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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 {
/**
* Following defines the action types and action list
*/
enum action_t { // Parameters:
ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
START_OBJ, // 1 - Object number
INIT_OBJXY, // 2 - Object number, x,y
PROMPT, // 3 - index of prompt & response string, ptrs to action
// lists. First if response matches, 2nd if not.
BKGD_COLOR, // 4 - new background color
INIT_OBJVXY, // 5 - Object number, vx, vy
INIT_CARRY, // 6 - Object number, carried status
INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates)
NEW_SCREEN, // 8 - New screen number
INIT_OBJSTATE, // 9 - Object number, new object state
INIT_PATH, // 10 - Object number, new path type
COND_R, // 11 - Conditional on object state - req state, 2 act_lists
TEXT, // 12 - Simple text box
SWAP_IMAGES, // 13 - Swap 2 object images
COND_SCR, // 14 - Conditional on current screen
AUTOPILOT, // 15 - Set object to home in on another (stationary) object
INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seq_p to
SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word
CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word
TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word
DEL_EVENTS, // 20 - Action type to delete all occurrences of
GAMEOVER, // 21 - Disable hero & commands. Game is over
INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates)
EXIT, // 23 - Exit game back to DOS
BONUS, // 24 - Get score bonus for an action
COND_BOX, // 25 - Conditional on object within bounding box
SOUND, // 26 - Set currently playing sound
ADD_SCORE, // 27 - Add object's value to current score
SUB_SCORE, // 28 - Subtract object's value from current score
COND_CARRY, // 29 - Conditional on carrying object
INIT_MAZE, // 30 - Start special maze hotspot processing
EXIT_MAZE, // 31 - Exit special maze processing
INIT_PRIORITY, // 32 - Initialize fbg field
INIT_SCREEN, // 33 - Initialise screen field of object
AGSCHEDULE, // 34 - Global schedule - lasts over new screen
REMAPPAL, // 35 - Remappe palette - palette index, color
COND_NOUN, // 36 - Conditional on noun appearing in line
SCREEN_STATE, // 37 - Set new screen state - used for comments
INIT_LIPS, // 38 - Position lips object for supplied object
INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type)
WARN, // 40 - Same as TEXT but can't dismiss box by typing
COND_BONUS, // 41 - Conditional on bonus having been scored
TEXT_TAKE, // 42 - Issue text box with "take" info string
YESNO, // 43 - Prompt user for Yes or No
STOP_ROUTE, // 44 - Skip any route in progress (hero still walks)
COND_ROUTE, // 45 - Conditional on route in progress
INIT_JUMPEXIT, // 46 - Initialize status.jumpexit
INIT_VIEW, // 47 - Initialize viewx, viewy, dir
INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seq_p to
OLD_SONG = 49 // Added by Strangerke - Set currently playing sound, old way: that is, using a string index instead of a reference in a file
};
struct act0 { // Type 0 - Schedule
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 actIndex; // Ptr to an action list
};
struct act1 { // Type 1 - Start an object
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int cycleNumb; // Number of times to cycle
cycle_t cycle; // Direction to start cycling
};
struct act2 { // Type 2 - Initialise an object coords
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int x, y; // Coordinates
};
struct act3 { // Type 3 - Prompt user for text
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 promptIndex; // Index of prompt string
int *responsePtr; // Array of indexes to valid response string(s) (terminate list with -1)
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
bool encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not
};
struct act4 { // Type 4 - Set new background color
action_t actType; // The type of action
int timer; // Time to set off the action
long newBackgroundColor; // New color
};
struct act5 { // Type 5 - Initialise an object velocity
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int vx, vy; // velocity
};
struct act6 { // Type 6 - Initialise an object carrying
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
bool carriedFl; // carrying
};
struct act7 { // Type 7 - Initialise an object to hero's coords
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
};
struct act8 { // Type 8 - switch to new screen
action_t actType; // The type of action
int timer; // Time to set off the action
int screenIndex; // The new screen number
};
struct act9 { // Type 9 - Initialise an object state
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
byte newState; // New state
};
struct act10 { // Type 10 - Initialise an object path type
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int newPathType; // New path type
int8 vxPath, vyPath; // Max delta velocities e.g. for CHASE
};
struct act11 { // Type 11 - Conditional on object's state
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
byte stateReq; // Required state
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act12 { // Type 12 - Simple text box
action_t actType; // The type of action
int timer; // Time to set off the action
int stringIndex; // Index (enum) of string in strings.dat
};
struct act13 { // Type 13 - Swap first object image with second
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex1; // Index of first object
int objIndex2; // 2nd
};
struct act14 { // Type 14 - Conditional on current screen
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The required object
int screenReq; // The required screen number
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act15 { // Type 15 - Home in on an object
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex1; // The object number homing in
int objIndex2; // The object number to home in on
int8 dx, dy; // Max delta velocities
};
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! timer > 0 is safe
struct act16 { // Type 16 - Set curr_seq_p to seq
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int seqIndex; // The index of seq array to set to
};
struct act17 { // Type 17 - SET obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int stateMask; // The mask to OR with current obj state
};
struct act18 { // Type 18 - CLEAR obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int stateMask; // The mask to ~AND with current obj state
};
struct act19 { // Type 19 - TEST obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int stateMask; // The mask to AND with current obj state
