/* 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. * */ /* * 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/debug.h" #include "common/system.h" #include "common/textconsole.h" #include "hugo/hugo.h" #include "hugo/schedule.h" #include "hugo/file.h" #include "hugo/display.h" #include "hugo/util.h" #include "hugo/object.h" #include "hugo/sound.h" #include "hugo/parser.h" #include "hugo/text.h" #include "hugo/route.h" #include "hugo/mouse.h" namespace Hugo { Scheduler::Scheduler(HugoEngine *vm) : _vm(vm), _actListArr(0), _curTick(0), _oldTime(0), _refreshTimeout(0), _points(0), _screenActs(0) { memset(_events, 0, sizeof(_events)); _numBonuses = 0; _screenActsSize = 0; } Scheduler::~Scheduler() { } void Scheduler::initCypher() { _cypher = getCypher(); } /** * Initialize the timer event queue */ void Scheduler::initEventQueue() { debugC(1, kDebugSchedule, "initEventQueue"); // Chain next_p from first to last for (int i = kMaxEvents; --i;) _events[i - 1].nextEvent = &_events[i]; _events[kMaxEvents - 1].nextEvent = 0; // Chain prev_p from last to first for (int i = 1; i < kMaxEvents; i++) _events[i].prevEvent = &_events[i - 1]; _events[0].prevEvent = 0; _headEvent = _tailEvent = 0; // Event list is empty _freeEvent = _events; // Free list is full } /** * Return a ptr to an event structure from the free list */ event_t *Scheduler::getQueue() { debugC(4, kDebugSchedule, "getQueue"); if (!_freeEvent) // Error: no more events available error("An error has occurred: %s", "getQueue"); event_t *resEvent = _freeEvent; _freeEvent = _freeEvent->nextEvent; resEvent->nextEvent = 0; return resEvent; } /** * Call Insert_action for each action in the list supplied */ void Scheduler::insertActionList(const uint16 actIndex) { debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex); if (_actListArr[actIndex]) { for (int i = 0; _actListArr[actIndex][i].a0.actType != ANULL; i++) insertAction(&_actListArr[actIndex][i]); } } /** * Return system time in ticks. A tick is 1/TICKS_PER_SEC mS */ uint32 Scheduler::getWinTicks() const { debugC(5, kDebugSchedule, "getWinTicks()"); return _vm->getGameStatus()._tick; } /** * Return system time in ticks. A tick is 1/TICKS_PER_SEC mS * If update FALSE, simply return last known time * Note that this is real time unless a processing cycle takes longer than * a real tick, in which case the system tick is simply incremented */ uint32 Scheduler::getDosTicks(const bool updateFl) { debugC(5, kDebugSchedule, "getDosTicks(%s)", (updateFl) ? "TRUE" : "FALSE"); uint32 t_now; // Current wall time in ticks if (!updateFl) return(_curTick); if (_oldTime == 0) _oldTime = (uint32) floor((double) (g_system->getMillis() * _vm->getTPS() / 1000)); // Calculate current wall time in ticks t_now = g_system->getMillis() * _vm->getTPS() / 1000; if ((t_now - _oldTime) > 0) { _oldTime = t_now; _curTick++; } return(_curTick); } /** * Add indecated bonus to score if not added already */ void Scheduler::processBonus(const int bonusIndex) { debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex); if (!_points[bonusIndex].scoredFl) { _vm->adjustScore(_points[bonusIndex].score); _points[bonusIndex].scoredFl = true; } } /** * Transition to a new screen as follows: * 1. Clear out all non-global events from event list. * 2. Set the new screen (in the hero object and any carried objects) * 3. Read in the screen files for the new screen * 4. Schedule action list for new screen * 5. Initialize prompt line and status line */ void Scheduler::newScreen(const int screenIndex) { debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex); // Make sure the background file exists! if (!_vm->isPacked()) { Common::String filename = Common::String(_vm->_text->getScreenNames(screenIndex)); if (!Common::File::exists(_vm->_picDir + filename + ".PCX") && !Common::File::exists(filename + ".ART")) { error("Unable to find background file for %s", filename.c_str()); return; } } // 1. Clear out all local events event_t *curEvent = _headEvent; // The earliest event event_t *wrkEvent; // Event ptr while (curEvent) { // While mature events found wrkEvent = curEvent->nextEvent; // Save p (becomes undefined after Del) if (curEvent->localActionFl) delQueue(curEvent); // Return event to free list curEvent = wrkEvent; } // 2. Set the new screen in the hero object and any being carried _vm->setNewScreen(screenIndex); // 3. Read in new screen files _vm->readScreenFiles(screenIndex); // 4. Schedule action list for this screen _vm->_scheduler->screenActions(screenIndex); // 5. Initialize prompt line and status line _vm->_screen->initNewScreenDisplay(); } /** * Transition to a new screen as follows: * 1. Set the new screen (in the hero object and any carried objects) * 2. Read in the screen files for the new screen * 3. Initialize prompt line and status line */ void Scheduler::restoreScreen(const int screenIndex) { debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex); // 1. Set the new