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646 lines
31 KiB
C++
646 lines
31 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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#ifndef HUGO_SCHEDULE_H
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#define HUGO_SCHEDULE_H
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#include "common/file.h"
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namespace Hugo {
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/**
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* Following defines the action types and action list
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*/
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enum Action { // Parameters:
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ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
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ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
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START_OBJ, // 1 - Object number
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INIT_OBJXY, // 2 - Object number, x,y
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PROMPT, // 3 - index of prompt & response string, ptrs to action
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// lists. First if response matches, 2nd if not.
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BKGD_COLOR, // 4 - new background color
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INIT_OBJVXY, // 5 - Object number, vx, vy
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INIT_CARRY, // 6 - Object number, carried status
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INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates)
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NEW_SCREEN, // 8 - New screen number
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INIT_OBJSTATE, // 9 - Object number, new object state
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INIT_PATH, // 10 - Object number, new path type
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COND_R, // 11 - Conditional on object state - req state, 2 act_lists
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TEXT, // 12 - Simple text box
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SWAP_IMAGES, // 13 - Swap 2 object images
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COND_SCR, // 14 - Conditional on current screen
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AUTOPILOT, // 15 - Set object to home in on another (stationary) object
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INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seqPtr to
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SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word
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CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word
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TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word
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DEL_EVENTS, // 20 - Action type to delete all occurrences of
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GAMEOVER, // 21 - Disable hero & commands. Game is over
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INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates)
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EXIT, // 23 - Exit game back to DOS
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BONUS, // 24 - Get score bonus for an action
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COND_BOX, // 25 - Conditional on object within bounding box
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SOUND, // 26 - Set currently playing sound
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ADD_SCORE, // 27 - Add object's value to current score
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SUB_SCORE, // 28 - Subtract object's value from current score
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COND_CARRY, // 29 - Conditional on carrying object
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INIT_MAZE, // 30 - Start special maze hotspot processing
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EXIT_MAZE, // 31 - Exit special maze processing
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INIT_PRIORITY, // 32 - Initialize fbg field
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INIT_SCREEN, // 33 - Initialize screen field of object
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AGSCHEDULE, // 34 - Global schedule - lasts over new screen
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REMAPPAL, // 35 - Remappe palette - palette index, color
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COND_NOUN, // 36 - Conditional on noun appearing in line
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SCREEN_STATE, // 37 - Set new screen state - used for comments
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INIT_LIPS, // 38 - Position lips object for supplied object
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INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type)
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WARN, // 40 - Same as TEXT but can't dismiss box by typing
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COND_BONUS, // 41 - Conditional on bonus having been scored
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TEXT_TAKE, // 42 - Issue text box with "take" info string
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YESNO, // 43 - Prompt user for Yes or No
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STOP_ROUTE, // 44 - Skip any route in progress (hero still walks)
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COND_ROUTE, // 45 - Conditional on route in progress
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INIT_JUMPEXIT, // 46 - Initialize status.jumpexit
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INIT_VIEW, // 47 - Initialize viewx, viewy, dir
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INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seqPtr to
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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
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};
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struct act0 { // Type 0 - Schedule
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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uint16 _actIndex; // Ptr to an action list
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};
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struct act1 { // Type 1 - Start an object
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _cycleNumb; // Number of times to cycle
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Cycle _cycle; // Direction to start cycling
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};
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struct act2 { // Type 2 - Initialize an object coords
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _x, _y; // Coordinates
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};
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struct act3 { // Type 3 - Prompt user for text
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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uint16 _promptIndex; // Index of prompt string
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int *_responsePtr; // Array of indexes to valid response string(s) (terminate list with -1)
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uint16 _actPassIndex; // Ptr to action list if success
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uint16 _actFailIndex; // Ptr to action list if failure
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bool _encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not
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};
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struct act4 { // Type 4 - Set new background color
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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long _newBackgroundColor; // New color
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};
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struct act5 { // Type 5 - Initialize an object velocity
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _vx, _vy; // velocity
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};
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struct act6 { // Type 6 - Initialize an object carrying
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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bool _carriedFl; // carrying
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};
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struct act7 { // Type 7 - Initialize an object to hero's coords
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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};
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struct act8 { // Type 8 - switch to new screen
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _screenIndex; // The new screen number
