From 3ba7a21c622f63bfbebe39279a4f40507e74f7f4 Mon Sep 17 00:00:00 2001 From: Arnaud Boutonné Date: Wed, 19 Jan 2011 00:49:49 +0000 Subject: HUGO: Merge the 2 versions of doAction, cleanup svn-id: r55318 --- engines/hugo/object.h | 34 +++-- engines/hugo/object_v1d.cpp | 39 +++-- engines/hugo/object_v1w.cpp | 2 +- engines/hugo/object_v2d.cpp | 31 +++- engines/hugo/schedule.cpp | 254 +++++++++++++++++++++++++++++++++ engines/hugo/schedule.h | 11 +- engines/hugo/schedule_v1d.cpp | 229 +++++------------------------ engines/hugo/schedule_v2d.cpp | 324 ++++-------------------------------------- 8 files changed, 399 insertions(+), 525 deletions(-) (limited to 'engines') diff --git a/engines/hugo/object.h b/engines/hugo/object.h index 922ae75d27..5e468ffcbb 100644 --- a/engines/hugo/object.h +++ b/engines/hugo/object.h @@ -48,6 +48,7 @@ public: object_t *_objects; uint16 _numObj; + virtual void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) = 0; virtual void moveObjects() = 0; virtual void updateImages() = 0; virtual void swapImages(int objIndex1, int objIndex2) = 0; @@ -103,19 +104,10 @@ public: ObjectHandler_v1d(HugoEngine *vm); virtual ~ObjectHandler_v1d(); - void moveObjects(); - void updateImages(); - void swapImages(int objIndex1, int objIndex2); -}; - -class ObjectHandler_v1w : public ObjectHandler { -public: - ObjectHandler_v1w(HugoEngine *vm); - ~ObjectHandler_v1w(); - - void moveObjects(); - void updateImages(); - void swapImages(int objIndex1, int objIndex2); + virtual void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy); + virtual void moveObjects(); + virtual void updateImages(); + virtual void swapImages(int objIndex1, int objIndex2); }; class ObjectHandler_v2d : public ObjectHandler_v1d { @@ -123,8 +115,10 @@ public: ObjectHandler_v2d(HugoEngine *vm); virtual ~ObjectHandler_v2d(); - void moveObjects(); - void updateImages(); + virtual void moveObjects(); + virtual void updateImages(); + + void homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy); }; class ObjectHandler_v3d : public ObjectHandler_v2d { @@ -132,7 +126,17 @@ public: ObjectHandler_v3d(HugoEngine *vm); ~ObjectHandler_v3d(); + virtual void moveObjects(); + virtual void swapImages(int objIndex1, int objIndex2); +}; + +class ObjectHandler_v1w : public ObjectHandler_v3d { +public: + ObjectHandler_v1w(HugoEngine *vm); + ~ObjectHandler_v1w(); + void moveObjects(); + void updateImages(); void swapImages(int objIndex1, int objIndex2); }; diff --git a/engines/hugo/object_v1d.cpp b/engines/hugo/object_v1d.cpp index 76b114f354..6eb44fcaa0 100644 --- a/engines/hugo/object_v1d.cpp +++ b/engines/hugo/object_v1d.cpp @@ -228,7 +228,7 @@ void ObjectHandler_v1d::moveObjects() { obj->cycling = CYCLE_FORWARD; } else { obj->cycling = NOT_CYCLING; - _vm->boundaryCollision(obj); // Must have got hero! + _vm->boundaryCollision(obj); // Must have got hero! } dxOld = obj->vx; currImage = obj->currImagePtr; // Get (new) ptr to current image @@ -275,7 +275,7 @@ void ObjectHandler_v1d::moveObjects() { // Move objects, allowing for boundaries for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object + object_t *obj = &_objects[i]; // Get pointer to object if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) { // Only process if it's moving @@ -289,7 +289,7 @@ void ObjectHandler_v1d::moveObjects() { int y2 = obj->y + currImage->y2; // Bottom edge if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - _vm->clearBoundary(x1, x2, y2); // Clear our own boundary + _vm->clearBoundary(x1, x2, y2); // Clear our own boundary // Allowable motion wrt boundary int dx = _vm->deltaX(x1, x2, obj->vx, y2); @@ -307,7 +307,7 @@ void ObjectHandler_v1d::moveObjects() { } if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary + _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary obj->x += dx; // Update object position obj->y += dy; @@ -337,12 +337,12 @@ void ObjectHandler_v1d::moveObjects() { // If maze mode is enabled, do special maze processing if (_maze.enabledFl) { - seq_t *currImage = _vm->_hero->currImagePtr; // Get ptr to current image + seq_t *currImage = _vm->_hero->currImagePtr;// Get ptr to current image // hero coordinates - int x1 = _vm->_hero->x + currImage->x1; // Left edge of object - int x2 = _vm->_hero->x + currImage->x2; // Right edge - int y1 = _vm->_hero->y + currImage->y1; // Top edge - int y2 = _vm->_hero->y + currImage->y2; // Bottom edge + int x1 = _vm->_hero->x + currImage->x1; // Left edge of object + int x2 = _vm->_hero->x + currImage->x2; // Right edge + int y1 = _vm->_hero->y + currImage->y1; // Top edge + int y2 = _vm->_hero->y + currImage->y2; // Bottom edge _vm->_scheduler->processMaze(x1, x2, y1, y2); } @@ -367,4 +367,25 @@ void ObjectHandler_v1d::swapImages(int objIndex1, int objIndex2) { _vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO; } +void ObjectHandler_v1d::homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) { + // object obj1 will home in on object obj2 + object_t *obj1 = &_objects[objIndex1]; + object_t *obj2 = &_objects[objIndex2]; + obj1->pathType = AUTO; + int dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1; + int 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 = objDx * -SIGN(dx); + obj1->vy = abs((objDy * dy) / dx) * -SIGN(dy); + } else { + obj1->vy = objDy * SIGN(dy); + obj1->vx = abs((objDx * dx) / dy) * SIGN(dx); + } +} } // End of namespace Hugo diff --git a/engines/hugo/object_v1w.cpp b/engines/hugo/object_v1w.cpp index 015c85ea8d..e5716f8b8c 100644 --- a/engines/hugo/object_v1w.cpp +++ b/engines/hugo/object_v1w.cpp @@ -46,7 +46,7 @@ namespace Hugo { -ObjectHandler_v1w::ObjectHandler_v1w(HugoEngine *vm) : ObjectHandler(vm) { +ObjectHandler_v1w::ObjectHandler_v1w(HugoEngine *vm) : ObjectHandler_v3d(vm) { } ObjectHandler_v1w::~ObjectHandler_v1w() { diff --git a/engines/hugo/object_v2d.cpp b/engines/hugo/object_v2d.cpp index f97f8af002..f2b7fb3cda 100644 --- a/engines/hugo/object_v2d.cpp +++ b/engines/hugo/object_v2d.cpp @@ -288,7 +288,7 @@ void ObjectHandler_v2d::moveObjects() { // Move objects, allowing for boundaries for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object + object_t *obj = &_objects[i]; // Get pointer to object if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) { // Only process if it's moving @@ -302,7 +302,7 @@ void ObjectHandler_v2d::moveObjects() { int y2 = obj->y + currImage->y2; // Bottom edge if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - _vm->clearBoundary(x1, x2, y2); // Clear our own boundary + _vm->clearBoundary(x1, x2, y2); // Clear our own boundary // Allowable motion wrt boundary int dx = _vm->deltaX(x1, x2, obj->vx, y2); @@ -320,7 +320,7 @@ void ObjectHandler_v2d::moveObjects() { } if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary + _vm->storeBoundary(x1, x2, y2); // Re-store our own boundary obj->x += dx; // Update object position obj->y += dy; @@ -342,8 +342,8 @@ void ObjectHandler_v2d::moveObjects() { // Clear all object baselines from the boundary file. for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - seq_t *currImage = obj->currImagePtr; // Get ptr to current image + object_t *obj = &_objects[i]; // Get pointer to object + seq_t *currImage = obj->currImagePtr; // Get ptr to current image if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) _vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2); } @@ -361,4 +361,25 @@ void ObjectHandler_v2d::moveObjects() { } } +void ObjectHandler_v2d::homeIn(int objIndex1, int objIndex2, int8 objDx, int8 objDy) { + // object obj1 will home in on object obj2 + object_t *obj1 = &_objects[objIndex1]; + object_t *obj2 = &_objects[objIndex2]; + obj1->pathType = AUTO; + int dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1; + int 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 = objDx * -SIGN(dx); + obj1->vy = abs((objDy * dy) / dx) * -SIGN(dy); + } else { + obj1->vy = objDy * -SIGN(dy); + obj1->vx = abs((objDx * dx) / dy) * -SIGN(dx); + } +} } // End of namespace Hugo diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 361352d95b..76250c68cb 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -39,6 +39,9 @@ #include "hugo/file.h" #include "hugo/display.h" #include "hugo/util.h" +#include "hugo/object.h" +#include "hugo/sound.h" +#include "hugo/parser.h" namespace Hugo { @@ -1000,4 +1003,255 @@ void Scheduler::insertAction(act *action) { } } +/** +* This function performs the action in the event structure pointed to by p +* It dequeues the event and returns it to the free list. It returns a ptr +* to the next action in the list, except special case of NEW_SCREEN +*/ +event_t *Scheduler::doAction(event_t *curEvent) { + debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType); + + status_t &gameStatus = _vm->getGameStatus(); + act *action = curEvent->action; + object_t *obj1; + int dx, dy; + event_t *wrkEvent; // Save ev_p->next_p for return + + switch (action->a0.actType) { + case ANULL: // Big NOP from DEL_EVENTS + break; + case ASCHEDULE: // act0: Schedule an action list + insertActionList(action->a0.actIndex); + break; + case START_OBJ: // act1: Start an object cycling + _vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb; + _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle; + break; + case INIT_OBJXY: // act2: Initialise an object + _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates + _vm->_object->_objects[action->a2.objIndex].y = action->a2.y; + break; + case PROMPT: // act3: Prompt user for key phrase + promptAction(action); + break; + case BKGD_COLOR: // act4: Set new background color + _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor); + break; + case INIT_OBJVXY: // act5: Initialise an object velocity + _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy); + break; + case INIT_CARRY: // act6: Initialise an object + _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status + break; + case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords + _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1; + _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1; + _vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! + break; + case NEW_SCREEN: // act8: Start new screen + newScreen(action->a8.screenIndex); + break; + case INIT_OBJSTATE: // act9: Initialise an object state + _vm->_object->_objects[action->a9.objIndex].state = action->a9.newState; + break; + case INIT_PATH: // act10: Initialise an object path and velocity + _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); + break; + case COND_R: // act11: action lists conditional on object state + if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq) + insertActionList(action->a11.actPassIndex); + else + insertActionList(action->a11.actFailIndex); + break; + case TEXT: // act12: Text box (CF WARN) + Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file + break; + case SWAP_IMAGES: // act13: Swap 2 object images + _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2); + break; + case COND_SCR: // act14: Conditional on current screen + if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq) + insertActionList(action->a14.actPassIndex); + else + insertActionList(action->a14.actFailIndex); + break; + case AUTOPILOT: // act15: Home in on a (stationary) object + _vm->_object->homeIn(action->a15.objIndex1, action->a15.objIndex2, action->a15.dx, action->a15.dy); + break; + case INIT_OBJ_SEQ: // act16: Set sequence number to use + // Note: Don't set a sequence at time 0 of a new screen, it causes + // problems clearing the boundary bits of the object! t>0 is safe + _vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr; + break; + case SET_STATE_BITS: // act17: OR mask with curr obj state + _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask; + break; + case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state + _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask; + break; + case TEST_STATE_BITS: // act19: If all bits set, do apass else afail + if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask) + insertActionList(action->a19.actPassIndex); + else + insertActionList(action->a19.actFailIndex); + break; + case DEL_EVENTS: // act20: Remove all events of this action type + delEventType(action->a20.actTypeDel); + break; + case GAMEOVER: // act21: Game over! + // NOTE: Must wait at least 1 tick before issuing this action if + // any objects are to be made invisible! + gameStatus.gameOverFl = true; + break; + case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords + _vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x; + _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y; + _vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen! + break; + case EXIT: // act23: Exit game back to DOS + _vm->endGame(); + break; + case BONUS: // act24: Get bonus score for action + processBonus(action->a24.pointIndex); + break; + case COND_BOX: // act25: Conditional on bounding box + obj1 = &_vm->_object->_objects[action->a25.objIndex]; + dx = obj1->x + obj1->currImagePtr->x1; + dy = obj1->y + obj1->currImagePtr->y2; + if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && + (dy >= action->a25.y1) && (dy <= action->a25.y2)) + insertActionList(action->a25.actPassIndex); + else + insertActionList(action->a25.actFailIndex); + break; + case SOUND: // act26: Play a sound (or tune) + if (action->a26.soundIndex < _vm->_tunesNbr) + _vm->_sound->playMusic(action->a26.soundIndex); + else + _vm->_sound->playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI); + break; + case ADD_SCORE: // act27: Add object's value to score + _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue); + break; + case SUB_SCORE: // act28: Subtract object's value from score + _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue); + break; + case COND_CARRY: // act29: Conditional on object being carried + if (_vm->_object->isCarried(action->a29.objIndex)) + insertActionList(action->a29.actPassIndex); + else + insertActionList(action->a29.actFailIndex); + break; + case INIT_MAZE: // act30: Enable and init maze structure + _maze.enabledFl = true; + _maze.size = action->a30.mazeSize; + _maze.x1 = action->a30.x1; + _maze.y1 = action->a30.y1; + _maze.x2 = action->a30.x2; + _maze.y2 = action->a30.y2; + _maze.x3 = action->a30.x3; + _maze.x4 = action->a30.x4; + _maze.firstScreenIndex = action->a30.firstScreenIndex; + break; + case EXIT_MAZE: // act31: Disable maze mode + _maze.enabledFl = false; + break; + case INIT_PRIORITY: + _vm->_object->_objects[action->a32.objIndex].priority = action->a32.priority; + break; + case INIT_SCREEN: + _vm->_object->_objects[action->a33.objIndex].screenIndex = action->a33.screenIndex; + break; + case AGSCHEDULE: // act34: Schedule a (global) action list + insertActionList(action->a34.actIndex); + break; + case REMAPPAL: // act35: Remap a palette color + _vm->_screen->remapPal(action->a35.oldColorIndex, action->a35.newColorIndex); + break; + case COND_NOUN: // act36: Conditional on noun mentioned + if (_vm->_parser->isWordPresent(_vm->_arrayNouns[action->a36.nounIndex])) + insertActionList(action->a36.actPassIndex); + else + insertActionList(action->a36.actFailIndex); + break; + case SCREEN_STATE: // act37: Set new screen state + _vm->_screenStates[action->a37.screenIndex] = action->a37.newState; + break; + case INIT_LIPS: // act38: Position lips on object + _vm->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips; + _vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips; + _vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->a38.lipsObjIndex].cycling = CYCLE_FORWARD; + break; + case INIT_STORY_MODE: // act39: Init story_mode flag + // This is similar to the QUIET path mode, except that it is + // independant of it and it additionally disables the ">" prompt + gameStatus.storyModeFl = action->a39.storyModeFl; + + // End the game after story if this is special vendor demo mode + if (gameStatus.demoFl && action->a39.storyModeFl == false) + _vm->endGame(); + break; + case WARN: // act40: Text box (CF TEXT) + Utils::Box(BOX_OK, "%s", _vm->_file->fetchString(action->a40.stringIndex)); + break; + case COND_BONUS: // act41: Perform action if got bonus + if (_vm->_points[action->a41.BonusIndex].scoredFl) + insertActionList(action->a41.actPassIndex); + else + insertActionList(action->a41.actFailIndex); + break; + case TEXT_TAKE: // act42: Text box with "take" message + Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objIndex].nounIndex][TAKE_NAME]); + break; + case YESNO: // act43: Prompt user for Yes or No + if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0) + insertActionList(action->a43.actYesIndex); + else + insertActionList(action->a43.actNoIndex); + break; + case STOP_ROUTE: // act44: Stop any route in progress + gameStatus.routeIndex = -1; + break; + case COND_ROUTE: // act45: Conditional on route in progress + if (gameStatus.routeIndex >= action->a45.routeIndex) + insertActionList(action->a45.actPassIndex); + else + insertActionList(action->a45.actFailIndex); + break; + case INIT_JUMPEXIT: // act46: Init status.jumpexit flag + // This is to allow left click on exit to get there immediately + // For example the plane crash in Hugo2 where hero is invisible + // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1 + gameStatus.jumpExitFl = action->a46.jumpExitFl; + break; + case INIT_VIEW: // act47: Init object.viewx, viewy, dir + _vm->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx; + _vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy; + _vm->_object->_objects[action->a47.objIndex].direction = action->a47.direction; + break; + case INIT_OBJ_FRAME: // act48: Set seq,frame number to use + // Note: Don't set a sequence at time 0 of a new screen, it causes + // problems clearing the boundary bits of the object! t>0 is safe + _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr; + for (dx = 0; dx < action->a48.frameIndex; dx++) + _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr; + break; + case OLD_SONG: + // Replaces ACT26 for DOS games. + _vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex]; + break; + default: + error("An error has occurred: %s", "doAction"); + break; + } + + 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.h b/engines/hugo/schedule.h index 436b6e7792..6337a8bb06 100644 --- a/engines/hugo/schedule.h +++ b/engines/hugo/schedule.h @@ -85,9 +85,11 @@ protected: act **_actListArr; virtual const char *getCypher() = 0; - virtual event_t *doAction(event_t *curEvent) = 0; + virtual void delEventType(action_t actTypeDel) = 0; virtual void delQueue(event_t *curEvent) = 0; + virtual void promptAction(act *action) = 0; + event_t *doAction(event_t *curEvent); event_t *getQueue(); uint32 getDosTicks(bool updateFl); @@ -106,8 +108,9 @@ public: virtual void runScheduler(); protected: + virtual void delEventType(action_t actTypeDel); virtual void delQueue(event_t *curEvent); - virtual event_t *doAction(event_t *curEvent); + virtual void promptAction(act *action); }; class Scheduler_v2d : public Scheduler_v1d { @@ -116,9 +119,11 @@ public: virtual ~Scheduler_v2d(); virtual const char *getCypher(); + protected: + void delEventType(action_t actTypeDel); void delQueue(event_t *curEvent); - event_t *doAction(event_t *curEvent); + void promptAction(act *action); }; class Scheduler_v3d : public Scheduler_v2d { diff --git a/engines/hugo/schedule_v1d.cpp b/engines/hugo/schedule_v1d.cpp index 966085260b..68933f375e 100644 --- a/engines/hugo/schedule_v1d.cpp +++ b/engines/hugo/schedule_v1d.cpp @@ -39,10 +39,7 @@ #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 { @@ -83,200 +80,6 @@ void Scheduler_v1d::delQueue(event_t *curEvent) { _freeEvent = curEvent; } -/** -* This function performs the action in the event structure pointed to by p -* It dequeues the event and returns it to the free list. It returns a ptr -* to the next action in the list, except special case of NEW_SCREEN -*/ -event_t *Scheduler_v1d::doAction(event_t *curEvent) { - debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType); - - status_t &gameStatus = _vm->getGameStatus(); - act *action = curEvent->action; - char *response; // User's response string - object_t *obj1; - object_t *obj2; - int dx, dy; - event_t *wrkEvent; // Save ev_p->next_p for return - - switch (action->a0.actType) { - case ANULL: // Big NOP from DEL_EVENTS - break; - case ASCHEDULE: // act0: Schedule an action list - insertActionList(action->a0.actIndex); - break; - case START_OBJ: // act1: Start an object cycling - _vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb; - _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle; - break; - case INIT_OBJXY: // act2: Initialise an object - _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates - _vm->_object->_objects[action->a2.objIndex].y = action->a2.y; - break; - case PROMPT: { // act3: Prompt user for key phrase - response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); - strcpy(response, _vm->_file->fetchString(action->a3.promptIndex)); - if (action->a3.encodedFl) - decodeString(response); - - 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 - 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.objIndex, action->a5.vx, action->a5.vy); - break; - case INIT_CARRY: // act6: Initialise an object - _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status - break; - case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords - _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1; - _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1; - _vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! - break; - case NEW_SCREEN: // act8: Start new screen - newScreen(action->a8.screenIndex); - break; - case INIT_OBJSTATE: // act9: Initialise an object state - _vm->_object->_objects[action->a9.objIndex].state = action->a9.newState; - break; - case INIT_PATH: // act10: Initialise an object path and velocity - _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); - break; - case COND_R: // act11: action lists conditional on object state - if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq) - insertActionList(action->a11.actPassIndex); - else - insertActionList(action->a11.actFailIndex); - break; - case TEXT: // act12: Text box (CF WARN) - Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file - break; - case SWAP_IMAGES: // act13: Swap 2 object images - _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2); - break; - case COND_SCR: // act14: Conditional on current screen - if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq) - insertActionList(action->a14.actPassIndex); - else - insertActionList(action->a14.actFailIndex); - break; - case AUTOPILOT: // act15: Home in on a (stationary) object - // object p1 will home in on object p2 - obj1 = &_vm->_object->_objects[action->a15.objIndex1]; - obj2 = &_vm->_object->_objects[action->a15.objIndex2]; - obj1->pathType = AUTO; - dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1; - dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1; - - if (dx == 0) // Don't EVER divide by zero! - dx = 1; - if (dy == 0) - dy = 1; - - if (abs(dx) > abs(dy)) { - obj1->vx = action->a15.dx * -SIGN(dx); - obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy); - } else { - obj1->vy = action->a15.dy * SIGN(dy); - obj1->vx = abs((action->a15.dx * dx) / dy) * SIGN(dx); - } - break; - case INIT_OBJ_SEQ: // act16: Set sequence number to use - // Note: Don't set a sequence at time 0 of a new screen, it causes - // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr; - break; - case SET_STATE_BITS: // act17: OR mask with curr obj state - _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask; - break; - case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state - _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask; - break; - case TEST_STATE_BITS: // act19: If all bits set, do apass else afail - if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask) - insertActionList(action->a19.actPassIndex); - else - insertActionList(action->a19.actFailIndex); - break; - case DEL_EVENTS: // act20: Remove all events of this action type - // Note: actions are not deleted here, simply turned into NOPs! - wrkEvent = _headEvent; // The earliest event - while (wrkEvent) { // While events found in list - 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.objIndex].x = _vm->_hero->x; - _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y; - _vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen! - break; - case EXIT: // act23: Exit game back to DOS - _vm->endGame(); - break; - case BONUS: // act24: Get bonus score for action - processBonus(action->a24.pointIndex); - break; - case COND_BOX: // act25: Conditional on bounding box - obj1 = &_vm->_object->_objects[action->a25.objIndex]; - dx = obj1->x + obj1->currImagePtr->x1; - dy = obj1->y + obj1->currImagePtr->y2; - if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && - (dy >= action->a25.y1) && (dy <= action->a25.y2)) - insertActionList(action->a25.actPassIndex); - else - insertActionList(action->a25.actFailIndex); - break; - case ADD_SCORE: // act27: Add object's value to score - _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue); - break; - case SUB_SCORE: // act28: Subtract object's value from score - _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue); - break; - case COND_CARRY: // act29: Conditional on object being carried - if (_vm->_object->isCarried(action->a29.objIndex)) - insertActionList(action->a29.actPassIndex); - else - insertActionList(action->a29.actFailIndex); - break; - case OLD_SONG: - // Replaces ACT26 for DOS games. - _vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex]; - break; - default: - error("An error has occurred: %s", "doAction"); - break; - } - - 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 @@ -292,4 +95,36 @@ void Scheduler_v1d::runScheduler() { curEvent = doAction(curEvent); // Perform the action (returns next_p) } +void Scheduler_v1d::delEventType(action_t actTypeDel) { + // Note: actions are not deleted here, simply turned into NOPs! + event_t *wrkEvent = _headEvent; // The earliest event + while (wrkEvent) { // While events found in list + if (wrkEvent->action->a20.actType == actTypeDel) + wrkEvent->action->a20.actType = ANULL; + wrkEvent = wrkEvent->nextEvent; + } +} + +void Scheduler_v1d::promptAction(act *action) { + Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); + char response[256]; + strcpy(response, _vm->_file->fetchString(action->a3.responsePtr[0])); + if (action->a3.encodedFl) { + warning("Encrypted flag set"); + decodeString(response); + } + + 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 + 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); +} } // End of namespace Hugo diff --git a/engines/hugo/schedule_v2d.cpp b/engines/hugo/schedule_v2d.cpp index 191b33ed4a..b5ce8dff62 100644 --- a/engines/hugo/schedule_v2d.cpp +++ b/engines/hugo/schedule_v2d.cpp @@ -40,10 +40,7 @@ #include "hugo/global.h" #include "hugo/file.h" #include "hugo/display.h" -#include "hugo/parser.h" #include "hugo/util.h" -#include "hugo/sound.h" -#include "hugo/object.h" namespace Hugo { @@ -90,306 +87,43 @@ void Scheduler_v2d::delQueue(event_t *curEvent) { _freeEvent = curEvent; } -/** -* This function performs the action in the event structure pointed to by p -* It dequeues the event and returns it to the free list. It returns a ptr -* to the next action in the list, except special case of NEW_SCREEN -*/ -event_t *Scheduler_v2d::doAction(event_t *curEvent) { - debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType); +void Scheduler_v2d::delEventType(action_t actTypeDel) { + // Note: actions are not deleted here, simply turned into NOPs! + event_t *wrkEvent = _headEvent; // The earliest event + event_t *saveEvent; - status_t &gameStatus = _vm->getGameStatus(); - act *action = curEvent->action; - char *response; // User's response string - object_t *obj1; - object_t *obj2; - int dx, dy; - event_t *wrkEvent; // Save ev_p->next_p for return - event_t *saveEvent; // Used in DEL_EVENTS - - switch (action->a0.actType) { - case ANULL: // Big NOP from DEL_EVENTS - break; - case ASCHEDULE: // act0: Schedule an action list - insertActionList(action->a0.actIndex); - break; - case START_OBJ: // act1: Start an object cycling - _vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb; - _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle; - break; - case INIT_OBJXY: // act2: Initialise an object - _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates - _vm->_object->_objects[action->a2.objIndex].y = action->a2.y; - break; - case PROMPT: { // act3: Prompt user for key phrase - response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); + while (wrkEvent) { // While events found in list + saveEvent = wrkEvent->nextEvent; + if (wrkEvent->action->a20.actType == actTypeDel) + delQueue(wrkEvent); + wrkEvent = saveEvent; + } +} - warning("STUB: doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0])); +void Scheduler_v2d::promptAction(act *action) { + Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); + warning("STUB: doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0])); - // TODO: The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block + // TODO: The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block #if 0 - bool found; - char *tmpStr; // General purpose string ptr + char *response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); - for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) { - tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]); - if (strstr(Utils::strlwr(response) , tmpStr)) - found = true; - } + bool found = false; + char *tmpStr; // General purpose string ptr - if (found) - insertActionList(action->a3.actPassIndex); - else - insertActionList(action->a3.actFailIndex); -#endif + for (dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) { + tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]); + if (strstr(Utils::strlwr(response) , tmpStr)) + found = true; + } - // HACK: As the answer is not read, currently it's always considered correct + if (found) insertActionList(action->a3.actPassIndex); - break; - } - case BKGD_COLOR: // act4: Set new background color - _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor); - break; - case INIT_OBJVXY: // act5: Initialise an object velocity - _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy); - break; - case INIT_CARRY: // act6: Initialise an object - _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status - break; - case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords - _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1; - _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1; - _vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! - break; - case NEW_SCREEN: // act8: Start new screen - newScreen(action->a8.screenIndex); - break; - case INIT_OBJSTATE: // act9: Initialise an object state - _vm->_object->_objects[action->a9.objIndex].state = action->a9.newState; - break; - case INIT_PATH: // act10: Initialise an object path and velocity - _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); - break; - case COND_R: // act11: action lists conditional on object state - if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq) - insertActionList(action->a11.actPassIndex); - else - insertActionList(action->a11.actFailIndex); - break; - case TEXT: // act12: Text box (CF WARN) - Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file - break; - case SWAP_IMAGES: // act13: Swap 2 object images - _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2); - break; - case COND_SCR: // act14: Conditional on current screen - if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq) - insertActionList(action->a14.actPassIndex); - else - insertActionList(action->a14.actFailIndex); - break; - case AUTOPILOT: // act15: Home in on a (stationary) object - // object p1 will home in on object p2 - obj1 = &_vm->_object->_objects[action->a15.objIndex1]; - obj2 = &_vm->_object->_objects[action->a15.objIndex2]; - obj1->pathType = AUTO; - dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1; - dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1; - - if (dx == 0) // Don't EVER divide by zero! - dx = 1; - if (dy == 0) - dy = 1; - - if (abs(dx) > abs(dy)) { - obj1->vx = action->a15.dx * -SIGN(dx); - obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy); - } else { - obj1->vy = action->a15.dy * -SIGN(dy); - obj1->vx = abs((action->a15.dx * dx) / dy) * -SIGN(dx); - } - break; - case INIT_OBJ_SEQ: // act16: Set sequence number to use - // Note: Don't set a sequence at time 0 of a new screen, it causes - // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr; - break; - case SET_STATE_BITS: // act17: OR mask with curr obj state - _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask; - break; - case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state - _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask; - break; - case TEST_STATE_BITS: // act19: If all bits set, do apass else afail - if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask) - insertActionList(action->a19.actPassIndex); - else - insertActionList(action->a19.actFailIndex); - break; - case DEL_EVENTS: // act20: Remove all events of this action type - // Note: actions are not deleted here, simply turned into NOPs! - wrkEvent = _headEvent; // The earliest event - while (wrkEvent) { // While events found in list - saveEvent = wrkEvent->nextEvent; - if (wrkEvent->action->a20.actType == action->a20.actTypeDel) - delQueue(wrkEvent); - wrkEvent = saveEvent; - } - break; - case GAMEOVER: // act21: Game over! - // NOTE: Must wait at least 1 tick before issuing this action if - // any objects are to be made invisible! - gameStatus.gameOverFl = true; - break; - case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords - _vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x; - _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y; - _vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen! - break; - case EXIT: // act23: Exit game back to DOS - _vm->endGame(); - break; - case BONUS: // act24: Get bonus score for action - processBonus(action->a24.pointIndex); - break; - case COND_BOX: // act25: Conditional on bounding box - obj1 = &_vm->_object->_objects[action->a25.objIndex]; - dx = obj1->x + obj1->currImagePtr->x1; - dy = obj1->y + obj1->currImagePtr->y2; - if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && - (dy >= action->a25.y1) && (dy <= action->a25.y2)) - insertActionList(action->a25.actPassIndex); - else - insertActionList(action->a25.actFailIndex); - break; - case SOUND: // act26: Play a sound (or tune) - if (action->a26.soundIndex < _vm->_tunesNbr) - _vm->_sound->playMusic(action->a26.soundIndex); - else - _vm->_sound->playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI); - break; - case ADD_SCORE: // act27: Add object's value to score - _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue); - break; - case