screen in the hero object and any being carried _vm->setNewScreen(screenIndex); // 2. Read in new screen files _vm->readScreenFiles(screenIndex); // 3. Initialize prompt line and status line _vm->_screen->initNewScreenDisplay(); } /** * Wait (if necessary) for next synchronizing tick * Slow machines won't make it by the end of tick, so will just plod on * at their own speed, not waiting here, but free running. * Note: DOS Versions only */ void Scheduler::waitForRefresh() { debugC(5, kDebugSchedule, "waitForRefresh()"); uint32 t; if (_refreshTimeout == 0) _refreshTimeout = getDosTicks(true); while ((t = getDosTicks(true)) < _refreshTimeout) ; _refreshTimeout = ++t; } /** * Read kALnewscr used by maze (Hugo 2) */ void Scheduler::loadAlNewscrIndex(Common::ReadStream &in) { debugC(6, kDebugSchedule, "loadAlNewscrIndex(&in)"); int numElem; for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) _alNewscrIndex = numElem; } } /** * Load Points from Hugo.dat */ void Scheduler::loadPoints(Common::SeekableReadStream &in) { debugC(6, kDebugSchedule, "loadPoints(&in)"); for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { uint16 numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _numBonuses = numElem; _points = (point_t *)malloc(sizeof(point_t) * _numBonuses); for (int i = 0; i < _numBonuses; i++) { _points[i].score = in.readByte(); _points[i].scoredFl = false; } } else { in.skip(numElem); } } } void Scheduler::readAct(Common::ReadStream &in, act &curAct) { uint16 numSubAct; curAct.a0.actType = (action_t) in.readByte(); switch (curAct.a0.actType) { case ANULL: // -1 break; case ASCHEDULE: // 0 curAct.a0.timer = in.readSint16BE(); curAct.a0.actIndex = in.readUint16BE(); break; case START_OBJ: // 1 curAct.a1.timer = in.readSint16BE(); curAct.a1.objIndex = in.readSint16BE(); curAct.a1.cycleNumb = in.readSint16BE(); curAct.a1.cycle = (cycle_t) in.readByte(); break; case INIT_OBJXY: // 2 curAct.a2.timer = in.readSint16BE(); curAct.a2.objIndex = in.readSint16BE(); curAct.a2.x = in.readSint16BE(); curAct.a2.y = in.readSint16BE(); break; case PROMPT: // 3 curAct.a3.timer = in.readSint16BE(); curAct.a3.promptIndex = in.readSint16BE(); numSubAct = in.readUint16BE(); curAct.a3.responsePtr = (int *)malloc(sizeof(int) * numSubAct); for (int k = 0; k < numSubAct; k++) curAct.a3.responsePtr[k] = in.readSint16BE(); curAct.a3.actPassIndex = in.readUint16BE(); curAct.a3.actFailIndex = in.readUint16BE(); curAct.a3.encodedFl = (in.readByte() == 1) ? true : false; break; case BKGD_COLOR: // 4 curAct.a4.timer = in.readSint16BE(); curAct.a4.newBackgroundColor = in.readUint32BE(); break; case INIT_OBJVXY: // 5 curAct.a5.timer = in.readSint16BE(); curAct.a5.objIndex = in.readSint16BE(); curAct.a5.vx = in.readSint16BE(); curAct.a5.vy = in.readSint16BE(); break; case INIT_CARRY: // 6 curAct.a6.timer = in.readSint16BE(); curAct.a6.objIndex = in.readSint16BE(); curAct.a6.carriedFl = (in.readByte() == 1) ? true : false; break; case INIT_HF_COORD: // 7 curAct.a7.timer = in.readSint16BE(); curAct.a7.objIndex = in.readSint16BE(); break; case NEW_SCREEN: // 8 curAct.a8.timer = in.readSint16BE(); curAct.a8.screenIndex = in.readSint16BE(); break; case INIT_OBJSTATE: // 9 curAct.a9.timer = in.readSint16BE(); curAct.a9.objIndex = in.readSint16BE(); curAct.a9.newState = in.readByte(); break; case INIT_PATH: // 10 curAct.a10.timer = in.readSint16BE(); curAct.a10.objIndex = in.readSint16BE(); curAct.a10.newPathType = in.readSint16BE(); curAct.a10.vxPath = in.readByte(); curAct.a10.vyPath = in.readByte(); break; case COND_R: // 11 curAct.a11.timer = in.readSint16BE(); curAct.a11.objIndex = in.readSint16BE(); curAct.a11.stateReq = in.readByte(); curAct.a11.actPassIndex = in.readUint16BE(); curAct.a11.actFailIndex = in.readUint16BE(); break; case TEXT: // 12 curAct.a12.timer = in.readSint16BE(); curAct.a12.stringIndex = in.readSint16BE(); break; case SWAP_IMAGES: // 13 curAct.a13.timer = in.readSint16BE(); curAct.a13.objIndex1 = in.readSint16BE(); curAct.a13.objIndex2 = in.readSint16BE(); break; case COND_SCR: // 14 curAct.a14.timer = in.readSint16BE(); curAct.a14.objIndex = in.readSint16BE(); curAct.a14.screenReq = in.readSint16BE(); curAct.a14.actPassIndex = in.readUint16BE(); curAct.a14.actFailIndex = in.readUint16BE(); break; case AUTOPILOT: // 15 curAct.a15.timer = in.readSint16BE(); curAct.a15.objIndex1 = in.readSint16BE(); curAct.a15.objIndex2 = in.readSint16BE(); curAct.a15.dx = in.readByte(); curAct.a15.dy = in.readByte(); break; case INIT_OBJ_SEQ: // 16 curAct.a16.timer = in.readSint16BE(); curAct.a16.objIndex = in.readSint16BE(); curAct.a16.seqIndex = in.readSint16BE(); break; case SET_STATE_BITS: // 17 curAct.a17.timer = in.readSint16BE(); curAct.a17.objIndex = in.readSint16BE(); curAct.a17.stateMask = in.readSint16BE(); break; case CLEAR_STATE_BITS: // 18 curAct.a18.timer = in.readSint16BE(); curAct.a18.objIndex = in.readSint16BE(); curAct.a18.stateMask = in.readSint16BE(); break; case