aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/schedule_v2d.cpp
blob: 8764826e525f31f4d62bcb7204f475d6cd0ca729 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
/* 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() {
}

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;
}

/**
* 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
*/
event_t *Scheduler_v2d::doAction(event_t *curEvent) {
	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 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->_object->_objects[action->a42.objNumb].nounIndex][TAKE_NAME]);
		break;
	case YESNO:                                     // act43: Prompt user for Yes or No
		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->_object->_objects[action->a47.objNumb].viewx = action->a47.viewx;
		_vm->_object->_objects[action->a47.objNumb].viewy = action->a47.viewy;
		_vm->_object->_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->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
		for (dx = 0; dx < action->a48.frameIndex; dx++)
			_vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
		break;
	case OLD_SONG:
		// Replaces ACT26 for DOS games.
		_vm->_sound->DOSSongPtr = _vm->_textData[action->a49.songIndex];
		break;
	default:
		error("An error has occurred: %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