diff options
Diffstat (limited to 'engines/hugo/schedule_v1d.cpp')
-rw-r--r-- | engines/hugo/schedule_v1d.cpp | 271 |
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 |