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-rw-r--r--engines/hugo/hugo.cpp8
-rw-r--r--engines/hugo/module.mk2
-rw-r--r--engines/hugo/schedule.cpp393
-rw-r--r--engines/hugo/schedule.h50
-rw-r--r--engines/hugo/schedule_v1d.cpp271
-rw-r--r--engines/hugo/schedule_v1w.cpp353
-rw-r--r--engines/hugo/schedule_v2d.cpp385
-rw-r--r--engines/hugo/schedule_v3d.cpp277
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