/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ // This module contains all the scheduling and timing stuff #include "common/system.h" #include "hugo/game.h" #include "hugo/hugo.h" #include "hugo/schedule.h" #include "hugo/global.h" #include "hugo/file.h" #include "hugo/display.h" #include "hugo/parser.h" #include "hugo/util.h" #include "hugo/sound.h" #include "hugo/object.h" namespace Hugo { Scheduler_v1w::Scheduler_v1w(HugoEngine *vm) : Scheduler_v3d(vm) { } Scheduler_v1w::~Scheduler_v1w() { } /** * 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_v1w::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 event_t *saveEvent; // Used in DEL_EVENTS switch (action->a0.actType) { case ANULL: // Big NOP from DEL_EVENTS break; case ASCHEDULE: // act0: Schedule an action list insertActionList(action->a0.actIndex); break; case START_OBJ: // act1: Start an object cycling _vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb; _vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle; break; case INIT_OBJXY: // act2: Initialise an object _vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates _vm->_object->_objects[action->a2.objNumb].y = action->a2.y; break; case PROMPT: { // act3: Prompt user for key phrase response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex)); warning("STUB: doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0])); // TODO: The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block #if 0 bool found; char *tmpStr; // General purpose string ptr for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) { tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]); if (strstr(Utils::strlwr(response) , tmpStr)) found = true; } if (found) insertActionList(action->a3.actPassIndex); else insertActionList(action->a3.actFailIndex); #endif // HACK: As the answer is not read, currently it's always considered correct insertActionList(action->a3.actPassIndex); break; } case BKGD_COLOR: // act4: Set new background color _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor); break; case INIT_OBJVXY: // act5: Initialise an object velocity _vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy); break; case INIT_CARRY: // act6: Initialise an object _vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl); // carried status break; case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords _vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1; _vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1; _vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p; // Don't forget screen! break; case NEW_SCREEN: // act8: Start new screen newScreen(action->a8.screenIndex); break; case INIT_OBJSTATE: // act9: Initialise an object state _vm->_object->_objects[action->a9.objNumb].state = action->a9.newState; break; case INIT_PATH: // act10: Initialise an object path and velocity _vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); break; case COND_R: // act11: action lists conditional on object state if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq) insertActionList(action->a11.actPassIndex); else insertActionList(action->a11.actFailIndex); break; case TEXT: // act12: Text box (CF WARN) Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file break; case SWAP_IMAGES: // act13: Swap 2 object images _vm->_object->swapImages(action->a13.obj1, action->a13.obj2); break; case COND_SCR: // act14: Conditional on current screen if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq) insertActionList(action->a14.actPassIndex); else insertActionList(action->a14.actFailIndex); break; case AUTOPILOT: // act15: Home in on a (stationary) object // object p1 will home in on object p2 obj1 = &_vm->_object->_objects[action->a15.obj1]; obj2 = &_vm->_object->_objects[action->a15.obj2]; obj1->pathType = AUTO; dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1; dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1; if (dx == 0) // Don't EVER divide by zero! dx = 1; if (dy == 0) dy = 1; if (abs(dx) > abs(dy)) { obj1->vx = action->a15.dx * -SIGN(dx); obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy); } else { obj1->vy = action->a15.dy * -SIGN(dy); obj1->vx = abs((action->a15.dx * dx) / dy) * -SIGN(dx); } break; case INIT_OBJ_SEQ: // act16: Set sequence number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe _vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr; break; case SET_STATE_BITS: // act17: OR mask with curr obj state _vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask; break; case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state _vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask; break; case TEST_STATE_BITS: // act19: If all bits set, do apass else afail if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask) insertActionList(action->a19.actPassIndex); else insertActionList(action->a19.actFailIndex); break; case DEL_EVENTS: // act20: Remove all events of this action type // Note: actions are not deleted here, simply turned into NOPs! wrkEvent = _headEvent; // The earliest event while (wrkEvent) { // While events found in list saveEvent = wrkEvent->nextEvent; if (wrkEvent->action->a20.actType == action->a20.actTypeDel) delQueue(wrkEvent); wrkEvent = saveEvent; } break; case GAMEOVER: // act21: Game over! // NOTE: Must wait at least 1 tick before issuing this action if // any objects are to be made invisible! gameStatus.gameOverFl = true; break; case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords _vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x; _vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y; _vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen! break; case EXIT: // act23: Exit game back to DOS _vm->endGame(); break; case BONUS: // act24: Get bonus score for action processBonus(action->a24.pointIndex); break; case COND_BOX: // act25: Conditional on bounding box obj1 = &_vm->_object->_objects[action->a25.objNumb]; dx = obj1->x + obj1->currImagePtr->x1; dy = obj1->y + obj1->currImagePtr->y2; if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && (dy >= action->a25.y1) && (dy <= action->a25.y2)) insertActionList(action->a25.actPassIndex); else insertActionList(action->a25.actFailIndex); break; case SOUND: // act26: Play a sound (or tune) if (action->a26.soundIndex < _vm->_tunesNbr) _vm->_sound->playMusic(action->a26.soundIndex); else _vm->_sound->playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI); break; case ADD_SCORE: // act27: Add object's value to score _vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue); break; case SUB_SCORE: // act28: Subtract object's value from score _vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue); break; case COND_CARRY: // act29: Conditional on object being carried if (_vm->_object->isCarried(action->a29.objNumb)) insertActionList(action->a29.actPassIndex); else insertActionList(action->a29.actFailIndex); break; case INIT_MAZE: // act30: Enable and init maze structure _maze.enabledFl = true; _maze.size = action->a30.mazeSize; _maze.x1 = action->a30.x1; _maze.y1 = action->a30.y1; _maze.x2 = action->a30.x2; _maze.y2 = action->a30.y2; _maze.x3 = action->a30.x3; _maze.x4 = action->a30.x4; _maze.firstScreenIndex = action->a30.firstScreenIndex; break; case EXIT_MAZE: // act31: Disable maze mode _maze.enabledFl = false; break; case INIT_PRIORITY: _vm->_object->_objects[action->a32.objNumb].priority = action->a32.priority; break; case INIT_SCREEN: _vm->_object->_objects[action->a33.objNumb].screenIndex = action->a33.screenIndex; break; case AGSCHEDULE: // act34: Schedule a (global) action list insertActionList(action->a34.actIndex); break; case REMAPPAL: // act35: Remap a palette color _vm->_screen->remapPal(action->a35.oldColorIndex, action->a35.newColorIndex); break; case COND_NOUN: // act36: Conditional on noun mentioned if (_vm->_parser->isWordPresent(_vm->_arrayNouns[action->a36.nounIndex])) insertActionList(action->a36.actPassIndex); else insertActionList(action->a36.actFailIndex); break; case SCREEN_STATE: // act37: Set new screen state _vm->_screenStates[action->a37.screenIndex] = action->a37.newState; break; case INIT_LIPS: // act38: Position lips on object _vm->_object->_objects[action->a38.lipsObjNumb].x = _vm->_object->_objects[action->a38.objNumb].x + action->a38.dxLips; _vm->_object->_objects[action->a38.lipsObjNumb].y = _vm->_object->_objects[action->a38.objNumb].y + action->a38.dyLips; _vm->_object->_objects[action->a38.lipsObjNumb].screenIndex = *_vm->_screen_p; // Don't forget screen! _vm->_object->_objects[action->a38.lipsObjNumb].cycling = CYCLE_FORWARD; break; case INIT_STORY_MODE: // act39: Init story_mode flag // This is similar to the QUIET path mode, except that it is // independant of it and it additionally disables the ">" prompt gameStatus.storyModeFl = action->a39.storyModeFl; // End the game after story if this is special vendor demo mode if (gameStatus.demoFl && action->a39.storyModeFl == false) _vm->endGame(); break; case WARN: // act40: Text box (CF TEXT) Utils::Box(BOX_OK, "%s", _vm->_file->fetchString(action->a40.stringIndex)); break; case COND_BONUS: // act41: Perform action if got bonus if (_vm->_points[action->a41.BonusIndex].scoredFl) insertActionList(action->a41.actPassIndex); else insertActionList(action->a41.actFailIndex); break; case TEXT_TAKE: // act42: Text box with "take" message Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objNumb].nounIndex][TAKE_NAME]); break; case YESNO: // act43: Prompt user for Yes or No warning("doAction(act43) - Yes/No Box"); if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0) insertActionList(action->a43.actYesIndex); else insertActionList(action->a43.actNoIndex); break; case STOP_ROUTE: // act44: Stop any route in progress gameStatus.routeIndex = -1; break; case COND_ROUTE: // act45: Conditional on route in progress if (gameStatus.routeIndex >= action->a45.routeIndex) insertActionList(action->a45.actPassIndex); else insertActionList(action->a45.actFailIndex); break; case INIT_JUMPEXIT: // act46: Init status.jumpexit flag // This is to allow left click on exit to get there immediately // For example the plane crash in Hugo2 where hero is invisible // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1 gameStatus.jumpExitFl = action->a46.jumpExitFl; break; case INIT_VIEW: // act47: Init object.viewx, viewy, dir _vm->_object->_objects[action->a47.objNumb].viewx = action->a47.viewx; _vm->_object->_objects[action->a47.objNumb].viewy = action->a47.viewy; _vm->_object->_objects[action->a47.objNumb].direction = action->a47.direction; break; case INIT_OBJ_FRAME: // act48: Set seq,frame number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe _vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr; for (dx = 0; dx < action->a48.frameIndex; dx++) _vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].currImagePtr->nextSeqPtr; break; default: 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 } } /** * 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_v1w::saveEvents(Common::WriteStream *f) { debugC(1, kDebugSchedule, "saveEvents()"); uint32 curTime = getWinTicks(); event_t saveEventArr[kMaxEvents]; // Convert event ptrs to indexes // 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); } int16 freeIndex = (_freeEvent == 0) ? -1 : _freeEvent - _events; int16 headIndex = (_headEvent == 0) ? -1 : _headEvent - _events; int16 tailIndex = (_tailEvent == 0) ? -1 : _tailEvent - _events; f->write(&curTime, sizeof(curTime)); f->write(&freeIndex, sizeof(freeIndex)); f->write(&headIndex, sizeof(headIndex)); f->write(&tailIndex, sizeof(tailIndex)); f->write(saveEventArr, sizeof(saveEventArr)); } /** * Restore the event list from file with handle f */ void Scheduler_v1w::restoreEvents(Common::SeekableReadStream *f) { debugC(1, kDebugSchedule, "restoreEvents"); uint32 saveTime; int16 freeIndex; // Free list index int16 headIndex; // Head of list index int16 tailIndex; // Tail of list index event_t savedEvents[kMaxEvents]; // Convert event ptrs to indexes f->read(&saveTime, sizeof(saveTime)); // time of save f->read(&freeIndex, sizeof(freeIndex)); f->read(&headIndex, sizeof(headIndex)); f->read(&tailIndex, sizeof(tailIndex)); 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 = getWinTicks(); 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_v1w::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 + getWinTicks(); // 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 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"); status_t &gameStatus = _vm->getGameStatus(); event_t *curEvent = _headEvent; // The earliest event while (curEvent && curEvent->time <= gameStatus.tick) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) gameStatus.tick++; // Accessed elsewhere via getTicks() } } // End of namespace Hugo