diff options
Diffstat (limited to 'engines/hugo')
-rw-r--r-- | engines/hugo/hugo.cpp | 8 | ||||
-rw-r--r-- | engines/hugo/module.mk | 2 | ||||
-rw-r--r-- | engines/hugo/schedule.cpp | 393 | ||||
-rw-r--r-- | engines/hugo/schedule.h | 50 | ||||
-rw-r--r-- | engines/hugo/schedule_v1d.cpp | 271 | ||||
-rw-r--r-- | engines/hugo/schedule_v1w.cpp | 353 | ||||
-rw-r--r-- | engines/hugo/schedule_v2d.cpp | 385 | ||||
-rw-r--r-- | engines/hugo/schedule_v3d.cpp | 277 |
8 files changed, 1329 insertions, 410 deletions
diff --git a/engines/hugo/hugo.cpp b/engines/hugo/hugo.cpp index 7f0c346eff..4f9a814da3 100644 --- a/engines/hugo/hugo.cpp +++ b/engines/hugo/hugo.cpp @@ -172,7 +172,7 @@ Common::Error HugoEngine::run() { switch (_gameVariant) { case 0: // H1 Win _file = new FileManager_v1w(this); - _scheduler = new Scheduler_v3d(this); + _scheduler = new Scheduler_v1w(this); _intro = new intro_v1w(this); _screen = new Screen_v1w(this); _parser = new Parser_v1w(this); @@ -180,7 +180,7 @@ Common::Error HugoEngine::run() { break; case 1: _file = new FileManager_v2d(this); - _scheduler = new Scheduler_v3d(this); + _scheduler = new Scheduler_v1w(this); _intro = new intro_v2w(this); _screen = new Screen_v1w(this); _parser = new Parser_v1w(this); @@ -188,7 +188,7 @@ Common::Error HugoEngine::run() { break; case 2: _file = new FileManager_v2d(this); - _scheduler = new Scheduler_v3d(this); + _scheduler = new Scheduler_v1w(this); _intro = new intro_v3w(this); _screen = new Screen_v1w(this); _parser = new Parser_v1w(this); @@ -204,7 +204,7 @@ Common::Error HugoEngine::run() { break; case 4: _file = new FileManager_v2d(this); - _scheduler = new Scheduler_v1d(this); + _scheduler = new Scheduler_v2d(this); _intro = new intro_v2d(this); _screen = new Screen_v1d(this); _parser = new Parser_v2d(this); diff --git a/engines/hugo/module.mk b/engines/hugo/module.mk index aefb4eb5d9..75c9f9d5e2 100644 --- a/engines/hugo/module.mk +++ b/engines/hugo/module.mk @@ -33,6 +33,8 @@ MODULE_OBJS := \ route.o \ schedule.o \ schedule_v1d.o \ + schedule_v1w.o \ + schedule_v2d.o \ schedule_v3d.o \ sound.o \ util.o diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 629b39f339..6dd326a630 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -34,21 +34,14 @@ #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" -#include "hugo/object.h" namespace Hugo { -#define SIGN(X) ((X < 0) ? -1 : 1) - Scheduler::Scheduler(HugoEngine *vm) : _vm(vm) { } @@ -85,87 +78,6 @@ event_t *Scheduler::getQueue() { 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); @@ -187,311 +99,6 @@ void Scheduler::decodeString(char *line) { 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->_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 -// 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 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; - 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 diff --git a/engines/hugo/schedule.h b/engines/hugo/schedule.h index 0f6c07e562..c74c0cb640 100644 --- a/engines/hugo/schedule.h +++ b/engines/hugo/schedule.h @@ -35,6 +35,7 @@ namespace Hugo { +#define SIGN(X) ((X < 0) ? -1 : 1) #define kMaxEvents 50 // Max events in event queue struct event_t { @@ -50,8 +51,9 @@ public: Scheduler(HugoEngine *vm); virtual ~Scheduler(); + virtual void insertAction(act *action) = 0; + void initEventQueue(); - void insertAction(act *action); void insertActionList(uint16 actIndex); void decodeString(char *line); void runScheduler(); @@ -62,25 +64,24 @@ public: void saveEvents(Common::WriteStream *f); void restoreScreen(int screenIndex); -private: +protected: + HugoEngine *_vm; + enum seqTextSchedule { kSsNoBackground = 0, kSsBadSaveGame = 1 }; - HugoEngine *_vm; - - event_t _events[kMaxEvents]; // Statically declare event structures - event_t *_freeEvent; // Free list of event structures event_t *_headEvent; // Head of list (earliest