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-rw-r--r--engines/hugo/schedule_v1w.cpp431
1 files changed, 6 insertions, 425 deletions
diff --git a/engines/hugo/schedule_v1w.cpp b/engines/hugo/schedule_v1w.cpp
index d0ddf29437..1cb9d4b42b 100644
--- a/engines/hugo/schedule_v1w.cpp
+++ b/engines/hugo/schedule_v1w.cpp
@@ -53,428 +53,8 @@ Scheduler_v1w::Scheduler_v1w(HugoEngine *vm) : Scheduler_v3d(vm) {
Scheduler_v1w::~Scheduler_v1w() {
}
-/**
-* 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_v1w::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;
- 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));
-
- 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
- bool found;
- char *tmpStr; // General purpose string ptr
-
- for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
- tmpStr = _vm->_file->fetchString(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 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
- 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->_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 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.objNumb].priority = action->a32.priority;
- break;
- case INIT_SCREEN:
- _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);
- 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.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
- // 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.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->_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->_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->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
- 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
- }
-}
-
-/**
-* 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_v1w::saveEvents(Common::WriteStream *f) {
- debugC(1, kDebugSchedule, "saveEvents()");
-
- uint32 curTime = getWinTicks();
- 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->writeUint32BE(curTime);
- f->writeSint16BE(freeIndex);
- f->writeSint16BE(headIndex);
- f->writeSint16BE(tailIndex);
- f->write(saveEventArr, sizeof(saveEventArr));
- warning("TODO: serialize saveEventArr");
-}
-
-/**
-* Restore the event list from file with handle f
-*/
-void Scheduler_v1w::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
-
- saveTime = f->readUint32BE(); // time of save
- freeIndex = f->readSint16BE();
- headIndex = f->readSint16BE();
- tailIndex = f->readSint16BE();
-
- 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 = getWinTicks();
- wrkEvent = _headEvent; // The earliest event
- while (wrkEvent) { // While mature events found
- wrkEvent->time = wrkEvent->time - saveTime + curTime;
- wrkEvent = wrkEvent->nextEvent;
- }
-}
-
-/**
-* Insert the action pointed to by p into the timer event queue
-* The queue goes from head (earliest) to tail (latest) timewise
-*/
-void Scheduler_v1w::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 + getWinTicks(); // 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;
- }
- }
+uint32 Scheduler_v1w::getTicks() {
+ return getWinTicks();
}
/**
@@ -485,11 +65,12 @@ void Scheduler_v1w::insertAction(act *action) {
void Scheduler_v1w::runScheduler() {
debugC(6, kDebugSchedule, "runScheduler");
- status_t &gameStatus = _vm->getGameStatus();
+ uint32 ticker = getTicks(); // The time now, in ticks
event_t *curEvent = _headEvent; // The earliest event
- while (curEvent && curEvent->time <= gameStatus.tick) // While mature events found
+ while (curEvent && (curEvent->time <= ticker)) // While mature events found
curEvent = doAction(curEvent); // Perform the action (returns next_p)
- gameStatus.tick++; // Accessed elsewhere via getTicks()
+
+ _vm->getGameStatus().tick++; // Accessed elsewhere via getTicks()
}
} // End of namespace Hugo