SUB_SCORE: // act28: Subtract object's value from score - _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue); - break; - case COND_CARRY: // act29: Conditional on object being carried - if (_vm->_object->isCarried(action->a29.objIndex)) - insertActionList(action->a29.actPassIndex); - else - insertActionList(action->a29.actFailIndex); - break; - case INIT_MAZE: // act30: Enable and init maze structure - _maze.enabledFl = true; - _maze.size = action->a30.mazeSize; - _maze.x1 = action->a30.x1; - _maze.y1 = action->a30.y1; - _maze.x2 = action->a30.x2; - _maze.y2 = action->a30.y2; - _maze.x3 = action->a30.x3; - _maze.x4 = action->a30.x4; - _maze.firstScreenIndex = action->a30.firstScreenIndex; - break; - case EXIT_MAZE: // act31: Disable maze mode - _maze.enabledFl = false; - break; - case INIT_PRIORITY: - _vm->_object->_objects[action->a32.objIndex].priority = action->a32.priority; - break; - case INIT_SCREEN: - _vm->_object->_objects[action->a33.objIndex].screenIndex = action->a33.screenIndex; - break; - case AGSCHEDULE: // act34: Schedule a (global) action list - insertActionList(action->a34.actIndex); - break; - case REMAPPAL: // act35: Remap a palette color - _vm->_screen->remapPal(action->a35.oldColorIndex, action->a35.newColorIndex); - break; - case COND_NOUN: // act36: Conditional on noun mentioned - if (_vm->_parser->isWordPresent(_vm->_arrayNouns[action->a36.nounIndex])) - insertActionList(action->a36.actPassIndex); - else - insertActionList(action->a36.actFailIndex); - break; - case SCREEN_STATE: // act37: Set new screen state - _vm->_screenStates[action->a37.screenIndex] = action->a37.newState; - break; - case INIT_LIPS: // act38: Position lips on object - _vm->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips; - _vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips; - _vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! - _vm->_object->_objects[action->a38.lipsObjIndex].cycling = CYCLE_FORWARD; - break; - case INIT_STORY_MODE: // act39: Init story_mode flag - // This is similar to the QUIET path mode, except that it is - // independant of it and it additionally disables the ">" prompt - gameStatus.storyModeFl = action->a39.storyModeFl; - - // End the game after story if this is special vendor demo mode - if (gameStatus.demoFl && action->a39.storyModeFl == false) - _vm->endGame(); - break; - case WARN: // act40: Text box (CF TEXT) - Utils::Box(BOX_OK, "%s", _vm->_file->fetchString(action->a40.stringIndex)); - break; - case COND_BONUS: // act41: Perform action if got bonus - if (_vm->_points[action->a41.BonusIndex].scoredFl) - insertActionList(action->a41.actPassIndex); - else - insertActionList(action->a41.actFailIndex); - break; - case TEXT_TAKE: // act42: Text box with "take" message - Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objIndex].nounIndex][TAKE_NAME]); - break; - case YESNO: // act43: Prompt user for Yes or No - if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0) - insertActionList(action->a43.actYesIndex); - else - insertActionList(action->a43.actNoIndex); - break; - case STOP_ROUTE: // act44: Stop any route in progress - gameStatus.routeIndex = -1; - break; - case COND_ROUTE: // act45: Conditional on route in progress - if (gameStatus.routeIndex >= action->a45.routeIndex) - insertActionList(action->a45.actPassIndex); - else - insertActionList(action->a45.actFailIndex); - break; - case INIT_JUMPEXIT: // act46: Init status.jumpexit flag - // This is to allow left click on exit to get there immediately - // For example the plane crash in Hugo2 where hero is invisible - // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1 - gameStatus.jumpExitFl = action->a46.jumpExitFl; - break; - case INIT_VIEW: // act47: Init object.viewx, viewy, dir - _vm->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx; - _vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy; - _vm->_object->_objects[action->a47.objIndex].direction = action->a47.direction; - break; - case INIT_OBJ_FRAME: // act48: Set seq,frame number to use - // Note: Don't set a sequence at time 0 of a new screen, it causes - // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr; - for (dx = 0; dx < action->a48.frameIndex; dx++) - _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr; - break; - case OLD_SONG: - // Replaces ACT26 for DOS games. - _vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex]; - break; - default: - error("An error has occurred: %s", "doAction"); - break; - } + else + insertActionList(action->a3.actFailIndex); +#endif - if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list - return 0; // next_p = 0 since list now empty - } else { - wrkEvent = curEvent->nextEvent; - delQueue(curEvent); // Return event to free list - return wrkEvent; // Return next event ptr - } + // HACK: As the answer is not read, currently it's always considered correct + insertActionList(action->a3.actPassIndex); } } // End of namespace Hugo -- cgit v1.2.3