time) event_t *_tailEvent; // Tail of list (latest time) - - event_t *getQueue(); - void delQueue(event_t *curEvent); - event_t *doAction(event_t *curEvent); + event_t _events[kMaxEvents]; // Statically declare event structures virtual const char *getCypher() = 0; + virtual void delQueue(event_t *curEvent) = 0; + virtual event_t *doAction(event_t *curEvent) = 0; + + event_t *getQueue(); }; class Scheduler_v1d : public Scheduler { @@ -88,17 +89,42 @@ public: Scheduler_v1d(HugoEngine *vm); ~Scheduler_v1d(); - const char *getCypher(); + virtual const char *getCypher(); + virtual void insertAction(act *action); +protected: + virtual void delQueue(event_t *curEvent); + virtual event_t *doAction(event_t *curEvent); +}; + +class Scheduler_v2d : public Scheduler_v1d { +public: + Scheduler_v2d(HugoEngine *vm); + virtual ~Scheduler_v2d(); + + virtual void insertAction(act *action); +protected: + virtual void delQueue(event_t *curEvent); + virtual event_t *doAction(event_t *curEvent); }; -class Scheduler_v3d : public Scheduler { +class Scheduler_v3d : public Scheduler_v2d { public: Scheduler_v3d(HugoEngine *vm); ~Scheduler_v3d(); const char *getCypher(); +protected: + virtual event_t *doAction(event_t *curEvent); + }; +class Scheduler_v1w : public Scheduler_v3d { +public: + Scheduler_v1w(HugoEngine *vm); + ~Scheduler_v1w(); + + virtual event_t *doAction(event_t *curEvent); +}; } // End of namespace Hugo #endif //HUGO_SCHEDULE_H 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 diff --git a/engines/hugo/schedule_v1w.cpp b/engines/hugo/schedule_v1w.cpp new file mode 100644 index 0000000000..93deaa6b6b --- /dev/null +++ b/engines/hugo/schedule_v1w.cpp @@ -0,0 +1,353 @@ +/* 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" +#include "hugo/object.h" + +namespace Hugo { + +Scheduler_v1w::Scheduler_v1w(HugoEngine *vm) : Scheduler_v3d(vm) { +} + +Scheduler_v1w::~Scheduler_v1w() { +} + +event_t *Scheduler_v1w::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)); + + 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: + 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 diff --git a/engines/hugo/schedule_v2d.cpp b/engines/hugo/schedule_v2d.cpp new file mode 100644 index 0000000000..3c4c71ddc2 --- /dev/null +++ b/engines/hugo/schedule_v2d.cpp @@ -0,0 +1,385 @@ +/* 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" +#include "hugo/object.h" + +namespace Hugo { + +Scheduler_v2d::Scheduler_v2d(HugoEngine *vm) : Scheduler_v1d(vm) { +} + +Scheduler_v2d::~Scheduler_v2d() { +} + +// 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, delQueue +// was modified to allow deletes anywhere in the list, and the DEL_EVENT +// action was modified to perform the actual delete. +void Scheduler_v2d::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_v2d::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; + } + } +} + +event_t *Scheduler_v2d::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)); + + 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 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 diff --git a/engines/hugo/schedule_v3d.cpp b/engines/hugo/schedule_v3d.cpp index 8027ce0a8d..5623ad3fc5 100644 --- a/engines/hugo/schedule_v3d.cpp +++ b/engines/hugo/schedule_v3d.cpp @@ -34,12 +34,20 @@ #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" +#include "hugo/object.h" namespace Hugo { -Scheduler_v3d::Scheduler_v3d(HugoEngine *vm) : Scheduler(vm) { +Scheduler_v3d::Scheduler_v3d(HugoEngine *vm) : Scheduler_v2d(vm) { } Scheduler_v3d::~Scheduler_v3d() { @@ -48,4 +56,271 @@ Scheduler_v3d::~Scheduler_v3d() { const char *Scheduler_v3d::getCypher() { return "Copyright 1992, Gray Design Associates"; } + +event_t *Scheduler_v3d::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)); + + 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 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 |