aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/schedule_v1d.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/hugo/schedule_v1d.cpp')
-rw-r--r--engines/hugo/schedule_v1d.cpp271
1 files changed, 271 insertions, 0 deletions
diff --git a/engines/hugo/schedule_v1d.cpp b/engines/hugo/schedule_v1d.cpp
index 16f2480ff5..ac85463939 100644
--- a/engines/hugo/schedule_v1d.cpp
+++ b/engines/hugo/schedule_v1d.cpp
@@ -34,8 +34,15 @@
#include "common/system.h"
+#include "hugo/game.h"
#include "hugo/hugo.h"
#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 {
@@ -49,4 +56,268 @@ const char *Scheduler_v1d::getCypher() {
return "Copyright 1991, Gray Design Associates";
}
+// Delete an event structure (i.e. return it to the free list)
+// Note that event is assumed at head of queue (i.e. earliest). To delete
+// an event from the middle of the queue, merely overwrite its action type
+// to be ANULL
+void Scheduler_v1d::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
+
+ 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_v1d::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;
+
+ curEvent->localActionFl = true; // Rest are for current screen only
+
+ 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;
+ }
+ }
+}
+
+event_t *Scheduler_v1d::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->_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->_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
+ response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
+ if (action->a3.encodedFl)
+ decodeString(response);
+
+ 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
+#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.objNumb, action->a5.vx, action->a5.vy);
+ break;
+ case INIT_CARRY: // act6: Initialise an object
+ _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->_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->_object->_objects[action->a9.objNumb].state = action->a9.newState;
+ break;
+ case INIT_PATH: // act10: Initialise an object path and velocity
+ _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->_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
+ break;
+ case SWAP_IMAGES: // act13: Swap 2 object images
+ _vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
+ break;
+ case COND_SCR: // act14: Conditional on current screen
+ 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->_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;
+
+ 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.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->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
+ break;
+ case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
+ _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->_object->_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
+ 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.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();
+ 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.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->_object->_objects[action->a27.objNumb].objValue);
+ break;
+ case SUB_SCORE: // act28: Subtract object's value from score
+ _vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
+ break;
+ case COND_CARRY: // act29: Conditional on object being carried
+ if (_vm->_object->isCarried(action->a29.objNumb))
+ insertActionList(action->a29.actPassIndex);
+ else
+ insertActionList(action->a29.actFailIndex);
+ 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
+ }
+}
} // End of namespace Hugo