TEST_STATE_BITS: // 19 curAct.a19.timer = in.readSint16BE(); curAct.a19.objIndex = in.readSint16BE(); curAct.a19.stateMask = in.readSint16BE(); curAct.a19.actPassIndex = in.readUint16BE(); curAct.a19.actFailIndex = in.readUint16BE(); break; case DEL_EVENTS: // 20 curAct.a20.timer = in.readSint16BE(); curAct.a20.actTypeDel = (action_t) in.readByte(); break; case GAMEOVER: // 21 curAct.a21.timer = in.readSint16BE(); break; case INIT_HH_COORD: // 22 curAct.a22.timer = in.readSint16BE(); curAct.a22.objIndex = in.readSint16BE(); break; case EXIT: // 23 curAct.a23.timer = in.readSint16BE(); break; case BONUS: // 24 curAct.a24.timer = in.readSint16BE(); curAct.a24.pointIndex = in.readSint16BE(); break; case COND_BOX: // 25 curAct.a25.timer = in.readSint16BE(); curAct.a25.objIndex = in.readSint16BE(); curAct.a25.x1 = in.readSint16BE(); curAct.a25.y1 = in.readSint16BE(); curAct.a25.x2 = in.readSint16BE(); curAct.a25.y2 = in.readSint16BE(); curAct.a25.actPassIndex = in.readUint16BE(); curAct.a25.actFailIndex = in.readUint16BE(); break; case SOUND: // 26 curAct.a26.timer = in.readSint16BE(); curAct.a26.soundIndex = in.readSint16BE(); break; case ADD_SCORE: // 27 curAct.a27.timer = in.readSint16BE(); curAct.a27.objIndex = in.readSint16BE(); break; case SUB_SCORE: // 28 curAct.a28.timer = in.readSint16BE(); curAct.a28.objIndex = in.readSint16BE(); break; case COND_CARRY: // 29 curAct.a29.timer = in.readSint16BE(); curAct.a29.objIndex = in.readSint16BE(); curAct.a29.actPassIndex = in.readUint16BE(); curAct.a29.actFailIndex = in.readUint16BE(); break; case INIT_MAZE: // 30 curAct.a30.timer = in.readSint16BE(); curAct.a30.mazeSize = in.readByte(); curAct.a30.x1 = in.readSint16BE(); curAct.a30.y1 = in.readSint16BE(); curAct.a30.x2 = in.readSint16BE(); curAct.a30.y2 = in.readSint16BE(); curAct.a30.x3 = in.readSint16BE(); curAct.a30.x4 = in.readSint16BE(); curAct.a30.firstScreenIndex = in.readByte(); break; case EXIT_MAZE: // 31 curAct.a31.timer = in.readSint16BE(); break; case INIT_PRIORITY: // 32 curAct.a32.timer = in.readSint16BE(); curAct.a32.objIndex = in.readSint16BE(); curAct.a32.priority = in.readByte(); break; case INIT_SCREEN: // 33 curAct.a33.timer = in.readSint16BE(); curAct.a33.objIndex = in.readSint16BE(); curAct.a33.screenIndex = in.readSint16BE(); break; case AGSCHEDULE: // 34 curAct.a34.timer = in.readSint16BE(); curAct.a34.actIndex = in.readUint16BE(); break; case REMAPPAL: // 35 curAct.a35.timer = in.readSint16BE(); curAct.a35.oldColorIndex = in.readSint16BE(); curAct.a35.newColorIndex = in.readSint16BE(); break; case COND_NOUN: // 36 curAct.a36.timer = in.readSint16BE(); curAct.a36.nounIndex = in.readUint16BE(); curAct.a36.actPassIndex = in.readUint16BE(); curAct.a36.actFailIndex = in.readUint16BE(); break; case SCREEN_STATE: // 37 curAct.a37.timer = in.readSint16BE(); curAct.a37.screenIndex = in.readSint16BE(); curAct.a37.newState = in.readByte(); break; case INIT_LIPS: // 38 curAct.a38.timer = in.readSint16BE(); curAct.a38.lipsObjIndex = in.readSint16BE(); curAct.a38.objIndex = in.readSint16BE(); curAct.a38.dxLips = in.readByte(); curAct.a38.dyLips = in.readByte(); break; case INIT_STORY_MODE: // 39 curAct.a39.timer = in.readSint16BE(); curAct.a39.storyModeFl = (in.readByte() == 1); break; case WARN: // 40 curAct.a40.timer = in.readSint16BE(); curAct.a40.stringIndex = in.readSint16BE(); break; case COND_BONUS: // 41 curAct.a41.timer = in.readSint16BE(); curAct.a41.BonusIndex = in.readSint16BE(); curAct.a41.actPassIndex = in.readUint16BE(); curAct.a41.actFailIndex = in.readUint16BE(); break; case TEXT_TAKE: // 42 curAct.a42.timer = in.readSint16BE(); curAct.a42.objIndex = in.readSint16BE(); break; case YESNO: // 43 curAct.a43.timer = in.readSint16BE(); curAct.a43.promptIndex = in.readSint16BE(); curAct.a43.actYesIndex = in.readUint16BE(); curAct.a43.actNoIndex = in.readUint16BE(); break; case STOP_ROUTE: // 44 curAct.a44.timer = in.readSint16BE(); break; case COND_ROUTE: // 45 curAct.a45.timer = in.readSint16BE(); curAct.a45.routeIndex = in.readSint16BE(); curAct.a45.actPassIndex = in.readUint16BE(); curAct.a45.actFailIndex = in.readUint16BE(); break; case INIT_JUMPEXIT: // 46 curAct.a46.timer = in.readSint16BE(); curAct.a46.jumpExitFl = (in.readByte() == 1); break; case INIT_VIEW: // 47 curAct.a47.timer = in.readSint16BE(); curAct.a47.objIndex = in.readSint16BE(); curAct.a47.viewx = in.readSint16BE(); curAct.a47.viewy = in.readSint16BE(); curAct.a47.direction = in.readSint16BE(); break; case INIT_OBJ_FRAME: // 48 curAct.a48.timer = in.readSint16BE(); curAct.a48.objIndex = in.readSint16BE(); curAct.a48.seqIndex = in.readSint16BE(); curAct.a48.frameIndex = in.readSint16BE(); break; case OLD_SONG: //49 curAct.a49.timer = in.readSint16BE(); curAct.a49.songIndex = in.readUint16BE(); break; default: error("Engine - Unknown action type encountered: %d", curAct.a0.actType); } } /** * Load actListArr from Hugo.dat */ void Scheduler::loadActListArr(Common::ReadStream &in) { debugC(6, kDebugSchedule, "loadActListArr(&in)"); act tmpAct; int numElem, numSubElem; for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _actListArrSize = numElem; _actListArr = (act **)malloc(sizeof(act *) * _actListArrSize); } for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) _actListArr[i] = (act *)malloc(sizeof(act) * (numSubElem + 1)); for (int j = 0; j < numSubElem; j++) { if (varnt == _vm->_gameVariant) { readAct(in, _actListArr[i][j]); } else { readAct(in, tmpAct); if (tmpAct.a0.actType == PROMPT) free(tmpAct.a3.responsePtr); } } if (varnt == _vm->_gameVariant) _actListArr[i][numSubElem].a0.actType = ANULL; } } } /** * Read _screenActs */ void Scheduler::loadScreenAct(Common::SeekableReadStream &in) { for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { uint16 numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _screenActsSize = numElem; _screenActs = (uint16 **)malloc(sizeof(uint16 *) * numElem); for (int i = 0; i < numElem; i++) { uint16 numSubElem = in.readUint16BE(); if (numSubElem == 0) { _screenActs[i] = 0; } else { _screenActs[i] = (uint16 *)malloc(sizeof(uint16) * numSubElem); for (int j = 0; j < numSubElem; j++) _screenActs[i][j] = in.readUint16BE(); } } } else { for (int i = 0; i < numElem; i++) { uint16 numSubElem = in.readUint16BE(); in.skip(numSubElem * sizeof(uint16)); } } } } void Scheduler::freeScheduler() { debugC(6, kDebugSchedule, "freeActListArr()"); free(_points); if (_screenActs) { for (int i = 0; i < _screenActsSize; i++) free(_screenActs[i]); free(_screenActs); } if (_actListArr) { for (int i = 0; i < _actListArrSize; i++) { for (int j = 0; _actListArr[i][j].a0.actType != ANULL; j++) { if (_actListArr[i][j].a0.actType == PROMPT) free(_actListArr[i][j].a3.responsePtr); } free(_actListArr[i]); } free(_actListArr); } } /** * Add action lists for this screen to event queue */ void Scheduler::screenActions(const int screenNum) { debugC(1, kDebugEngine, "screenActions(%d)", screenNum); uint16 *screenAct = _screenActs[screenNum]; if (screenAct) { for (int i = 0; screenAct[i]; i++) insertActionList(screenAct[i]); } } /** * Maze mode is enabled. Check to see whether hero has crossed the maze * bounding box, if so, go to the next room */ void Scheduler::processMaze(const int x1, const int x2, const int y1, const int y2) { debugC(1, kDebugSchedule, "processMaze"); if (x1 < _vm->_maze._x1) { // Exit west _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - 1; _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x2 - kShiftSize - (x2 - x1); _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (x2 > _vm->_maze._x2) { // Exit east _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + 1; _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x1 + kShiftSize; _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y1 < _vm->_maze._y1 - kShiftSize) { // Exit north _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - _vm->_maze._size; _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x3; _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze._y2 - kShiftSize - (y2 - y1); _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y2 > _vm->_maze._y2 - kShiftSize / 2) { // Exit south _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + _vm->_maze._size; _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x4; _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze._y1 + kShiftSize; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } } /** * Write the event queue to the file with handle f * Note that we convert all the event structure ptrs to indexes * using -1 for NULL. We can't convert the action ptrs to indexes * so we save address of first dummy action ptr to compare on restore. */ void Scheduler::saveEvents(Common::WriteStream *f) { debugC(1, kDebugSchedule, "saveEvents()"); f->writeUint32BE(getTicks()); int16 freeIndex = (_freeEvent == 0) ? -1 : _freeEvent - _events; int16 headIndex = (_headEvent == 0) ? -1 : _headEvent - _events; int16 tailIndex = (_tailEvent == 0) ? -1 : _tailEvent - _events; f->writeSint16BE(freeIndex); f->writeSint16BE(headIndex); f->writeSint16BE(tailIndex); // Convert event ptrs to indexes for (int16 i = 0; i < kMaxEvents; i++) { event_t *wrkEvent = &_events[i]; // fix up action pointer (to do better) int16 index, subElem; findAction(wrkEvent->action, &index, &subElem); f->writeSint16BE(index); f->writeSint16BE(subElem); f->writeByte((wrkEvent->localActionFl) ? 