scummvm/engines/hugo/schedule.h
2020-02-09 12:43:15 +01:00

646 lines
31 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.
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef HUGO_SCHEDULE_H
#define HUGO_SCHEDULE_H
#include "common/file.h"
namespace Hugo {
/**
* Following defines the action types and action list
*/
enum Action { // Parameters:
ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
START_OBJ, // 1 - Object number
INIT_OBJXY, // 2 - Object number, x,y
PROMPT, // 3 - index of prompt & response string, ptrs to action
// lists. First if response matches, 2nd if not.
BKGD_COLOR, // 4 - new background color
INIT_OBJVXY, // 5 - Object number, vx, vy
INIT_CARRY, // 6 - Object number, carried status
INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates)
NEW_SCREEN, // 8 - New screen number
INIT_OBJSTATE, // 9 - Object number, new object state
INIT_PATH, // 10 - Object number, new path type
COND_R, // 11 - Conditional on object state - req state, 2 act_lists
TEXT, // 12 - Simple text box
SWAP_IMAGES, // 13 - Swap 2 object images
COND_SCR, // 14 - Conditional on current screen
AUTOPILOT, // 15 - Set object to home in on another (stationary) object
INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seqPtr to
SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word
CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word
TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word
DEL_EVENTS, // 20 - Action type to delete all occurrences of
GAMEOVER, // 21 - Disable hero & commands. Game is over
INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates)
EXIT, // 23 - Exit game back to DOS
BONUS, // 24 - Get score bonus for an action
COND_BOX, // 25 - Conditional on object within bounding box
SOUND, // 26 - Set currently playing sound
ADD_SCORE, // 27 - Add object's value to current score
SUB_SCORE, // 28 - Subtract object's value from current score
COND_CARRY, // 29 - Conditional on carrying object
INIT_MAZE, // 30 - Start special maze hotspot processing
EXIT_MAZE, // 31 - Exit special maze processing
INIT_PRIORITY, // 32 - Initialize fbg field
INIT_SCREEN, // 33 - Initialize screen field of object
AGSCHEDULE, // 34 - Global schedule - lasts over new screen
REMAPPAL, // 35 - Remappe palette - palette index, color
COND_NOUN, // 36 - Conditional on noun appearing in line
SCREEN_STATE, // 37 - Set new screen state - used for comments
INIT_LIPS, // 38 - Position lips object for supplied object
INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type)
WARN, // 40 - Same as TEXT but can't dismiss box by typing
COND_BONUS, // 41 - Conditional on bonus having been scored
TEXT_TAKE, // 42 - Issue text box with "take" info string
YESNO, // 43 - Prompt user for Yes or No
STOP_ROUTE, // 44 - Skip any route in progress (hero still walks)
COND_ROUTE, // 45 - Conditional on route in progress
INIT_JUMPEXIT, // 46 - Initialize status.jumpexit
INIT_VIEW, // 47 - Initialize viewx, viewy, dir
INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seqPtr to
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
};
struct act0 { // Type 0 - Schedule
Action _actType; // The type of action
int _timer; // Time to set off the action
uint16 _actIndex; // Ptr to an action list
};
struct act1 { // Type 1 - Start an object
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _cycleNumb; // Number of times to cycle
Cycle _cycle; // Direction to start cycling
};
struct act2 { // Type 2 - Initialize an object coords
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _x, _y; // Coordinates
};
struct act3 { // Type 3 - Prompt user for text
Action _actType; // The type of action
int _timer; // Time to set off the action
uint16 _promptIndex; // Index of prompt string
int *_responsePtr; // Array of indexes to valid response string(s) (terminate list with -1)
uint16 _actPassIndex; // Ptr to action list if success
uint16 _actFailIndex; // Ptr to action list if failure
bool _encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not
};
struct act4 { // Type 4 - Set new background color
Action _actType; // The type of action
int _timer; // Time to set off the action
long _newBackgroundColor; // New color
};
struct act5 { // Type 5 - Initialize an object velocity
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _vx, _vy; // velocity
};
struct act6 { // Type 6 - Initialize an object carrying
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
bool _carriedFl; // carrying
};
struct act7 { // Type 7 - Initialize an object to hero's coords
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
};
struct act8 { // Type 8 - switch to new screen
Action _actType; // The type of action
int _timer; // Time to set off the action
int _screenIndex; // The new screen number
};
struct act9 { // Type 9 - Initialize an object state
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
byte _newState; // New state
};
struct act10 { // Type 10 - Initialize an object path type
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _newPathType; // New path type
int8 _vxPath, _vyPath; // Max delta velocities e.g. for CHASE
};
struct act11 { // Type 11 - Conditional on object's state
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
byte _stateReq; // Required state
uint16 _actPassIndex; // Ptr to action list if success
uint16 _actFailIndex; // Ptr to action list if failure
};
struct act12 { // Type 12 - Simple text box
Action _actType; // The type of action
int _timer; // Time to set off the action
int _stringIndex; // Index (enum) of string in strings.dat
};
struct act13 { // Type 13 - Swap first object image with second
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex1; // Index of first object
int _objIndex2; // 2nd
};
struct act14 { // Type 14 - Conditional on current screen
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The required object
int _screenReq; // The required screen number
uint16 _actPassIndex; // Ptr to action list if success
uint16 _actFailIndex; // Ptr to action list if failure
};
struct act15 { // Type 15 - Home in on an object
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex1; // The object number homing in
int _objIndex2; // The object number to home in on
int8 _dx, _dy; // Max delta velocities
};
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! timer > 0 is safe
struct act16 { // Type 16 - Set curr_seqPtr to seq
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _seqIndex; // The index of seq array to set to