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};
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struct act9 { // Type 9 - Initialize an object state
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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byte _newState; // New state
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};
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struct act10 { // Type 10 - Initialize an object path type
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _newPathType; // New path type
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int8 _vxPath, _vyPath; // Max delta velocities e.g. for CHASE
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};
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struct act11 { // Type 11 - Conditional on object's state
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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byte _stateReq; // Required state
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uint16 _actPassIndex; // Ptr to action list if success
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uint16 _actFailIndex; // Ptr to action list if failure
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};
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struct act12 { // Type 12 - Simple text box
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _stringIndex; // Index (enum) of string in strings.dat
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};
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struct act13 { // Type 13 - Swap first object image with second
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex1; // Index of first object
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int _objIndex2; // 2nd
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};
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struct act14 { // Type 14 - Conditional on current screen
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The required object
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int _screenReq; // The required screen number
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uint16 _actPassIndex; // Ptr to action list if success
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uint16 _actFailIndex; // Ptr to action list if failure
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};
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struct act15 { // Type 15 - Home in on an object
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex1; // The object number homing in
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int _objIndex2; // The object number to home in on
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int8 _dx, _dy; // Max delta velocities
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};
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// Note: Don't set a sequence at time 0 of a new screen, it causes
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// problems clearing the boundary bits of the object! timer > 0 is safe
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struct act16 { // Type 16 - Set curr_seqPtr to seq
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _seqIndex; // The index of seq array to set to
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};
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struct act17 { // Type 17 - SET obj individual state bits
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _stateMask; // The mask to OR with current obj state
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};
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struct act18 { // Type 18 - CLEAR obj individual state bits
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _stateMask; // The mask to ~AND with current obj state
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};
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struct act19 { // Type 19 - TEST obj individual state bits
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _stateMask; // The mask to AND with current obj state
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uint16 _actPassIndex; // Ptr to action list (all bits set)
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uint16 _actFailIndex; // Ptr to action list (not all set)
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};
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struct act20 { // Type 20 - Remove all events with this type of action
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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Action _actTypeDel; // The action type to remove
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};
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struct act21 { // Type 21 - Gameover. Disable hero & commands
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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};
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struct act22 { // Type 22 - Initialize an object to hero's coords
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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};
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struct act23 { // Type 23 - Exit game back to DOS
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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};
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struct act24 { // Type 24 - Get bonus score
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _pointIndex; // Index into points array
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};
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struct act25 { // Type 25 - Conditional on bounding box
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The required object number
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int _x1, _y1, _x2, _y2; // The bounding box
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uint16 _actPassIndex; // Ptr to action list if success
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uint16 _actFailIndex; // Ptr to action list if failure
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};
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struct act26 { // Type 26 - Play a sound
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int16 _soundIndex; // Sound index in data file
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};
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struct act27 { // Type 27 - Add object's value to score
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // object number
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};
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struct act28 { // Type 28 - Subtract object's value from score
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // object number
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};
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struct act29 { // Type 29 - Conditional on object carried
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The required object number
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uint16 _actPassIndex; // Ptr to action list if success
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uint16 _actFailIndex; // Ptr to action list if failure
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};
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struct act30 { // Type 30 - Start special maze processing
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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byte _mazeSize; // Size of (square) maze
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int _x1, _y1, _x2, _y2; // Bounding box of maze
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int _x3, _x4; // Extra x points for perspective correction
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byte _firstScreenIndex; // First (top left) screen of maze
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};
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struct act31 { // Type 31 - Exit special maze processing
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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};
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struct act32 { // Type 32 - Init fbg field of object
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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byte _priority; // Value of foreground/background field
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};
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struct act33 { // Type 33 - Init screen field of object
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _screenIndex; // Screen number
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};
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struct act34 { // Type 34 - Global Schedule
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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uint16 _actIndex; // Ptr to an action list
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};
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struct act35 { // Type 35 - Remappe palette
