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Diffstat (limited to 'engines/hugo/schedule.cpp')
-rw-r--r-- | engines/hugo/schedule.cpp | 676 |
1 files changed, 676 insertions, 0 deletions
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp new file mode 100644 index 0000000000..22eb99c6dd --- /dev/null +++ b/engines/hugo/schedule.cpp @@ -0,0 +1,676 @@ +/* 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 "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) { +} + +Scheduler::~Scheduler() { +} + +// 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"); + + if (!_freeEvent) // Error: no more events available + Utils::Error(EVNT_ERR, "%s", "getQueue"); + event_t *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 = 0; + } 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 = 0; + _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 const char *cypher = getCypher(); + + 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 + 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 + 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._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, "%s", _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(Utils::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 + _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; + 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, "%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); + 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 + _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._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, "%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._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) + 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, "%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 +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, "%s", _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) { + debugC(1, kDebugSchedule, "saveEvents()"); + + uint32 curTime = getTicks(); + event_t saveEventArr[kMaxEvents]; // Convert event ptrs to indexes + + // Convert event ptrs to indexes + for (int16 i = 0; i < kMaxEvents; i++) { + event_t *wrkEvent = &_events[i]; + saveEventArr[i] = *wrkEvent; + saveEventArr[i].prevEvent = (wrkEvent->prevEvent == 0) ? (event_t *) - 1 : (event_t *)(wrkEvent->prevEvent - _events); + saveEventArr[i].nextEvent = (wrkEvent->nextEvent == 0) ? (event_t *) - 1 : (event_t *)(wrkEvent->nextEvent - _events); + } + + int16 freeIndex = (_freeEvent == 0) ? -1 : _freeEvent - _events; + int16 headIndex = (_headEvent == 0) ? -1 : _headEvent - _events; + int16 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(saveEventArr, sizeof(saveEventArr)); +} + +// Restore the event list from file with handle f +void Scheduler::restoreEvents(Common::SeekableReadStream *f) { + debugC(1, kDebugSchedule, "restoreEvents"); + + uint32 saveTime; + int16 freeIndex; // Free list index + int16 headIndex; // Head of list index + int16 tailIndex; // Tail of list index + event_t savedEvents[kMaxEvents]; // Convert event ptrs to indexes + + 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)); + + event_t *wrkEvent; + // 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) ? 0 : &_events[freeIndex]; + _headEvent = (headIndex == -1) ? 0 : &_events[headIndex]; + _tailEvent = (tailIndex == -1) ? 0 : &_events[tailIndex]; + + // Adjust times to fit our time + uint32 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 + 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; +} + +} // End of namespace Hugo |