheduler::newScreen(int screenIndex) {
debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex);
// Make sure the background file exists!
- if (!_vm.isPacked()) {
+ 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, "%s", _vm._textSchedule[kSsNoBackground]);
+ 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, "%s", _vm->_textSchedule[kSsNoBackground]);
return;
}
}
@@ -555,16 +553,16 @@ void Scheduler::newScreen(int screenIndex) {
}
// 2. Set the new screen in the hero object and any being carried
- _vm.setNewScreen(screenIndex);
+ _vm->setNewScreen(screenIndex);
// 3. Read in new screen files
- _vm.readScreenFiles(screenIndex);
+ _vm->readScreenFiles(screenIndex);
// 4. Schedule action list for this screen
- _vm.screenActions(screenIndex);
+ _vm->screenActions(screenIndex);
// 5. Initialise prompt line and status line
- _vm.screen().initNewScreenDisplay();
+ _vm->_screen->initNewScreenDisplay();
}
// Write the event queue to the file with handle f
@@ -642,35 +640,13 @@ void Scheduler::restoreScreen(int screenIndex) {
debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex);
// 1. Set the new screen in the hero object and any being carried
- _vm.setNewScreen(screenIndex);
+ _vm->setNewScreen(screenIndex);
// 2. Read in new screen files
- _vm.readScreenFiles(screenIndex);
+ _vm->readScreenFiles(screenIndex);
// 3. Initialise prompt line and status line
- _vm.screen().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
- debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
-
- _vm.file().saveSeq(&_vm._objects[objNumb1]);
-
- seqList_t tmpSeqList[MAX_SEQUENCES];
- int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
-
- memcpy(tmpSeqList, _vm._objects[objNumb1].seqList, seqListSize);
- memcpy(_vm._objects[objNumb1].seqList, _vm._objects[objNumb2].seqList, seqListSize);
- memcpy(_vm._objects[objNumb2].seqList, tmpSeqList, seqListSize);
- _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;
+ _vm->_screen->initNewScreenDisplay();
}
} // End of namespace Hugo