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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"
#include "hugo/object.h"
namespace Hugo {
Scheduler_v2d::Scheduler_v2d(HugoEngine *vm) : Scheduler_v1d(vm) {
}
Scheduler_v2d::~Scheduler_v2d() {
}
// 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, delQueue
// was modified to allow deletes anywhere in the list, and the DEL_EVENT
// action was modified to perform the actual delete.
void Scheduler_v2d::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_v2d::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;
}
}
}
event_t *Scheduler_v2d::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->_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 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
}
}
} // End of namespace Hugo
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