/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ // This module contains all the scheduling and timing stuff #include "common/system.h" #include "hugo/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" namespace Hugo { Scheduler::Scheduler(HugoEngine *vm) : _vm(vm), _actListArr(0) { } Scheduler::~Scheduler() { } /** * Initialise 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(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() { 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(bool updateFl) { debugC(5, kDebugSchedule, "getDosTicks(%s)", (updateFl) ? "TRUE" : "FALSE"); static uint32 tick = 0; // Current system time in ticks static uint32 t_old = 0; // The previous wall time in ticks uint32 t_now; // Current wall time in ticks if (!updateFl) return(tick); if (t_old == 0) t_old = (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 - t_old) > 0) { t_old = t_now; tick++; } return(tick); } /** * Add indecated bonus to score if not added already */ void Scheduler::processBonus(int bonusIndex) { debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex); if (!_vm->_points[bonusIndex].scoredFl) { _vm->adjustScore(_vm->_points[bonusIndex].score); _vm->_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. Initialise prompt line and status line */ void Scheduler::newScreen(int screenIndex) { debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex); // Make sure the background file exists! if (!_vm->isPacked()) { char line[32]; if (!_vm->_file->fileExists(strcat(strncat(strcpy(line, _vm->_picDir), _vm->_screenNames[screenIndex], NAME_LEN), BKGEXT)) && !_vm->_file->fileExists(strcat(strcpy(line, _vm->_screenNames[screenIndex]), ".ART"))) { error("Unable to find background file for %s", _vm->_screenNames[screenIndex]); 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->screenActions(screenIndex); // 5. Initialise 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. Initialise prompt line and status line */ void Scheduler::restoreScreen(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. Initialise 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(void) { debugC(5, kDebugSchedule, "waitForRefresh()"); static uint32 timeout = 0; uint32 t; if (timeout == 0) timeout = getDosTicks(true); while ((t = getDosTicks(true)) < timeout) ; timeout = ++t; } /** * Read kALnewscr used by maze (Hugo 2) */ void Scheduler::loadAlNewscrIndex(Common::File &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 actListArr from Hugo.dat */ void Scheduler::loadActListArr(Common::File &in) { debugC(6, kDebugSchedule, "loadActListArr(&in)"); int numElem, numSubElem, numSubAct; 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 < _actListArrSize; i++) { numSubElem = in.readUint16BE(); _actListArr[i] = (act *) malloc(sizeof(act) * (numSubElem + 1)); for (int j = 0; j < numSubElem; j++) { _actListArr[i][j].a0.actType = (action_t) in.readByte(); switch (_actListArr[i][j].a0.actType) { case ANULL: // -1 break; case ASCHEDULE: // 0 _actListArr[i][j].a0.timer = in.readSint16BE(); _actListArr[i][j].a0.actIndex = in.readUint16BE(); break; case START_OBJ: // 1 _actListArr[i][j].a1.timer = in.readSint16BE(); _actListArr[i][j].a1.objIndex = in.readSint16BE(); _actListArr[i][j].a1.cycleNumb = in.readSint16BE(); _actListArr[i][j].a1.cycle = (cycle_t) in.readByte(); break; case INIT_OBJXY: // 2 _actListArr[i][j].a2.timer = in.readSint16BE(); _actListArr[i][j].a2.objIndex = in.readSint16BE(); _actListArr[i][j].a2.x = in.readSint16BE(); _actListArr[i][j].a2.y = in.readSint16BE(); break; case PROMPT: // 3 _actListArr[i][j].a3.timer = in.readSint16BE(); _actListArr[i][j].a3.promptIndex = in.readSint16BE(); numSubAct = in.readUint16BE(); _actListArr[i][j].a3.responsePtr = (int *) malloc(sizeof(int) * numSubAct); for (int k = 0; k < numSubAct; k++) _actListArr[i][j].a3.responsePtr[k] = in.readSint16BE(); _actListArr[i][j].a3.actPassIndex = in.readUint16BE(); _actListArr[i][j].a3.actFailIndex = in.readUint16BE(); _actListArr[i][j].a3.encodedFl = (in.readByte() == 1) ? true : false; break; case BKGD_COLOR: // 4 _actListArr[i][j].a4.timer = in.readSint16BE(); _actListArr[i][j].a4.newBackgroundColor = in.readUint32BE(); break; case INIT_OBJVXY: // 5 _actListArr[i][j].a5.timer = in.readSint16BE(); _actListArr[i][j].a5.objIndex = in.readSint16BE(); _actListArr[i][j].a5.vx = in.readSint16BE(); _actListArr[i][j].a5.vy = in.readSint16BE(); break; case INIT_CARRY: // 6 _actListArr[i][j].a6.timer = in.readSint16BE(); _actListArr[i][j].a6.objIndex = in.readSint16BE(); _actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false; break; case INIT_HF_COORD: // 7 _actListArr[i][j].a7.timer = in.readSint16BE(); _actListArr[i][j].a7.objIndex = in.readSint16BE(); break; case NEW_SCREEN: // 8 _actListArr[i][j].a8.timer = in.readSint16BE(); _actListArr[i][j].a8.screenIndex = in.readSint16BE(); break; case INIT_OBJSTATE: // 9 _actListArr[i][j].a9.timer = in.readSint16BE(); _actListArr[i][j].a9.objIndex = in.readSint16BE(); _actListArr[i][j].a9.newState = in.readByte(); break; case INIT_PATH: // 10 _actListArr[i][j].a10.timer = in.readSint16BE(); _actListArr[i][j].a10.objIndex = in.readSint16BE(); _actListArr[i][j].a10.newPathType = in.readSint16BE(); _actListArr[i][j].a10.vxPath = in.readByte(); _actListArr[i][j].a10.vyPath = in.readByte(); break; case COND_R: // 11 _actListArr[i][j].a11.timer = in.readSint16BE(); _actListArr[i][j].a11.objIndex = in.readSint16BE(); _actListArr[i][j].a11.stateReq = in.readByte(); _actListArr[i][j].a11.actPassIndex = in.readUint16BE(); _actListArr[i][j].a11.actFailIndex = in.readUint16BE(); break; case TEXT: // 12 _actListArr[i][j].a12.timer = in.readSint16BE(); _actListArr[i][j].a12.stringIndex = in.readSint16BE(); break; case SWAP_IMAGES: // 13 _actListArr[i][j].a13.timer = in.readSint16BE(); _actListArr[i][j].a13.objIndex1 = in.readSint16BE(); _actListArr[i][j].a13.objIndex2 = in.readSint16BE(); break; case COND_SCR: // 14 _actListArr[i][j].a14.timer = in.readSint16BE(); _actListArr[i][j].a14.objIndex = in.readSint16BE(); _actListArr[i][j].a14.screenReq = in.readSint16BE(); _actListArr[i][j].a14.actPassIndex = in.readUint16BE(); _actListArr[i][j].a14.actFailIndex = in.readUint16BE(); break; case AUTOPILOT: // 15 _actListArr[i][j].a15.timer = in.readSint16BE(); _actListArr[i][j].a15.objIndex1 = in.readSint16BE(); _actListArr[i][j].a15.objIndex2 = in.readSint16BE(); _actListArr[i][j].a15.dx = in.readByte(); _actListArr[i][j].a15.dy = in.readByte(); break; case INIT_OBJ_SEQ: // 16 _actListArr[i][j].a16.timer = in.readSint16BE(); _actListArr[i][j].a16.objIndex = in.readSint16BE(); _actListArr[i][j].a16.seqIndex = in.readSint16BE(); break; case SET_STATE_BITS: // 17 _actListArr[i][j].a17.timer = in.readSint16BE(); _actListArr[i][j].a17.objIndex = in.readSint16BE(); _actListArr[i][j].a17.stateMask = in.readSint16BE(); break; case CLEAR_STATE_BITS: // 18 _actListArr[i][j].a18.timer = in.readSint16BE(); _actListArr[i][j].a18.objIndex = in.readSint16BE(); _actListArr[i][j].a18.stateMask = in.readSint16BE(); break; case