diff options
Diffstat (limited to 'engines/hugo/schedule.cpp')
-rw-r--r-- | engines/hugo/schedule.cpp | 254 |
1 files changed, 254 insertions, 0 deletions
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 |