1 : 0); f->writeUint32BE(wrkEvent->time); f->writeSint16BE((wrkEvent->prevEvent == 0) ? -1 : (wrkEvent->prevEvent - _events)); f->writeSint16BE((wrkEvent->nextEvent == 0) ? -1 : (wrkEvent->nextEvent - _events)); } } /** * Restore the action data from file with handle f */ void Scheduler::restoreActions(Common::ReadStream *f) { for (int i = 0; i < _actListArrSize; i++) { uint16 numSubElem = f->readUint16BE(); for (int j = 0; j < numSubElem; j++) { readAct(*f, _actListArr[i][j]); } } } int16 Scheduler::calcMaxPoints() const { int16 tmpScore = 0; for (int i = 0; i < _numBonuses; i++) tmpScore += _points[i].score; return tmpScore; } /* * Save the action data in the file with handle f */ void Scheduler::saveActions(Common::WriteStream *f) const { byte subElemType; int16 nbrCpt; uint16 nbrSubElem; for (int i = 0; i < _actListArrSize; i++) { // write all the sub elems data for (nbrSubElem = 1; _actListArr[i][nbrSubElem - 1].a0.actType != ANULL; nbrSubElem++) ; f->writeUint16BE(nbrSubElem); for (int j = 0; j < nbrSubElem; j++) { subElemType = _actListArr[i][j].a0.actType; f->writeByte(subElemType); switch (subElemType) { case ANULL: // -1 break; case ASCHEDULE: // 0 f->writeSint16BE(_actListArr[i][j].a0.timer); f->writeUint16BE(_actListArr[i][j].a0.actIndex); break; case START_OBJ: // 1 f->writeSint16BE(_actListArr[i][j].a1.timer); f->writeSint16BE(_actListArr[i][j].a1.objIndex); f->writeSint16BE(_actListArr[i][j].a1.cycleNumb); f->writeByte(_actListArr[i][j].a1.cycle); break; case INIT_OBJXY: // 2 f->writeSint16BE(_actListArr[i][j].a2.timer); f->writeSint16BE(_actListArr[i][j].a2.objIndex); f->writeSint16BE(_actListArr[i][j].a2.x); f->writeSint16BE(_actListArr[i][j].a2.y); break; case PROMPT: // 3 f->writeSint16BE(_actListArr[i][j].a3.timer); f->writeSint16BE(_actListArr[i][j].a3.promptIndex); for (nbrCpt = 0; _actListArr[i][j].a3.responsePtr[nbrCpt] != -1; nbrCpt++) ; nbrCpt++; f->writeUint16BE(nbrCpt); for (int k = 0; k < nbrCpt; k++) f->writeSint16BE(_actListArr[i][j].a3.responsePtr[k]); f->writeUint16BE(_actListArr[i][j].a3.actPassIndex); f->writeUint16BE(_actListArr[i][j].a3.actFailIndex); f->writeByte((_actListArr[i][j].a3.encodedFl) ? 1 : 0); break; case BKGD_COLOR: // 4 f->writeSint16BE(_actListArr[i][j].a4.timer); f->writeUint32BE(_actListArr[i][j].a4.newBackgroundColor); break; case INIT_OBJVXY: // 5 f->writeSint16BE(_actListArr[i][j].a5.timer); f->writeSint16BE(_actListArr[i][j].a5.objIndex); f->writeSint16BE(_actListArr[i][j].a5.vx); f->writeSint16BE(_actListArr[i][j].a5.vy); break; case INIT_CARRY: // 6 f->writeSint16BE(_actListArr[i][j].a6.timer); f->writeSint16BE(_actListArr[i][j].a6.objIndex); f->writeByte((_actListArr[i][j].a6.carriedFl) ? 1 : 0); break; case INIT_HF_COORD: // 7 f->writeSint16BE(_actListArr[i][j].a7.timer); f->writeSint16BE(_actListArr[i][j].a7.objIndex); break; case NEW_SCREEN: // 8 f->writeSint16BE(_actListArr[i][j].a8.timer); f->writeSint16BE(_actListArr[i][j].a8.screenIndex); break; case INIT_OBJSTATE: // 9 f->writeSint16BE(_actListArr[i][j].a9.timer); f->writeSint16BE(_actListArr[i][j].a9.objIndex); f->writeByte(_actListArr[i][j].a9.newState); break; case INIT_PATH: // 10 f->writeSint16BE(_actListArr[i][j].a10.timer); f->writeSint16BE(_actListArr[i][j].a10.objIndex); f->writeSint16BE(_actListArr[i][j].a10.newPathType); f->writeByte(_actListArr[i][j].a10.vxPath); f->writeByte(_actListArr[i][j].a10.vyPath); break; case COND_R: // 11 f->writeSint16BE(_actListArr[i][j].a11.timer); f->writeSint16BE(_actListArr[i][j].a11.objIndex); f->writeByte(_actListArr[i][j].a11.stateReq); f->writeUint16BE(_actListArr[i][j].a11.actPassIndex); f->writeUint16BE(_actListArr[i][j].a11.actFailIndex); break; case TEXT: // 12 f->writeSint16BE(_actListArr[i][j].a12.timer); f->writeSint16BE(_actListArr[i][j].a12.stringIndex); break; case SWAP_IMAGES: // 13 f->writeSint16BE(_actListArr[i][j].a13.timer); f->writeSint16BE(_actListArr[i][j].a13.objIndex1); f->writeSint16BE(_actListArr[i][j].a13.objIndex2); break; case COND_SCR: // 14 f->writeSint16BE(_actListArr[i][j].a14.timer); f->writeSint16BE(_actListArr[i][j].a14.objIndex); f->writeSint16BE(_actListArr[i][j].a14.screenReq); f->writeUint16BE(_actListArr[i][j].a14.actPassIndex); f->writeUint16BE(_actListArr[i][j].a14.actFailIndex); break; case AUTOPILOT: // 15 f->writeSint16BE(_actListArr[i][j].a15.timer); f->writeSint16BE(_actListArr[i][j].a15.objIndex1); f->writeSint16BE(_actListArr[i][j].a15.objIndex2); f->writeByte(_actListArr[i][j].a15.dx); f->writeByte(_actListArr[i][j].a15.dy); break; case INIT_OBJ_SEQ: // 16 f->writeSint16BE(_actListArr[i][j].a16.timer); f->writeSint16BE(_actListArr[i][j].a16.objIndex); f->writeSint16BE(_actListArr[i][j].a16.seqIndex); break; case SET_STATE_BITS: // 17 f->writeSint16BE(_actListArr[i][j].a17.timer); f->writeSint16BE(_actListArr[i][j].a17.objIndex); f->writeSint16BE(_actListArr[i][j].a17.stateMask); break; case CLEAR_STATE_BITS: // 18 f->writeSint16BE(_actListArr[i][j].a18.timer); f->writeSint16BE(_actListArr[i][j].a18.objIndex); f->writeSint16BE(_actListArr[i][j].a18.stateMask); break; case TEST_STATE_BITS: // 19 f->writeSint16BE(_actListArr[i][j].a19.timer); f->writeSint16BE(_actListArr[i][j].a19.objIndex); f->writeSint16BE(_actListArr[i][j].a19.stateMask); f->writeUint16BE(_actListArr[i][j].a19.actPassIndex); f->writeUint16BE(_actListArr[i][j].a19.actFailIndex); break; case DEL_EVENTS: // 20 f->writeSint16BE(_actListArr[i][j].a20.timer); f->writeByte(_actListArr[i][j].a20.actTypeDel); break; case