uint16 actPassIndex; // Ptr to action list (all bits set)
uint16 actFailIndex; // Ptr to action list (not all set)
};
struct act20 { // Type 20 - Remove all events with this type of action
action_t actType; // The type of action
int timer; // Time to set off the action
action_t actTypeDel; // The action type to remove
};
struct act21 { // Type 21 - Gameover. Disable hero & commands
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act22 { // Type 22 - Initialise an object to hero's coords
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
};
struct act23 { // Type 23 - Exit game back to DOS
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act24 { // Type 24 - Get bonus score
action_t actType; // The type of action
int timer; // Time to set off the action
int pointIndex; // Index into points array
};
struct act25 { // Type 25 - Conditional on bounding box
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The required object number
int x1, y1, x2, y2; // The bounding box
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act26 { // Type 26 - Play a sound
action_t actType; // The type of action
int timer; // Time to set off the action
int16 soundIndex; // Sound index in data file
};
struct act27 { // Type 27 - Add object's value to score
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // object number
};
struct act28 { // Type 28 - Subtract object's value from score
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // object number
};
struct act29 { // Type 29 - Conditional on object carried
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The required object number
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act30 { // Type 30 - Start special maze processing
action_t actType; // The type of action
int timer; // Time to set off the action
byte mazeSize; // Size of (square) maze
int x1, y1, x2, y2; // Bounding box of maze
int x3, x4; // Extra x points for perspective correction
byte firstScreenIndex; // First (top left) screen of maze
};
struct act31 { // Type 31 - Exit special maze processing
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act32 { // Type 32 - Init fbg field of object
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
byte priority; // Value of foreground/background field
};
struct act33 { // Type 33 - Init screen field of object
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int screenIndex; // Screen number
};
struct act34 { // Type 34 - Global Schedule
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 actIndex; // Ptr to an action list
};
struct act35 { // Type 35 - Remappe palette
action_t actType; // The type of action
int timer; // Time to set off the action
int16 oldColorIndex; // Old color index, 0..15
int16 newColorIndex; // New color index, 0..15
};
struct act36 { // Type 36 - Conditional on noun mentioned
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 nounIndex; // The required noun (list)
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act37 { // Type 37 - Set new screen state
action_t actType; // The type of action
int timer; // Time to set off the action
int screenIndex; // The screen number
byte newState; // The new state
};
struct act38 { // Type 38 - Position lips
action_t actType; // The type of action
int timer; // Time to set off the action
int lipsObjIndex; // The LIPS object
int objIndex; // The object to speak
byte dxLips; // Relative offset of x
byte dyLips; // Relative offset of y
};
struct act39 { // Type 39 - Init story mode
action_t actType; // The type of action
int timer; // Time to set off the action
bool storyModeFl; // New state of story_mode flag
};
struct act40 { // Type 40 - Unsolicited text box
action_t actType; // The type of action
int timer; // Time to set off the action
int stringIndex; // Index (enum) of string in strings.dat
};
struct act41 { // Type 41 - Conditional on bonus scored
action_t actType; // The type of action
int timer; // Time to set off the action
int BonusIndex; // Index into bonus list
uint16 actPassIndex; // Index of the action list if scored for the first time
uint16 actFailIndex; // Index of the action list if already scored
};
struct act42 { // Type 42 - Text box with "take" string
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object taken
};
struct act43 { // Type 43 - Prompt user for Yes or No
action_t actType; // The type of action
int timer; // Time to set off the action
int promptIndex; // index of prompt string
uint16 actYesIndex; // Ptr to action list if YES
uint16 actNoIndex; // Ptr to action list if NO
};
struct act44 { // Type 44 - Stop any route in progress
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act45 { // Type 45 - Conditional on route in progress
action_t actType; // The type of action
int timer; // Time to set off the action
int routeIndex; // Must be >= current status.rindex
uint16 actPassIndex; // Ptr to action list if en-route
uint16 actFailIndex; // Ptr to action list if not
};
struct act46 { // Type 46 - Init status.jumpexit
action_t actType; // The type of action
int timer; // Time to set off the action
bool jumpExitFl; // New state of jumpexit flag
};
struct act47 { // Type 47 - Init viewx,viewy,dir
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object
int16 viewx; // object.viewx
int16 viewy; // object.viewy
int16 direction; // object.dir
};
struct act48 { // Type 48 - Set curr_seq_p to frame n
action_t actType; // The type of action
int timer; // Time to set off the action
int objIndex; // The object number
int seqIndex; // The index of seq array to set to
int frameIndex; // The index of frame to set to
};
struct act49 { // Added by Strangerke - Type 79 - Play a song (DOS way)
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 songIndex; // Song index in string array
};
union act {
act0 a0;
act1 a1;
act2 a2;
act3 a3;
act4 a4;
act5 a5;
act6 a6;
act7 a7;
act8 a8;
act9 a9;
act10 a10;
act11 a11;
act12 a12;
act13 a13;
act14 a14;
act15 a15;
act16 a16;
act17 a17;
act18 a18;
act19 a19;
act20 a20;
act21 a21;
act22 a22;
act23 a23;
act24 a24;
act25 a25;
act26 a26;
act27 a27;
act28 a28;
act29 a29;
act30 a30;
act31 a31;
act32 a32;
act33 a33;
act34 a34;
act35 a35;
act36 a36;
act37 a37;
act38 a38;
act39 a39;
act40 a40;
act41 a41;
act42 a42;
act43 a43;
act44 a44;
act45 a45;
act46 a46;
act47 a47;
act48 a48;
act49 a49;
};
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
};
/**
* Following are points for achieving certain actions.
