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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/util.h"
namespace Hugo {
Scheduler_v2d::Scheduler_v2d(HugoEngine *vm) : Scheduler_v1d(vm) {
}
Scheduler_v2d::~Scheduler_v2d() {
}
const char *Scheduler_v2d::getCypher() {
return "Copyright 1991, Gray Design Associates";
}
/**
* 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;
}
void Scheduler_v2d::delEventType(action_t actTypeDel) {
// Note: actions are not deleted here, simply turned into NOPs!
event_t *wrkEvent = _headEvent; // The earliest event
event_t *saveEvent;
while (wrkEvent) { // While events found in list
saveEvent = wrkEvent->nextEvent;
if (wrkEvent->action->a20.actType == actTypeDel)
delQueue(wrkEvent);
wrkEvent = saveEvent;
}
}
void Scheduler_v2d::promptAction(act *action) {
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
char *response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
bool found = false;
char *tmpStr; // General purpose string ptr
for (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);
}
} // End of namespace Hugo
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