GAMEOVER: // 21 f->writeSint16BE(_actListArr[i][j].a21.timer); break; case INIT_HH_COORD: // 22 f->writeSint16BE(_actListArr[i][j].a22.timer); f->writeSint16BE(_actListArr[i][j].a22.objIndex); break; case EXIT: // 23 f->writeSint16BE(_actListArr[i][j].a23.timer); break; case BONUS: // 24 f->writeSint16BE(_actListArr[i][j].a24.timer); f->writeSint16BE(_actListArr[i][j].a24.pointIndex); break; case COND_BOX: // 25 f->writeSint16BE(_actListArr[i][j].a25.timer); f->writeSint16BE(_actListArr[i][j].a25.objIndex); f->writeSint16BE(_actListArr[i][j].a25.x1); f->writeSint16BE(_actListArr[i][j].a25.y1); f->writeSint16BE(_actListArr[i][j].a25.x2); f->writeSint16BE(_actListArr[i][j].a25.y2); f->writeUint16BE(_actListArr[i][j].a25.actPassIndex); f->writeUint16BE(_actListArr[i][j].a25.actFailIndex); break; case SOUND: // 26 f->writeSint16BE(_actListArr[i][j].a26.timer); f->writeSint16BE(_actListArr[i][j].a26.soundIndex); break; case ADD_SCORE: // 27 f->writeSint16BE(_actListArr[i][j].a27.timer); f->writeSint16BE(_actListArr[i][j].a27.objIndex); break; case SUB_SCORE: // 28 f->writeSint16BE(_actListArr[i][j].a28.timer); f->writeSint16BE(_actListArr[i][j].a28.objIndex); break; case COND_CARRY: // 29 f->writeSint16BE(_actListArr[i][j].a29.timer); f->writeSint16BE(_actListArr[i][j].a29.objIndex); f->writeUint16BE(_actListArr[i][j].a29.actPassIndex); f->writeUint16BE(_actListArr[i][j].a29.actFailIndex); break; case INIT_MAZE: // 30 f->writeSint16BE(_actListArr[i][j].a30.timer); f->writeByte(_actListArr[i][j].a30.mazeSize); f->writeSint16BE(_actListArr[i][j].a30.x1); f->writeSint16BE(_actListArr[i][j].a30.y1); f->writeSint16BE(_actListArr[i][j].a30.x2); f->writeSint16BE(_actListArr[i][j].a30.y2); f->writeSint16BE(_actListArr[i][j].a30.x3); f->writeSint16BE(_actListArr[i][j].a30.x4); f->writeByte(_actListArr[i][j].a30.firstScreenIndex); break; case EXIT_MAZE: // 31 f->writeSint16BE(_actListArr[i][j].a31.timer); break; case INIT_PRIORITY: // 32 f->writeSint16BE(_actListArr[i][j].a32.timer); f->writeSint16BE(_actListArr[i][j].a32.objIndex); f->writeByte(_actListArr[i][j].a32.priority); break; case INIT_SCREEN: // 33 f->writeSint16BE(_actListArr[i][j].a33.timer); f->writeSint16BE(_actListArr[i][j].a33.objIndex); f->writeSint16BE(_actListArr[i][j].a33.screenIndex); break; case AGSCHEDULE: // 34 f->writeSint16BE(_actListArr[i][j].a34.timer); f->writeUint16BE(_actListArr[i][j].a34.actIndex); break; case REMAPPAL: // 35 f->writeSint16BE(_actListArr[i][j].a35.timer); f->writeSint16BE(_actListArr[i][j].a35.oldColorIndex); f->writeSint16BE(_actListArr[i][j].a35.newColorIndex); break; case COND_NOUN: // 36 f->writeSint16BE(_actListArr[i][j].a36.timer); f->writeUint16BE(_actListArr[i][j].a36.nounIndex); f->writeUint16BE(_actListArr[i][j].a36.actPassIndex); f->writeUint16BE(_actListArr[i][j].a36.actFailIndex); break; case SCREEN_STATE: // 37 f->writeSint16BE(_actListArr[i][j].a37.timer); f->writeSint16BE(_actListArr[i][j].a37.screenIndex); f->writeByte(_actListArr[i][j].a37.newState); break; case INIT_LIPS: // 38 f->writeSint16BE(_actListArr[i][j].a38.timer); f->writeSint16BE(_actListArr[i][j].a38.lipsObjIndex); f->writeSint16BE(_actListArr[i][j].a38.objIndex); f->writeByte(_actListArr[i][j].a38.dxLips); f->writeByte(_actListArr[i][j].a38.dyLips); break; case INIT_STORY_MODE: // 39 f->writeSint16BE(_actListArr[i][j].a39.timer); f->writeByte((_actListArr[i][j].a39.storyModeFl) ? 1 : 0); break; case WARN: // 40 f->writeSint16BE(_actListArr[i][j].a40.timer); f->writeSint16BE(_actListArr[i][j].a40.stringIndex); break; case COND_BONUS: // 41 f->writeSint16BE(_actListArr[i][j].a41.timer); f->writeSint16BE(_actListArr[i][j].a41.BonusIndex); f->writeUint16BE(_actListArr[i][j].a41.actPassIndex); f->writeUint16BE(_actListArr[i][j].a41.actFailIndex); break; case TEXT_TAKE: // 42 f->writeSint16BE(_actListArr[i][j].a42.timer); f->writeSint16BE(_actListArr[i][j].a42.objIndex); break; case YESNO: // 43 f->writeSint16BE(_actListArr[i][j].a43.timer); f->writeSint16BE(_actListArr[i][j].a43.promptIndex); f->writeUint16BE(_actListArr[i][j].a43.actYesIndex); f->writeUint16BE(_actListArr[i][j].a43.actNoIndex); break; case STOP_ROUTE: // 44 f->writeSint16BE(_actListArr[i][j].a44.timer); break; case COND_ROUTE: // 45 f->writeSint16BE(_actListArr[i][j].a45.timer); f->writeSint16BE(_actListArr[i][j].a45.routeIndex); f->writeUint16BE(_actListArr[i][j].a45.actPassIndex); f->writeUint16BE(_actListArr[i][j].a45.actFailIndex); break; case INIT_JUMPEXIT: // 46 f->writeSint16BE(_actListArr[i][j].a46.timer); f->writeByte((_actListArr[i][j].a46.jumpExitFl) ? 