diff options
Diffstat (limited to 'engines/hugo/schedule_v2d.cpp')
-rw-r--r-- | engines/hugo/schedule_v2d.cpp | 324 |
1 files changed, 29 insertions, 295 deletions
diff --git a/engines/hugo/schedule_v2d.cpp b/engines/hugo/schedule_v2d.cpp index 191b33ed4a..b5ce8dff62 100644 --- a/engines/hugo/schedule_v2d.cpp +++ b/engines/hugo/schedule_v2d.cpp @@ -40,10 +40,7 @@ #include "hugo/global.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 { @@ -90,306 +87,43 @@ void Scheduler_v2d::delQueue(event_t *curEvent) { _freeEvent = 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 -*/ -event_t *Scheduler_v2d::doAction(event_t *curEvent) { - debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType); +void Scheduler_v2d::delEventType(action_t actTypeDel) { + // Note: actions are not deleted here, simply turned into NOPs! + event_t *wrkEvent = _headEvent; // The earliest event + event_t *saveEvent; - 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.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 - response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); + while (wrkEvent) { // While events found in list + saveEvent = wrkEvent->nextEvent; + if (wrkEvent->action->a20.actType == actTypeDel) + delQueue(wrkEvent); + wrkEvent = saveEvent; + } +} - warning("STUB: doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0])); +void Scheduler_v2d::promptAction(act *action) { + 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 + // 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 + char *response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); - 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; - } + bool found = false; + char *tmpStr; // General purpose string ptr - if (found) - insertActionList(action->a3.actPassIndex); - else - insertActionList(action->a3.actFailIndex); -#endif + for (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; + } - // HACK: As the answer is not read, currently it's always considered correct + if (found) 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.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 - // object p1 will home in on object p2 - obj1 = &_vm->_object->_objects[action->a15.objIndex1]; - obj2 = &_vm->_object->_objects[action->a15.objIndex2]; - 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.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 - // 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.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; - } + else + insertActionList(action->a3.actFailIndex); +#endif - 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 - } + // HACK: As the answer is not read, currently it's always considered correct + insertActionList(action->a3.actPassIndex); } } // End of namespace Hugo |