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|
/* 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"
namespace Hugo {
#define SIGN(X) ((X < 0) ? -1 : 1)
Scheduler::Scheduler(HugoEngine &vm) : _vm(vm) {
}
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
Utils::Error(EVNT_ERR, "%s", "getQueue");
event_t *resEvent = _freeEvent;
_freeEvent = _freeEvent->nextEvent;
resEvent->nextEvent = 0;
return resEvent;
}
// 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, Del_queue
// 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;
}
// 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;
}
}
}
void Scheduler::insertActionList(uint16 actIndex) {
// Call Insert_action for each action in the list supplied
debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex);
if (_vm._actListArr[actIndex]) {
for (int i = 0; _vm._actListArr[actIndex][i].a0.actType != ANULL; i++)
insertAction(&_vm._actListArr[actIndex][i]);
}
}
void Scheduler::decodeString(char *line) {
// Decode a string
debugC(1, kDebugSchedule, "decodeString(%s)", line);
static const char *cypher = getCypher();
for (uint16 i = 0; i < strlen(line); i++)
line[i] -= cypher[i % strlen(cypher)];
debugC(1, kDebugSchedule, "result : %s", line);
}
event_t *Scheduler::doAction(event_t *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
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._objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
_vm._objects[action->a1.objNumb].cycling = action->a1.cycle;
break;
case INIT_OBJXY: // act2: Initialise an object
_vm._objects[action->a2.objNumb].x = action->a2.x; // Coordinates
_vm._objects[action->a2.objNumb].y = action->a2.y;
break;
case PROMPT: { // act3: Prompt user for key phrase
// TODO : Add specific code for Hugo 1 DOS, which is handled differently,
response = Utils::Box(BOX_PROMPT, "%s", _vm.file().fetchString(action->a3.promptIndex));
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
bool found;
char *tmpStr; // General purpose string ptr
for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
tmpStr = _vm.file().Fetch_string(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
_vm._objects[action->a5.objNumb].vx = action->a5.vx; // velocities
_vm._objects[action->a5.objNumb].vy = action->a5.vy;
break;
case INIT_CARRY: // act6: Initialise an object
_vm._objects[action->a6.objNumb].carriedFl = action->a6.carriedFl; // carried status
break;
case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
_vm._objects[action->a7.objNumb].x = _vm._hero->x - 1;
_vm._objects[action->a7.objNumb].y = _vm._hero->y + _vm._hero->currImagePtr->y2 - 1;
_vm._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._objects[action->a9.objNumb].state = action->a9.newState;
break;
case INIT_PATH: // act10: Initialise an object path and velocity
_vm._objects[action->a10.objNumb].pathType = (path_t) action->a10.newPathType;
_vm._objects[action->a10.objNumb].vxPath = action->a10.vxPath;
_vm._objects[action->a10.objNumb].vyPath = action->a10.vyPath;
break;
case COND_R: // act11: action lists conditional on object state
if (_vm._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
swapImages(action->a13.obj1, action->a13.obj2);
break;
case COND_SCR: // act14: Conditional on current screen
if (_vm._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._objects[action->a15.obj1];
obj2 = &_vm._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._objects[action->a16.objNumb].currImagePtr = _vm._objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
break;
case SET_STATE_BITS: // act17: OR mask with curr obj state
_vm._objects[action->a17.objNumb].state |= action->a17.stateMask;
break;
case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
_vm._objects[action->a18.objNumb].state &= ~action->a18.stateMask;
break;
case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
if ((_vm._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._objects[action->a22.objNumb].x = _vm._hero->x;
_vm._objects[action->a22.objNumb].y = _vm._hero->y;
_vm._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._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._objects[action->a27.objNumb].objValue);
break;
case SUB_SCORE: // act28: Subtract object's value from score
_vm.adjustScore(-_vm._objects[action->a28.objNumb].objValue);
break;
case COND_CARRY: // act29: Conditional on object being carried
if (_vm._objects[action->a29.objNumb].carriedFl)
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._objects[action->a32.objNumb].priority = action->a32.priority;
break;
case INIT_SCREEN:
_vm._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._objects[action->a38.lipsObjNumb].x = _vm._objects[action->a38.objNumb].x + action->a38.dxLips;
_vm._objects[action->a38.lipsObjNumb].y = _vm._objects[action->a38.objNumb].y + action->a38.dyLips;
_vm._objects[action->a38.lipsObjNumb].screenIndex = *_vm._screen_p; // Don't forget screen!
_vm._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._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._objects[action->a47.objNumb].viewx = action->a47.viewx;
_vm._objects[action->a47.objNumb].viewy = action->a47.viewy;
_vm._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._objects[action->a48.objNumb].currImagePtr = _vm._objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
for (dx = 0; dx < action->a48.frameIndex; dx++)
_vm._objects[action->a48.objNumb].currImagePtr = _vm._objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
break;
case OLD_SONG:
//TODO For Hugo 1 and Hugo2 DOS: The songs were not stored in a DAT file, but directly as
//strings. the current play_music should be modified to use a strings instead of reading
//the file, in those cases. This replaces, for those DOS versions, act26.
warning("STUB: doAction(act49)");
break;
default:
Utils::Error(EVNT_ERR, "%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::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()
}
uint32 Scheduler::getTicks() {
// Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
debugC(3, kDebugSchedule, "getTicks");
return _vm.getGameStatus().tick;
}
void Scheduler::processBonus(int bonusIndex) {
// Add indecated bonus to score if not added already
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"))) {
Utils::Box(BOX_ANY, "%s", _vm._textSchedule[kSsNoBackground]);
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();
}
// 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()");
uint32 curTime = getTicks();
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::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 = getTicks();
wrkEvent = _headEvent; // The earliest event
while (wrkEvent) { // While mature events found
wrkEvent->time = wrkEvent->time - saveTime + curTime;
wrkEvent = wrkEvent->nextEvent;
}
}
void Scheduler::restoreScreen(int screenIndex) {
// 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
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();
}
void Scheduler::swapImages(int objNumb1, int objNumb2) {
// Swap all the images of one object with another. Set hero_image (we make
// the assumption for now that the first obj is always the HERO) to the object
// number of the swapped image
debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
_vm.file().saveSeq(&_vm._objects[objNumb1]);
seqList_t tmpSeqList[MAX_SEQUENCES];
int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
memcpy(tmpSeqList, _vm._objects[objNumb1].seqList, seqListSize);
memcpy(_vm._objects[objNumb1].seqList, _vm._objects[objNumb2].seqList, seqListSize);
memcpy(_vm._objects[objNumb2].seqList, tmpSeqList, seqListSize);
_vm.file().restoreSeq(&_vm._objects[objNumb1]);
_vm._objects[objNumb2].currImagePtr = _vm._objects[objNumb2].seqList[0].seqPtr;
_vm._heroImage = (_vm._heroImage == HERO) ? objNumb2 : HERO;
// Make sure baseline stays constant
_vm._objects[objNumb1].y += _vm._objects[objNumb2].currImagePtr->y2 - _vm._objects[objNumb1].currImagePtr->y2;
}
} // End of namespace Hugo
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