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int16 _oldColorIndex; // Old color index, 0..15
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int16 _newColorIndex; // New color index, 0..15
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};
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struct act36 { // Type 36 - Conditional on noun mentioned
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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uint16 _nounIndex; // The required noun (list)
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uint16 _actPassIndex; // Ptr to action list if success
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uint16 _actFailIndex; // Ptr to action list if failure
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};
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struct act37 { // Type 37 - Set new screen state
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _screenIndex; // The screen number
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byte _newState; // The new state
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};
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struct act38 { // Type 38 - Position lips
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _lipsObjIndex; // The LIPS object
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int _objIndex; // The object to speak
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byte _dxLips; // Relative offset of x
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byte _dyLips; // Relative offset of y
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};
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struct act39 { // Type 39 - Init story mode
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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bool _storyModeFl; // New state of story_mode flag
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};
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struct act40 { // Type 40 - Unsolicited text box
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _stringIndex; // Index (enum) of string in strings.dat
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};
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struct act41 { // Type 41 - Conditional on bonus scored
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _bonusIndex; // Index into bonus list
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uint16 _actPassIndex; // Index of the action list if scored for the first time
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uint16 _actFailIndex; // Index of the action list if already scored
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};
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struct act42 { // Type 42 - Text box with "take" string
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object taken
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};
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struct act43 { // Type 43 - Prompt user for Yes or No
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _promptIndex; // index of prompt string
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uint16 _actYesIndex; // Ptr to action list if YES
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uint16 _actNoIndex; // Ptr to action list if NO
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};
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struct act44 { // Type 44 - Stop any route in progress
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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};
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struct act45 { // Type 45 - Conditional on route in progress
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _routeIndex; // Must be >= current status.rindex
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uint16 _actPassIndex; // Ptr to action list if en-route
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uint16 _actFailIndex; // Ptr to action list if not
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};
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struct act46 { // Type 46 - Init status.jumpexit
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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bool _jumpExitFl; // New state of jumpexit flag
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};
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struct act47 { // Type 47 - Init viewx,viewy,dir
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object
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int16 _viewx; // object.viewx
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int16 _viewy; // object.viewy
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int16 _direction; // object.dir
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};
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struct act48 { // Type 48 - Set curr_seqPtr to frame n
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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int _objIndex; // The object number
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int _seqIndex; // The index of seq array to set to
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int _frameIndex; // The index of frame to set to
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};
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struct act49 { // Added by Strangerke - Type 49 - Play a song (DOS way)
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Action _actType; // The type of action
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int _timer; // Time to set off the action
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uint16 _songIndex; // Song index in string array
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};
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union Act {
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act0 _a0;
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act1 _a1;
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act2 _a2;
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act3 _a3;
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act4 _a4;
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act5 _a5;
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act6 _a6;
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act7 _a7;
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act8 _a8;
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act9 _a9;
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act10 _a10;
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act11 _a11;
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act12 _a12;
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act13 _a13;
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act14 _a14;
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act15 _a15;
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act16 _a16;
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act17 _a17;
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act18 _a18;
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act19 _a19;
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act20 _a20;
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act21 _a21;
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act22 _a22;
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act23 _a23;
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act24 _a24;
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act25 _a25;
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act26 _a26;
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act27 _a27;
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act28 _a28;
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act29 _a29;
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act30 _a30;
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act31 _a31;
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act32 _a32;
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act33 _a33;
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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 {
|
|
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 *_prevEvent; // Chain to previous event
|
|
struct Event *_nextEvent; // Chain to next event
|
|
};
|
|
|
|
/**
|
|
* Following are points for achieving certain actions.
|
|
*/
|
|
struct Point {
|
|
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 *_points;
|
|
|
|
uint32 _curTick; // Current system time in ticks
|
|
uint32 _oldTime; // The previous wall time in ticks
|
|
uint32 _refreshTimeout;
|
|
|
|
Event *_freeEvent; // Free list of event structures
|
|
Event *_headEvent; // Head of list (earliest time)
|
|
Event *_tailEvent; // Tail of list (latest time)
|
|
Event _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 *doAction(Event *curEvent);
|
|
Event *getQueue();
|
|
|
|
uint32 getDosTicks(const bool updateFl);
|
|
uint32 getWinTicks() const;
|
|
|
|
void delEventType(const Action actTypeDel);
|
|
void delQueue(Event *curEvent);
|
|
void findAction(const 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
|