TEST_STATE_BITS: // 19 _actListArr[i][j].a19.timer = in.readSint16BE(); _actListArr[i][j].a19.objIndex = in.readSint16BE(); _actListArr[i][j].a19.stateMask = in.readSint16BE(); _actListArr[i][j].a19.actPassIndex = in.readUint16BE(); _actListArr[i][j].a19.actFailIndex = in.readUint16BE(); break; case DEL_EVENTS: // 20 _actListArr[i][j].a20.timer = in.readSint16BE(); _actListArr[i][j].a20.actTypeDel = (action_t) in.readByte(); break; case GAMEOVER: // 21 _actListArr[i][j].a21.timer = in.readSint16BE(); break; case INIT_HH_COORD: // 22 _actListArr[i][j].a22.timer = in.readSint16BE(); _actListArr[i][j].a22.objIndex = in.readSint16BE(); break; case EXIT: // 23 _actListArr[i][j].a23.timer = in.readSint16BE(); break; case BONUS: // 24 _actListArr[i][j].a24.timer = in.readSint16BE(); _actListArr[i][j].a24.pointIndex = in.readSint16BE(); break; case COND_BOX: // 25 _actListArr[i][j].a25.timer = in.readSint16BE(); _actListArr[i][j].a25.objIndex = in.readSint16BE(); _actListArr[i][j].a25.x1 = in.readSint16BE(); _actListArr[i][j].a25.y1 = in.readSint16BE(); _actListArr[i][j].a25.x2 = in.readSint16BE(); _actListArr[i][j].a25.y2 = in.readSint16BE(); _actListArr[i][j].a25.actPassIndex = in.readUint16BE(); _actListArr[i][j].a25.actFailIndex = in.readUint16BE(); break; case SOUND: // 26 _actListArr[i][j].a26.timer = in.readSint16BE(); _actListArr[i][j].a26.soundIndex = in.readSint16BE(); break; case ADD_SCORE: // 27 _actListArr[i][j].a27.timer = in.readSint16BE(); _actListArr[i][j].a27.objIndex = in.readSint16BE(); break; case SUB_SCORE: // 28 _actListArr[i][j].a28.timer = in.readSint16BE(); _actListArr[i][j].a28.objIndex = in.readSint16BE(); break; case COND_CARRY: // 29 _actListArr[i][j].a29.timer = in.readSint16BE(); _actListArr[i][j].a29.objIndex = in.readSint16BE(); _actListArr[i][j].a29.actPassIndex = in.readUint16BE(); _actListArr[i][j].a29.actFailIndex = in.readUint16BE(); break; case INIT_MAZE: // 30 _actListArr[i][j].a30.timer = in.readSint16BE(); _actListArr[i][j].a30.mazeSize = in.readByte(); _actListArr[i][j].a30.x1 = in.readSint16BE(); _actListArr[i][j].a30.y1 = in.readSint16BE(); _actListArr[i][j].a30.x2 = in.readSint16BE(); _actListArr[i][j].a30.y2 = in.readSint16BE(); _actListArr[i][j].a30.x3 = in.readSint16BE(); _actListArr[i][j].a30.x4 = in.readSint16BE(); _actListArr[i][j].a30.firstScreenIndex = in.readByte(); break; case EXIT_MAZE: // 31 _actListArr[i][j].a31.timer = in.readSint16BE(); break; case INIT_PRIORITY: // 32 _actListArr[i][j].a32.timer = in.readSint16BE(); _actListArr[i][j].a32.objIndex = in.readSint16BE(); _actListArr[i][j].a32.priority = in.readByte(); break; case INIT_SCREEN: // 33 _actListArr[i][j].a33.timer = in.readSint16BE(); _actListArr[i][j].a33.objIndex = in.readSint16BE(); _actListArr[i][j].a33.screenIndex = in.readSint16BE(); break; case AGSCHEDULE: // 34 _actListArr[i][j].a34.timer = in.readSint16BE(); _actListArr[i][j].a34.actIndex = in.readUint16BE(); break; case REMAPPAL: // 35 _actListArr[i][j].a35.timer = in.readSint16BE(); _actListArr[i][j].a35.oldColorIndex = in.readSint16BE(); _actListArr[i][j].a35.newColorIndex = in.readSint16BE(); break; case COND_NOUN: // 36 _actListArr[i][j].a36.timer = in.readSint16BE(); _actListArr[i][j].a36.nounIndex = in.readUint16BE(); _actListArr[i][j].a36.actPassIndex = in.readUint16BE(); _actListArr[i][j].a36.actFailIndex = in.readUint16BE(); break; case SCREEN_STATE: // 37 _actListArr[i][j].a37.timer = in.readSint16BE(); _actListArr[i][j].a37.screenIndex = in.readSint16BE(); _actListArr[i][j].a37.newState = in.readByte(); break; case INIT_LIPS: // 38 _actListArr[i][j].a38.timer = in.readSint16BE(); _actListArr[i][j].a38.lipsObjIndex = in.readSint16BE(); _actListArr[i][j].a38.objIndex = in.readSint16BE(); _actListArr[i][j].a38.dxLips = in.readByte(); _actListArr[i][j].a38.dyLips = in.readByte(); break; case INIT_STORY_MODE: // 39 _actListArr[i][j].a39.timer = in.readSint16BE(); _actListArr[i][j].a39.storyModeFl = (in.readByte() == 1); break; case WARN: // 40 _actListArr[i][j].a40.timer = in.readSint16BE(); _actListArr[i][j].a40.stringIndex = in.readSint16BE(); break; case COND_BONUS: // 41 _actListArr[i][j].a41.timer = in.readSint16BE(); _actListArr[i][j].a41.BonusIndex = in.readSint16BE(); _actListArr[i][j].a41.actPassIndex = in.readUint16BE(); _actListArr[i][j].a41.actFailIndex = in.readUint16BE(); break; case TEXT_TAKE: // 42 _actListArr[i][j].a42.timer = in.readSint16BE(); _actListArr[i][j].a42.objIndex = in.readSint16BE(); break; case YESNO: // 43 _actListArr[i][j].a43.timer = in.readSint16BE(); _actListArr[i][j].a43.promptIndex = in.readSint16BE(); _actListArr[i][j].a43.actYesIndex = in.readUint16BE(); _actListArr[i][j].a43.actNoIndex = in.readUint16BE(); break; case STOP_ROUTE: // 44 _actListArr[i][j].a44.timer = in.readSint16BE(); break; case COND_ROUTE: // 45 _actListArr[i][j].a45.timer = in.readSint16BE(); _actListArr[i][j].a45.routeIndex = in.readSint16BE(); _actListArr[i][j].a45.actPassIndex = in.readUint16BE(); _actListArr[i][j].a45.actFailIndex = in.readUint16BE(); break; case INIT_JUMPEXIT: // 46 _actListArr[i][j].a46.timer = in.readSint16BE(); _actListArr[i][j].a46.jumpExitFl = (in.readByte() == 1); break; case INIT_VIEW: // 47 _actListArr[i][j].a47.timer = in.readSint16BE(); _actListArr[i][j].a47.objIndex = in.readSint16BE(); _actListArr[i][j].a47.viewx = in.readSint16BE(); _actListArr[i][j].a47.viewy = in.readSint16BE(); _actListArr[i][j].a47.direction = in.readSint16BE(); break; case INIT_OBJ_FRAME: // 48 _actListArr[i][j].a48.timer = in.readSint16BE(); _actListArr[i][j].a48.objIndex = in.readSint16BE(); _actListArr[i][j].a48.seqIndex = in.readSint16BE(); _actListArr[i][j].a48.frameIndex = in.readSint16BE(); break; case OLD_SONG: //49 _actListArr[i][j].a49.timer = in.readSint16BE(); _actListArr[i][j].a49.songIndex = in.readUint16BE(); break; default: error("Engine - Unknown action type encountered: %d", _actListArr[i][j].a0.actType); } } _actListArr[i][numSubElem].a0.actType = ANULL; } } else { for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); for (int j = 0; j < numSubElem; j++) { numSubAct = in.readByte(); switch (numSubAct) { case ANULL: // -1 break; case ASCHEDULE: // 0 in.readSint16BE(); in.readUint16BE(); break; case START_OBJ: // 1 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_OBJXY: // 2 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case PROMPT: // 3 in.readSint16BE(); in.readSint16BE(); numSubAct = in.readUint16BE(); for (int k = 0; k < numSubAct; k++) in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); in.readByte(); break; case BKGD_COLOR: // 4 in.readSint16BE(); in.readUint32BE(); break; case INIT_OBJVXY: // 5 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case INIT_CARRY: // 6 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_HF_COORD: // 7 in.readSint16BE(); in.readSint16BE(); break; case NEW_SCREEN: // 8 in.readSint16BE(); in.readSint16BE(); break; case INIT_OBJSTATE: // 9 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_PATH: // 10 