/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ // This module contains all the scheduling and timing stuff #include "common/system.h" #include "hugo/game.h" #include "hugo/hugo.h" #include "hugo/schedule.h" #include "hugo/file.h" #include "hugo/display.h" #include "hugo/parser.h" #include "hugo/util.h" #include "hugo/sound.h" #include "hugo/object.h" namespace Hugo { Scheduler_v1d::Scheduler_v1d(HugoEngine *vm) : Scheduler(vm) { } Scheduler_v1d::~Scheduler_v1d() { } const char *Scheduler_v1d::getCypher() { return "Copyright (c) 1990, Gray Design Associates"; } uint32 Scheduler_v1d::getTicks() { return getDosTicks(false); } /** * Delete an event structure (i.e. return it to the free list) * Note that event is assumed at head of queue (i.e. earliest). To delete * an event from the middle of the queue, merely overwrite its action type * to be ANULL */ void Scheduler_v1d::delQueue(event_t *curEvent) { debugC(4, kDebugSchedule, "delQueue()"); if (curEvent == _headEvent) // If p was the head ptr _headEvent = curEvent->nextEvent; // then make new head_p if (_headEvent) _headEvent->prevEvent = 0; // Mark end of list else _tailEvent = 0; // Empty queue curEvent->nextEvent = _freeEvent; // Return p to free list if (_freeEvent) // Special case, if free list was empty _freeEvent->prevEvent = curEvent; _freeEvent = curEvent; } /** * 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.objNumb].cycleNumb = action->a1.cycleNumb; _vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle; break; case INIT_OBJXY: // act2: Initialise an object _vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates _vm->_object->_objects[action->a2.objNumb].y = action->a2.y; break; case PROMPT: { // act3: Prompt user for key phrase response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); 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.objNumb, action->a5.vx, action->a5.vy); break; case INIT_CARRY: // act6: Initialise an object _vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl); // carried status break; case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords _vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1; _vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1; _vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p; // Don't forget screen! break; case NEW_SCREEN: // act8: Start new screen newScreen(action->a8.screenIndex); break; case INIT_OBJSTATE: // act9: Initialise an object state _vm->_object->_objects[action->a9.objNumb].state = action->a9.newState; break; case INIT_PATH: // act10: Initialise an object path and velocity _vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); break; case COND_R: // act11: action lists conditional on object state if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq) insertActionList(action->a11.actPassIndex); else insertActionList(action->a11.actFailIndex); break; case TEXT: // act12: Text box (CF WARN) Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file break; case SWAP_IMAGES: // act13: Swap 2 object images _vm->_object->swapImages(action->a13.obj1, action->a13.obj2); break; case COND_SCR: // act14: Conditional on current screen if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq) insertActionList(action->a14.actPassIndex); else insertActionList(action->a14.actFailIndex); break; case AUTOPILOT: // act15: Home in on a (stationary) object // object p1 will home in on object p2 obj1 = &_vm->_object->_objects[action->a15.obj1]; obj2 = &_vm->_object->_objects[action->a15.obj2]; obj1->pathType = AUTO; dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1; dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1; if (dx == 0) // Don't EVER divide by zero! dx = 1; if (dy == 0) dy = 1; if (abs(dx) > abs(dy)) { obj1->vx = action->a15.dx * -SIGN(dx); obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy); } else { obj1->vy = action->a15.dy * SIGN(dy); obj1->vx = abs((action->a15.dx * dx) / dy) * SIGN(dx); } break; case INIT_OBJ_SEQ: // act16: Set sequence number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe _vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr; break; case SET_STATE_BITS: // act17: OR mask with curr obj state _vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask; break; case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state _vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask; break; case TEST_STATE_BITS: // act19: If all bits set, do apass else afail if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask) insertActionList(action->a19.actPassIndex); else insertActionList(action->a19.actFailIndex); break; case DEL_EVENTS: // act20: Remove all events of this action type // Note: actions are not deleted here, simply turned into NOPs! wrkEvent = _headEvent; // The earliest event while (wrkEvent) { // While events found in list if (wrkEvent->action->a20.actType == action->a20.actTypeDel) wrkEvent->action->a20.actType = ANULL; wrkEvent = wrkEvent->nextEvent; } break; case GAMEOVER: // act21: Game over! // NOTE: Must wait at least 1 tick before issuing this action if // any objects are to be made invisible! gameStatus.gameOverFl = true; break; case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords _vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x; _vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y; _vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen! break; case EXIT: // act23: Exit game back to DOS _vm->endGame(); break; case BONUS: // act24: Get bonus score for action processBonus(action->a24.pointIndex); break; case COND_BOX: // act25: Conditional on bounding box obj1 = &_vm->_object->_objects[action->a25.objNumb]; dx = obj1->x + obj1->currImagePtr->x1; dy = obj1->y + obj1->currImagePtr->y2; if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && (dy >= action->a25.y1) && (dy <= action->a25.y2)) insertActionList(action->a25.actPassIndex); else insertActionList(action->a25.actFailIndex); break; case ADD_SCORE: // act27: Add object's value to score _vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue); break; case SUB_SCORE: // act28: Subtract object's value from score _vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue); break; case COND_CARRY: // act29: Conditional on object being carried if (_vm->_object->isCarried(action->a29.objNumb)) insertActionList(action->a29.actPassIndex); else insertActionList(action->a29.actFailIndex); break; case OLD_SONG: // 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 * 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) } } // End of namespace Hugo