mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-01 08:23:15 +00:00
166 lines
4.1 KiB
C++
166 lines
4.1 KiB
C++
/* 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.
|
|
*
|
|
*/
|
|
|
|
#include "trecision/trecision.h"
|
|
#include "trecision/scheduler.h"
|
|
|
|
namespace Trecision {
|
|
|
|
Scheduler::Scheduler(TrecisionEngine *vm) : _vm(vm) {
|
|
_token = CLASS_CHAR;
|
|
_counter = 0;
|
|
|
|
Message msg = { MC_IDLE, 0, MP_DEFAULT, 0, 0, 0, 0 };
|
|
_idleMsg = _msg = msg;
|
|
}
|
|
|
|
Scheduler::~Scheduler() {
|
|
}
|
|
|
|
void Scheduler::process() {
|
|
bool retry = true;
|
|
|
|
while (retry) {
|
|
retry = false;
|
|
switch (_token) {
|
|
case CLASS_GAME:
|
|
if (_counter <= 30) {
|
|
++_counter;
|
|
_token = CLASS_CHAR;
|
|
if (!_gameQueue.empty()) {
|
|
_msg = _gameQueue.front();
|
|
_vm->_curMessage = &_msg;
|
|
_gameQueue.pop_front();
|
|
} else {
|
|
_vm->_curMessage = &_idleMsg;
|
|
}
|
|
} else {
|
|
_counter = 0;
|
|
_vm->_curMessage = &_idleMsg;
|
|
}
|
|
break;
|
|
|
|
case CLASS_CHAR:
|
|
_token = CLASS_GAME;
|
|
if (_vm->_flagPaintCharacter || _characterQueue.empty()) {
|
|
retry = true;
|
|
} else {
|
|
_msg = _characterQueue.front();
|
|
_vm->_curMessage = &_msg;
|
|
_characterQueue.pop_front();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
struct MessageComparator {
|
|
bool operator()(const Message &x, const Message &y) const {
|
|
return x._priority < y._priority;
|
|
}
|
|
};
|
|
|
|
void Scheduler::doEvent(uint8 cls, uint8 event, uint8 priority,
|
|
uint16 u16Param1, uint16 u16Param2,
|
|
uint8 u8Param, uint32 u32Param) {
|
|
Message m;
|
|
|
|
m._class = cls;
|
|
m._event = event;
|
|
m._priority = priority;
|
|
m._u16Param1 = u16Param1;
|
|
m._u16Param2 = u16Param2;
|
|
m._u8Param = u8Param;
|
|
m._u32Param = u32Param;
|
|
|
|
if (cls <= CLASS_GAME) {
|
|
_gameQueue.push_back(m);
|
|
Common::sort(_gameQueue.begin(), _gameQueue.end(), MessageComparator());
|
|
} else {
|
|
_characterQueue.push_back(m);
|
|
Common::sort(_characterQueue.begin(), _characterQueue.end(), MessageComparator());
|
|
}
|
|
}
|
|
|
|
void Scheduler::leftClick(uint16 x, uint16 y) {
|
|
doEvent(MC_MOUSE, ME_MLEFT, MP_DEFAULT, x, y, 0, 0);
|
|
}
|
|
|
|
void Scheduler::rightClick(uint16 x, uint16 y) {
|
|
doEvent(MC_MOUSE, ME_MRIGHT, MP_DEFAULT, x, y, 0, 0);
|
|
}
|
|
|
|
void Scheduler::mouseExamine(uint16 object) {
|
|
doEvent(MC_ACTION, ME_MOUSEEXAMINE, MP_DEFAULT, 0, 0, 0, object);
|
|
}
|
|
|
|
void Scheduler::mouseOperate(uint16 object) {
|
|
doEvent(MC_ACTION, ME_MOUSEOPERATE, MP_DEFAULT, 0, 0, 0, object);
|
|
}
|
|
|
|
void Scheduler::init() {
|
|
resetQueues();
|
|
|
|
_vm->_curMessage = &_idleMsg;
|
|
}
|
|
|
|
void Scheduler::resetQueues() {
|
|
_gameQueue.clear();
|
|
_characterQueue.clear();
|
|
}
|
|
|
|
void Scheduler::initCharacterQueue() {
|
|
_characterQueue.clear();
|
|
}
|
|
|
|
bool Scheduler::testEmptyQueues() {
|
|
bool onlyDialogEventsInGameQueue = true;
|
|
bool noActionInProgress = true;
|
|
|
|
for (Common::List<Message>::iterator it = _gameQueue.begin(); it != _gameQueue.end(); ++it) {
|
|
if (it->_class != MC_DIALOG) {
|
|
onlyDialogEventsInGameQueue = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (Common::List<Message>::iterator it = _characterQueue.begin(); it != _characterQueue.end(); ++it) {
|
|
if (it->_class == MC_CHARACTER) {
|
|
if (it->_event == ME_CHARACTERACTION ||
|
|
it->_event == ME_CHARACTERGOTO ||
|
|
it->_event == ME_CHARACTERGOTOACTION ||
|
|
it->_event == ME_CHARACTERGOTOEXAMINE ||
|
|
it->_event == ME_CHARACTERCONTINUEACTION) {
|
|
noActionInProgress = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return noActionInProgress && onlyDialogEventsInGameQueue;
|
|
}
|
|
|
|
} // End of namespace Trecision
|