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); break; case COND_R: // 11 in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readUint16BE(); in.readUint16BE(); break; case TEXT: // 12 in.readSint16BE(); in.readSint16BE(); break; case SWAP_IMAGES: // 13 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case COND_SCR: // 14 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case AUTOPILOT: // 15 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); break; case INIT_OBJ_SEQ: // 16 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case SET_STATE_BITS: // 17 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case CLEAR_STATE_BITS: // 18 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case TEST_STATE_BITS: // 19 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case DEL_EVENTS: // 20 in.readSint16BE(); in.readByte(); break; case GAMEOVER: // 21 in.readSint16BE(); break; case INIT_HH_COORD: // 22 in.readSint16BE(); in.readSint16BE(); break; case EXIT: // 23 in.readSint16BE(); break; case BONUS: // 24 in.readSint16BE(); in.readSint16BE(); break; case COND_BOX: // 25 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case SOUND: // 26 in.readSint16BE(); in.readSint16BE(); break; case ADD_SCORE: // 27 in.readSint16BE(); in.readSint16BE(); break; case SUB_SCORE: // 28 in.readSint16BE(); in.readSint16BE(); break; case COND_CARRY: // 29 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case INIT_MAZE: // 30 in.readSint16BE(); in.readByte(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case EXIT_MAZE: // 31 in.readSint16BE(); break; case INIT_PRIORITY: // 32 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_SCREEN: // 33 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case AGSCHEDULE: // 34 in.readSint16BE(); in.readUint16BE(); break; case REMAPPAL: // 35 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case COND_NOUN: // 36 in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); in.readUint16BE(); break; case SCREEN_STATE: // 37 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_LIPS: // 38 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); break; case INIT_STORY_MODE: // 39 in.readSint16BE(); in.readByte(); break; case WARN: // 40 in.readSint16BE(); in.readSint16BE(); break; case COND_BONUS: // 41 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case TEXT_TAKE: // 42 in.readSint16BE(); in.readSint16BE(); break; case YESNO: // 43 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case STOP_ROUTE: // 44 in.readSint16BE(); break; case COND_ROUTE: // 45 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case INIT_JUMPEXIT: // 46 in.readSint16BE(); in.readByte(); break; case INIT_VIEW: // 47 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case INIT_OBJ_FRAME: // 48 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case OLD_SONG: //49 in.readSint16BE(); in.readUint16BE(); break; default: error("Engine - Unknown action type encountered %d - variante %d pos %d.%d", numSubAct, varnt, i, j); } } } } } } void Scheduler::freeActListArr() { debugC(6, kDebugSchedule, "freeActListArr()"); 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); } } /** * 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(int x1, int x2, int y1, int y2) { debugC(1, kDebugSchedule, "processMaze"); status_t &gameStatus = _vm->getGameStatus(); if (x1 < _maze.x1) { // Exit west _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - 1; _actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1); _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->y; gameStatus.routeIndex = -1; insertActionList(_alNewscrIndex); } else if (x2 > _maze.x2) { // Exit east _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + 1; _actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT; _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->y; gameStatus.routeIndex = -1; insertActionList(_alNewscrIndex); } else if (y1 < _maze.y1 - SHIFT) { // Exit north _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - _maze.size; _actListArr[_alNewscrIndex][0].a2.x = _maze.x3; _actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1); gameStatus.routeIndex = -1; insertActionList(_alNewscrIndex); } else if (y2 > _maze.y2 - SHIFT / 2) { // Exit south _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + _maze.size; _actListArr[_alNewscrIndex][0].a2.x = _maze.x4; _actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT; gameStatus.routeIndex = -1; 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 event_t saveEventArr[kMaxEvents]; // Convert event ptrs to indexes for (int16 i = 0; i < kMaxEvents; i++) { event_t *wrkEvent = &_events[i]; saveEventArr[i] = *wrkEvent; saveEventArr[i].prevEvent = (wrkEvent->prevEvent == 0) ? (event_t *) - 1 : (event_t *)(wrkEvent->prevEvent - _events); saveEventArr[i].nextEvent = (wrkEvent->nextEvent == 0) ? (event_t *) - 1 : (event_t *)(wrkEvent->nextEvent - _events); } f->write(saveEventArr, sizeof(saveEventArr)); warning("TODO: serialize saveEventArr"); } /** * Restore the event list from file with handle f */ void Scheduler::restoreEvents(Common::SeekableReadStream *f) { debugC(1, kDebugSchedule, "restoreEvents"); event_t savedEvents[kMaxEvents]; // Convert event ptrs to indexes 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 f->read(savedEvents, sizeof(savedEvents)); event_t *wrkEvent; // Restore events indexes to pointers for (int i = 0; i < kMaxEvents; i++) { wrkEvent = &savedEvents[i]; _events[i] = *wrkEvent; _events[i].prevEvent = (wrkEvent->prevEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->prevEvent ]; _events[i].nextEvent = (wrkEvent->nextEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->nextEvent ]; } _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(); 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 initialise the event structure event_t *curEvent = getQueue(); curEvent->action = action; switch (action->a0.actType) { // Assign whether local or global case AGSCHEDULE: curEvent->localActionFl = false; // Lasts over a new screen break; default: curEvent->localActionFl = true; // Rest are for current screen only break; } curEvent->time = action->a0.timer + getTicks(); // Convert rel to abs time // Now find the place to insert the event if (!_tailEvent) { // Empty queue _tailEvent = _headEvent = curEvent; curEvent->nextEvent = curEvent->prevEvent = 0; } else { event_t *wrkEvent = _tailEvent; // Search from latest time back bool found = false; while (wrkEvent && !found) { if (wrkEvent->time <= curEvent->time) { // Found if new event later found = true; if (wrkEvent == _tailEvent) // New latest in list _tailEvent = curEvent; else wrkEvent->nextEvent->prevEvent = curEvent; curEvent->nextEvent = wrkEvent->nextEvent; wrkEvent->nextEvent = curEvent; curEvent->prevEvent = wrkEvent; } wrkEvent = wrkEvent->prevEvent; } if (!found) { // Must be earliest in list _headEvent->prevEvent = curEvent; // So insert as new head curEvent->nextEvent = _headEvent; curEvent->prevEvent = 0; _headEvent = curEvent; } } } /** * 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