*/
struct point_t {
byte score; // The value of the point
bool scoredFl; // Whether scored yet
};
class Scheduler {
public:
Scheduler(HugoEngine *vm);
virtual ~Scheduler();
virtual void decodeString(char *line) = 0;
virtual void runScheduler() = 0;
int16 calcMaxPoints() const;
void freeScheduler();
void initCypher();
void initEventQueue();
void insertActionList(const uint16 actIndex);
void loadActListArr(Common::ReadStream &in);
void loadAlNewscrIndex(Common::ReadStream &in);
void loadPoints(Common::SeekableReadStream &in);
void loadScreenAct(Common::SeekableReadStream &in);
void newScreen(const int screenIndex);
void processBonus(const int bonusIndex);
void processMaze(const int x1, const int x2, const int y1, const int y2);
void restoreSchedulerData(Common::ReadStream *in);
void restoreScreen(const int screenIndex);
void saveSchedulerData(Common::WriteStream *out);
void waitForRefresh();
protected:
HugoEngine *_vm;
static const int kFilenameLength = 12; // Max length of a DOS file name
static const int kMaxEvents = 50; // Max events in event queue
static const int kShiftSize = 8; // Place hero this far inside bounding box
Common::String _cypher;
uint16 _actListArrSize;
uint16 _alNewscrIndex;
uint16 _screenActsSize;
uint16 **_screenActs;
byte _numBonuses;
point_t *_points;
uint32 _curTick; // Current system time in ticks
uint32 _oldTime; // The previous wall time in ticks
uint32 _refreshTimeout;
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() const = 0;
virtual uint32 getTicks() = 0;
virtual void promptAction(act *action) = 0;
event_t *doAction(event_t *curEvent);
event_t *getQueue();
uint32 getDosTicks(const bool updateFl);
uint32 getWinTicks() const;
void delEventType(const action_t actTypeDel);
void delQueue(event_t *curEvent);
void findAction(act* action, int16* index, int16* subElem);
void insertAction(act *action);
void readAct(Common::ReadStream &in, act &curAct);
void restoreActions(Common::ReadStream *f);
void restoreEvents(Common::ReadStream *f);
void restorePoints(Common::ReadStream *in);
void saveActions(Common::WriteStream* f) const;
void saveEvents(Common::WriteStream *f);
void savePoints(Common::WriteStream *out) const;
void screenActions(const int screenNum);
};
class Scheduler_v1d : public Scheduler {
public:
Scheduler_v1d(HugoEngine *vm);
~Scheduler_v1d();
virtual void decodeString(char *line);
virtual void runScheduler();
protected:
virtual const char *getCypher() const;
virtual uint32 getTicks();
virtual void promptAction(act *action);
};
class Scheduler_v2d : public Scheduler_v1d {
public:
Scheduler_v2d(HugoEngine *vm);
virtual ~Scheduler_v2d();
void decodeString(char *line);
protected:
virtual const char *getCypher() const;
void promptAction(act *action);
};
class Scheduler_v3d : public Scheduler_v2d {
public:
Scheduler_v3d(HugoEngine *vm);
~Scheduler_v3d();
protected:
const char *getCypher() const;
};
class Scheduler_v1w : public Scheduler_v3d {
public:
Scheduler_v1w(HugoEngine *vm);
~Scheduler_v1w();
void runScheduler();
protected:
uint32 getTicks();
};
} // End of namespace Hugo
#endif //HUGO_SCHEDULE_H
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