mirror of
https://github.com/libretro/scummvm.git
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222d2809e9
svn-id: r54948
298 lines
12 KiB
C++
298 lines
12 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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* $URL$
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* $Id$
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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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// This module contains all the scheduling and timing stuff
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#include "common/system.h"
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#include "hugo/game.h"
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#include "hugo/hugo.h"
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#include "hugo/schedule.h"
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#include "hugo/file.h"
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#include "hugo/display.h"
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#include "hugo/parser.h"
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#include "hugo/util.h"
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#include "hugo/sound.h"
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#include "hugo/object.h"
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namespace Hugo {
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Scheduler_v1d::Scheduler_v1d(HugoEngine *vm) : Scheduler(vm) {
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}
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Scheduler_v1d::~Scheduler_v1d() {
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}
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const char *Scheduler_v1d::getCypher() {
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return "Copyright (c) 1990, Gray Design Associates";
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}
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uint32 Scheduler_v1d::getTicks() {
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return getDosTicks(false);
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}
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/**
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* Delete an event structure (i.e. return it to the free list)
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* Note that event is assumed at head of queue (i.e. earliest). To delete
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* an event from the middle of the queue, merely overwrite its action type
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* to be ANULL
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*/
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void Scheduler_v1d::delQueue(event_t *curEvent) {
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debugC(4, kDebugSchedule, "delQueue()");
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if (curEvent == _headEvent) // If p was the head ptr
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_headEvent = curEvent->nextEvent; // then make new head_p
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if (_headEvent)
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_headEvent->prevEvent = 0; // Mark end of list
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else
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_tailEvent = 0; // Empty queue
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curEvent->nextEvent = _freeEvent; // Return p to free list
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if (_freeEvent) // Special case, if free list was empty
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_freeEvent->prevEvent = curEvent;
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_freeEvent = curEvent;
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}
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/**
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* This function performs the action in the event structure pointed to by p
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* It dequeues the event and returns it to the free list. It returns a ptr
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* to the next action in the list, except special case of NEW_SCREEN
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*/
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event_t *Scheduler_v1d::doAction(event_t *curEvent) {
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debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType);
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status_t &gameStatus = _vm->getGameStatus();
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act *action = curEvent->action;
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char *response; // User's response string
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object_t *obj1;
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object_t *obj2;
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int dx, dy;
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event_t *wrkEvent; // Save ev_p->next_p for return
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switch (action->a0.actType) {
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case ANULL: // Big NOP from DEL_EVENTS
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break;
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case ASCHEDULE: // act0: Schedule an action list
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insertActionList(action->a0.actIndex);
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break;
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case START_OBJ: // act1: Start an object cycling
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_vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
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_vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle;
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break;
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case INIT_OBJXY: // act2: Initialise an object
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_vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates
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_vm->_object->_objects[action->a2.objNumb].y = action->a2.y;
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break;
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case PROMPT: { // act3: Prompt user for key phrase
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response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
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strcpy(response, _vm->_file->fetchString(action->a3.promptIndex));
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if (action->a3.encodedFl)
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decodeString(response);
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warning("STUB: doAction(act3), expecting answer %s", response);
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// TODO: The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block
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#if 0
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if (strstr (response, action->a3.response))
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insertActionList(action->a3.actPassIndex);
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else
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insertActionList(action->a3.actFailIndex);
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#endif
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// HACK: As the answer is not read, currently it's always considered correct
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insertActionList(action->a3.actPassIndex);
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break;
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}
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case BKGD_COLOR: // act4: Set new background color
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_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
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break;
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case INIT_OBJVXY: // act5: Initialise an object velocity
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_vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
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break;
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case INIT_CARRY: // act6: Initialise an object
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_vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl); // carried status
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break;
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case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
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_vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
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_vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
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_vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
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break;
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case NEW_SCREEN: // act8: Start new screen
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newScreen(action->a8.screenIndex);
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break;
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case INIT_OBJSTATE: // act9: Initialise an object state
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_vm->_object->_objects[action->a9.objNumb].state = action->a9.newState;
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break;
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case INIT_PATH: // act10: Initialise an object path and velocity
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_vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
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break;
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case COND_R: // act11: action lists conditional on object state
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if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq)
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insertActionList(action->a11.actPassIndex);
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else
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insertActionList(action->a11.actFailIndex);
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break;
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case TEXT: // act12: Text box (CF WARN)
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Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
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break;
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case SWAP_IMAGES: // act13: Swap 2 object images
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_vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
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break;
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case COND_SCR: // act14: Conditional on current screen
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if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
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insertActionList(action->a14.actPassIndex);
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else
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insertActionList(action->a14.actFailIndex);
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break;
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case AUTOPILOT: // act15: Home in on a (stationary) object
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// object p1 will home in on object p2
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obj1 = &_vm->_object->_objects[action->a15.obj1];
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obj2 = &_vm->_object->_objects[action->a15.obj2];
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obj1->pathType = AUTO;
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dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
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dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
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if (dx == 0) // Don't EVER divide by zero!
