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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
*
*/
#ifndef HUGO_SCHEDULE_H
#define HUGO_SCHEDULE_H
#include "common/file.h"
namespace Hugo {
#define SIGN(X) ((X < 0) ? -1 : 1)
#define kMaxEvents 50 // Max events in event queue
struct event_t {
act *action; // Ptr to action to perform
bool localActionFl; // true if action is only for this screen
uint32 time; // (absolute) time to perform action
struct event_t *prevEvent; // Chain to previous event
struct event_t *nextEvent; // Chain to next event
};
class Scheduler {
public:
Scheduler(HugoEngine *vm);
virtual ~Scheduler();
virtual void restoreEvents(Common::SeekableReadStream *f) = 0;
virtual void runScheduler() = 0;
virtual void saveEvents(Common::WriteStream *f) = 0;
void decodeString(char *line);
void freeActListArr();
void initEventQueue();
void insertActionList(uint16 actIndex);
void loadActListArr(Common::File &in);
void loadAlNewscrIndex(Common::File &in);
void newScreen(int screenIndex);
void processBonus(int bonusIndex);
void processMaze(int x1, int x2, int y1, int y2);
void restoreScreen(int screenIndex);
void waitForRefresh(void);
protected:
HugoEngine *_vm;
enum seqTextSchedule {
kSsNoBackground = 0,
kSsBadSaveGame = 1
};
uint16 _actListArrSize;
uint16 _alNewscrIndex;
event_t *_freeEvent; // Free list of event structures
event_t *_headEvent; // Head of list (earliest time)
event_t *_tailEvent; // Tail of list (latest time)
event_t _events[kMaxEvents]; // Statically declare event structures
act **_actListArr;
virtual const char *getCypher() = 0;
virtual event_t *doAction(event_t *curEvent) = 0;
virtual void delQueue(event_t *curEvent) = 0;
virtual void insertAction(act *action) = 0;
event_t *getQueue();
uint32 getDosTicks(bool updateFl);
uint32 getWinTicks();
};
class Scheduler_v1d : public Scheduler {
public:
Scheduler_v1d(HugoEngine *vm);
~Scheduler_v1d();
virtual const char *getCypher();
virtual void insertAction(act *action);
virtual void restoreEvents(Common::SeekableReadStream *f);
virtual void saveEvents(Common::WriteStream *f);
virtual void runScheduler();
protected:
virtual void delQueue(event_t *curEvent);
virtual event_t *doAction(event_t *curEvent);
};
class Scheduler_v2d : public Scheduler_v1d {
public:
Scheduler_v2d(HugoEngine *vm);
virtual ~Scheduler_v2d();
virtual const char *getCypher();
virtual void insertAction(act *action);
protected:
virtual void delQueue(event_t *curEvent);
virtual event_t *doAction(event_t *curEvent);
};
class Scheduler_v3d : public Scheduler_v2d {
public:
Scheduler_v3d(HugoEngine *vm);
~Scheduler_v3d();
const char *getCypher();
protected:
virtual event_t *doAction(event_t *curEvent);
};
class Scheduler_v1w : public Scheduler_v3d {
public:
Scheduler_v1w(HugoEngine *vm);
~Scheduler_v1w();
virtual event_t *doAction(event_t *curEvent);
void insertAction(act *action);
void restoreEvents(Common::SeekableReadStream *f);
void runScheduler();
void saveEvents(Common::WriteStream *f);
};
} // End of namespace Hugo
#endif //HUGO_SCHEDULE_H
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