1 : 0); break; case INIT_VIEW: // 47 f->writeSint16BE(_actListArr[i][j].a47.timer); f->writeSint16BE(_actListArr[i][j].a47.objIndex); f->writeSint16BE(_actListArr[i][j].a47.viewx); f->writeSint16BE(_actListArr[i][j].a47.viewy); f->writeSint16BE(_actListArr[i][j].a47.direction); break; case INIT_OBJ_FRAME: // 48 f->writeSint16BE(_actListArr[i][j].a48.timer); f->writeSint16BE(_actListArr[i][j].a48.objIndex); f->writeSint16BE(_actListArr[i][j].a48.seqIndex); f->writeSint16BE(_actListArr[i][j].a48.frameIndex); break; case OLD_SONG: // 49, Added by Strangerke for DOS versions f->writeSint16BE(_actListArr[i][j].a49.timer); f->writeUint16BE(_actListArr[i][j].a49.songIndex); break; default: error("Unknown action %d", subElemType); } } } } /* * Find the index in the action list to be able to serialize the action to save game */ void Scheduler::findAction(const act* action, int16* index, int16* subElem) { assert(index && subElem); if (!action) { *index = -1; *subElem = -1; return; } for (int i = 0; i < _actListArrSize; i++) { int j = 0; do { if (action == &_actListArr[i][j]) { *index = i; *subElem = j; return; } j++; } while (_actListArr[i][j-1].a0.actType != ANULL); } // action not found ?? assert(0); } void Scheduler::saveSchedulerData(Common::WriteStream *out) { savePoints(out); // Now save current time and all current events in event queue saveEvents(out); // Now save current actions saveActions(out); } void Scheduler::restoreSchedulerData(Common::ReadStream *in) { restorePoints(in); _vm->_object->restoreAllSeq(); // Now restore time of the save and the event queue restoreEvents(in); // Now restore actions restoreActions(in); } /** * Restore the event list from file with handle f */ void Scheduler::restoreEvents(Common::ReadStream *f) { debugC(1, kDebugSchedule, "restoreEvents"); uint32 saveTime = f->readUint32BE(); // time of save int16 freeIndex = f->readSint16BE(); // Free list index int16 headIndex = f->readSint16BE(); // Head of list index int16 tailIndex = f->readSint16BE(); // Tail of list index // Restore events indexes to pointers for (int i = 0; i < kMaxEvents; i++) { int16 index = f->readSint16BE(); int16 subElem = f->readSint16BE(); // fix up action pointer (to do better) if ((index == -1) && (subElem == -1)) _events[i].action = 0; else _events[i].action = (act *)&_actListArr[index][subElem]; _events[i].localActionFl = (f->readByte() == 1) ? true : false; _events[i].time = f->readUint32BE(); int16 prevIndex = f->readSint16BE(); int16 nextIndex = f->readSint16BE(); _events[i].prevEvent = (prevIndex == -1) ? (event_t *)0 : &_events[prevIndex]; _events[i].nextEvent = (nextIndex == -1) ? (event_t *)0 : &_events[nextIndex]; } _freeEvent = (freeIndex == -1) ? 0 : &_events[freeIndex]; _headEvent = (headIndex == -1) ? 0 : &_events[headIndex]; _tailEvent = (tailIndex == -1) ? 0 : &_events[tailIndex]; // Adjust times to fit our time uint32 curTime = getTicks(); event_t *wrkEvent = _headEvent; // The earliest event while (wrkEvent) { // While mature events found wrkEvent->time = wrkEvent->time - saveTime + curTime; wrkEvent = wrkEvent->nextEvent; } } /** * Insert the action pointed to by p into the timer event queue * The queue goes from head (earliest) to tail (latest) timewise */ void Scheduler::insertAction(act *action) { debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->a0.actType); // First, get and initialize 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; // Workaround: When dying, switch to storyMode in order to block the keyboard. case GAMEOVER: _vm->getGameStatus()._storyModeFl = true; // No break on purpose 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; } } } /** * 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: Initialize 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: Initialize an object velocity _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy); break; case INIT_CARRY: // act6: Initialize an object _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status break; case INIT_HF_COORD: // act7: Initialize 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: Initialize an object state _vm->_object->_objects[action->a9.objIndex]._state = action->a9.newState; break; case INIT_PATH: // act10: Initialize 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::notifyBox(_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: Initialize 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, kSoundPriorityMedium); 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 _vm->_maze._enabledFl = true; _vm->_maze._size = action->a30.mazeSize; _vm->_maze._x1 = action->a30.x1; _vm->_maze._y1 = action->a30.y1; _vm->_maze._x2 = action->a30.x2; _vm->_maze._y2 = action->a30.y2; _vm->_maze._x3 = action->a30.x3; _vm->_maze._x4 = action->a30.x4; _vm->_maze._firstScreenIndex = action->a30.firstScreenIndex; break; case EXIT_MAZE: // act31: Disable maze mode _vm->_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->_text->getNounArray(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 = kCycleForward; 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; break; case WARN: // act40: Text box (CF TEXT) Utils::notifyBox(_vm->_file->fetchString(action->a40.stringIndex)); break; case COND_BONUS: // act41: Perform action if got bonus if (_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::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->a42.objIndex]._nounIndex, TAKE_NAME))); break; case YESNO: // act43: Prompt user for Yes or No if (Utils::yesNoBox(_vm->_file->fetchString(action->a43.promptIndex))) insertActionList(action->a43.actYesIndex); else insertActionList(action->a43.actNoIndex); break; case STOP_ROUTE: // act44: Stop any route in progress _vm->_route->resetRoute(); break; case COND_ROUTE: // act45: Conditional on route in progress if (_vm->_route->getRouteIndex() >= 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 _vm->_mouse->setJumpExitFl(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->_text->getTextData(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 } } /** * 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::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; } /** * Delete all the active events of a given type */ void Scheduler::delEventType(const action_t actTypeDel) { // Note: actions are not deleted here, simply turned into NOPs! event_t *wrkEvent = _headEvent; // The earliest event event_t *saveEvent; while (wrkEvent) { // While events found in list saveEvent = wrkEvent->nextEvent; if (wrkEvent->action->a20.actType == actTypeDel) delQueue(wrkEvent); wrkEvent = saveEvent; } } /** * Save the points table */ void Scheduler::savePoints(Common::WriteStream *out) const { for (int i = 0; i < _numBonuses; i++) { out->writeByte(_points[i].score); out->writeByte((_points[i].scoredFl) ? 1 : 0); } } /** * Restore the points table */ void Scheduler::restorePoints(Common::ReadStream *in) { // Restore points table for (int i = 0; i < _numBonuses; i++) { _points[i].score = in->readByte(); _points[i].scoredFl = (in->readByte() == 1); } } Scheduler_v1d::Scheduler_v1d(HugoEngine *vm) : Scheduler(vm) { } Scheduler_v1d::~Scheduler_v1d() { } const char *Scheduler_v1d::getCypher() const { return "Copyright (c) 1990, Gray Design Associates"; } uint32 Scheduler_v1d::getTicks() { return getDosTicks(false); } /** * 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 */ void Scheduler_v1d::runScheduler() { debugC(6, kDebugSchedule, "runScheduler"); uint32 ticker = getTicks(); // The time now, in ticks event_t *curEvent = _headEvent; // The earliest event while (curEvent && (curEvent->time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) } void Scheduler_v1d::promptAction(act *action) { Common::String response; response = Utils::promptBox(_vm->_file->fetchString(action->a3.promptIndex)); response.toLowercase(); char resp[256]; Common::strlcpy(resp, response.c_str(), 256); if (action->a3.encodedFl) decodeString(resp); if (strstr(resp, _vm->_file->fetchString(action->a3.responsePtr[0]))) insertActionList(action->a3.actPassIndex); else insertActionList(action->a3.actFailIndex); } /** * Decode a response to a prompt */ void Scheduler_v1d::decodeString(char *line) { debugC(1, kDebugSchedule, "decodeString(%s)", line); uint16 linelength = strlen(line); for (uint16 i = 0; i < linelength; i++) { line[i] = (line[i] + _cypher.c_str()[i % _cypher.size()]) % '~'; if (line[i] < ' ') line[i] += ' '; } } Scheduler_v2d::Scheduler_v2d(HugoEngine *vm) : Scheduler_v1d(vm) { } Scheduler_v2d::~Scheduler_v2d() { } const char *Scheduler_v2d::getCypher() const { return "Copyright 1991, Gray Design Associates"; } void Scheduler_v2d::promptAction(act *action) { Common::String response; response = Utils::promptBox(_vm->_file->fetchString(action->a3.promptIndex)); response.toLowercase(); debug(1, "doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0])); bool found = false; const char *tmpStr; // General purpose string ptr for (int dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) { tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]); if (response.contains(tmpStr)) found = true; } if (found) insertActionList(action->a3.actPassIndex); else insertActionList(action->a3.actFailIndex); } /** * Decode a string */ void Scheduler_v2d::decodeString(char *line) { debugC(1, kDebugSchedule, "decodeString(%s)", line); int16 lineLength = strlen(line); for (uint16 i = 0; i < lineLength; i++) line[i] -= _cypher.c_str()[i % _cypher.size()]; debugC(1, kDebugSchedule, "result : %s", line); } Scheduler_v3d::Scheduler_v3d(HugoEngine *vm) : Scheduler_v2d(vm) { } Scheduler_v3d::~Scheduler_v3d() { } const char *Scheduler_v3d::getCypher() const { return "Copyright 1992, Gray Design Associates"; } Scheduler_v1w::Scheduler_v1w(HugoEngine *vm) : Scheduler_v3d(vm) { } Scheduler_v1w::~Scheduler_v1w() { } uint32 Scheduler_v1w::getTicks() { return getWinTicks(); } /** * 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 */ void Scheduler_v1w::runScheduler() { debugC(6, kDebugSchedule, "runScheduler"); uint32 ticker = getTicks(); // The time now, in ticks event_t *curEvent = _headEvent; // The earliest event while (curEvent && (curEvent->time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks() } } // End of namespace Hugo