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dx = 1;
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if (dy == 0)
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dy = 1;
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if (abs(dx) > abs(dy)) {
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obj1->vx = action->a15.dx * -SIGN(dx);
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obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy);
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} else {
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obj1->vy = action->a15.dy * SIGN(dy);
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obj1->vx = abs((action->a15.dx * dx) / dy) * SIGN(dx);
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}
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break;
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case INIT_OBJ_SEQ: // act16: Set sequence number to use
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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! t>0 is safe
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_vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
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break;
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case SET_STATE_BITS: // act17: OR mask with curr obj state
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_vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
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break;
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case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
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_vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask;
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break;
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case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
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if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
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insertActionList(action->a19.actPassIndex);
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else
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insertActionList(action->a19.actFailIndex);
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break;
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case DEL_EVENTS: // act20: Remove all events of this action type
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// Note: actions are not deleted here, simply turned into NOPs!
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wrkEvent = _headEvent; // The earliest event
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while (wrkEvent) { // While events found in list
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if (wrkEvent->action->a20.actType == action->a20.actTypeDel)
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wrkEvent->action->a20.actType = ANULL;
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wrkEvent = wrkEvent->nextEvent;
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}
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break;
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case GAMEOVER: // act21: Game over!
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// NOTE: Must wait at least 1 tick before issuing this action if
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// any objects are to be made invisible!
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gameStatus.gameOverFl = true;
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break;
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case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
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_vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
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_vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
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_vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
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break;
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case EXIT: // act23: Exit game back to DOS
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_vm->endGame();
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break;
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case BONUS: // act24: Get bonus score for action
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processBonus(action->a24.pointIndex);
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break;
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case COND_BOX: // act25: Conditional on bounding box
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obj1 = &_vm->_object->_objects[action->a25.objNumb];
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dx = obj1->x + obj1->currImagePtr->x1;
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dy = obj1->y + obj1->currImagePtr->y2;
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if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
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(dy >= action->a25.y1) && (dy <= action->a25.y2))
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insertActionList(action->a25.actPassIndex);
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else
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insertActionList(action->a25.actFailIndex);
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break;
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case ADD_SCORE: // act27: Add object's value to score
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_vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
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break;
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case SUB_SCORE: // act28: Subtract object's value from score
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_vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
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break;
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case COND_CARRY: // act29: Conditional on object being carried
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if (_vm->_object->isCarried(action->a29.objNumb))
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insertActionList(action->a29.actPassIndex);
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else
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insertActionList(action->a29.actFailIndex);
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break;
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case OLD_SONG:
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//TODO For DOS versions: The songs were not stored in a DAT file, but directly as
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//strings. the current play_music should be modified to use a strings instead of reading
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//the file, in those cases. This replaces, for those DOS versions, act26.
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warning("STUB: doAction(act49) %s", _vm->_textData[action->a49.songIndex]);
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break;
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default:
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error("An error has occurred: %s", "doAction");
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break;
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}
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if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list
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return 0; // next_p = 0 since list now empty
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} else {
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wrkEvent = curEvent->nextEvent;
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delQueue(curEvent); // Return event to free list
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return wrkEvent; // Return next event ptr
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}
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}
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/**
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* This is the scheduler which runs every tick. It examines the event queue
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* for any events whose time has come. It dequeues these events and performs
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* the action associated with the event, returning it to the free queue
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*/
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void Scheduler_v1d::runScheduler() {
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debugC(6, kDebugSchedule, "runScheduler");
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uint32 ticker = getTicks(); // The time now, in ticks
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event_t *curEvent = _headEvent; // The earliest event
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while (curEvent && (curEvent->time <= ticker)) // While mature events found
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curEvent = doAction(curEvent); // Perform the action (returns next_p)
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}
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} // End of namespace Hugo
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