};
struct act17 { // Type 17 - SET obj individual state bits
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _stateMask; // The mask to OR with current obj state
};
struct act18 { // Type 18 - CLEAR obj individual state bits
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _stateMask; // The mask to ~AND with current obj state
};
struct act19 { // Type 19 - TEST obj individual state bits
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _stateMask; // The mask to AND with current obj state
uint16 _actPassIndex; // Ptr to action list (all bits set)
uint16 _actFailIndex; // Ptr to action list (not all set)
};
struct act20 { // Type 20 - Remove all events with this type of action
Action _actType; // The type of action
int _timer; // Time to set off the action
Action _actTypeDel; // The action type to remove
};
struct act21 { // Type 21 - Gameover. Disable hero & commands
Action _actType; // The type of action
int _timer; // Time to set off the action
};
struct act22 { // Type 22 - Initialize an object to hero's coords
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
};
struct act23 { // Type 23 - Exit game back to DOS
Action _actType; // The type of action
int _timer; // Time to set off the action
};
struct act24 { // Type 24 - Get bonus score
Action _actType; // The type of action
int _timer; // Time to set off the action
int _pointIndex; // Index into points array
};
struct act25 { // Type 25 - Conditional on bounding box
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The required object number
int _x1, _y1, _x2, _y2; // The bounding box
uint16 _actPassIndex; // Ptr to action list if success
uint16 _actFailIndex; // Ptr to action list if failure
};
struct act26 { // Type 26 - Play a sound
Action _actType; // The type of action
int _timer; // Time to set off the action
int16 _soundIndex; // Sound index in data file
};
struct act27 { // Type 27 - Add object's value to score
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // object number
};
struct act28 { // Type 28 - Subtract object's value from score
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // object number
};
struct act29 { // Type 29 - Conditional on object carried
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The required object number
uint16 _actPassIndex; // Ptr to action list if success
uint16 _actFailIndex; // Ptr to action list if failure
};
struct act30 { // Type 30 - Start special maze processing
Action _actType; // The type of action
int _timer; // Time to set off the action
byte _mazeSize; // Size of (square) maze
int _x1, _y1, _x2, _y2; // Bounding box of maze
int _x3, _x4; // Extra x points for perspective correction
byte _firstScreenIndex; // First (top left) screen of maze
};
struct act31 { // Type 31 - Exit special maze processing
Action _actType; // The type of action
int _timer; // Time to set off the action
};
struct act32 { // Type 32 - Init fbg field of object
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
byte _priority; // Value of foreground/background field
};
struct act33 { // Type 33 - Init screen field of object
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _screenIndex; // Screen number
};
struct act34 { // Type 34 - Global Schedule
Action _actType; // The type of action
int _timer; // Time to set off the action
uint16 _actIndex; // Ptr to an action list
};
struct act35 { // Type 35 - Remappe palette
Action _actType; // The type of action
int _timer; // Time to set off the action
int16 _oldColorIndex; // Old color index, 0..15
int16 _newColorIndex; // New color index, 0..15
};
struct act36 { // Type 36 - Conditional on noun mentioned
Action _actType; // The type of action
int _timer; // Time to set off the action
uint16 _nounIndex; // The required noun (list)
uint16 _actPassIndex; // Ptr to action list if success
uint16 _actFailIndex; // Ptr to action list if failure
};
struct act37 { // Type 37 - Set new screen state
Action _actType; // The type of action
int _timer; // Time to set off the action
int _screenIndex; // The screen number
byte _newState; // The new state
};
struct act38 { // Type 38 - Position lips
Action _actType; // The type of action
int _timer; // Time to set off the action
int _lipsObjIndex; // The LIPS object
int _objIndex; // The object to speak
byte _dxLips; // Relative offset of x
byte _dyLips; // Relative offset of y
};
struct act39 { // Type 39 - Init story mode
Action _actType; // The type of action
int _timer; // Time to set off the action
bool _storyModeFl; // New state of story_mode flag
};
struct act40 { // Type 40 - Unsolicited text box
Action _actType; // The type of action
int _timer; // Time to set off the action
int _stringIndex; // Index (enum) of string in strings.dat
};
struct act41 { // Type 41 - Conditional on bonus scored
Action _actType; // The type of action
int _timer; // Time to set off the action
int _bonusIndex; // Index into bonus list
uint16 _actPassIndex; // Index of the action list if scored for the first time
uint16 _actFailIndex; // Index of the action list if already scored
};
struct act42 { // Type 42 - Text box with "take" string
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object taken
};
struct act43 { // Type 43 - Prompt user for Yes or No
Action _actType; // The type of action
int _timer; // Time to set off the action
int _promptIndex; // index of prompt string
uint16 _actYesIndex; // Ptr to action list if YES
uint16 _actNoIndex; // Ptr to action list if NO
};
struct act44 { // Type 44 - Stop any route in progress
Action _actType; // The type of action
int _timer; // Time to set off the action
};
struct act45 { // Type 45 - Conditional on route in progress
Action _actType; // The type of action
int _timer; // Time to set off the action
int _routeIndex; // Must be >= current status.rindex
uint16 _actPassIndex; // Ptr to action list if en-route
uint16 _actFailIndex; // Ptr to action list if not
};
struct act46 { // Type 46 - Init status.jumpexit
Action _actType; // The type of action
int _timer; // Time to set off the action
bool _jumpExitFl; // New state of jumpexit flag
};
struct act47 { // Type 47 - Init viewx,viewy,dir
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object
int16 _viewx; // object.viewx
int16 _viewy; // object.viewy
int16 _direction; // object.dir
};
struct act48 { // Type 48 - Set curr_seqPtr to frame n
Action _actType; // The type of action
int _timer; // Time to set off the action
int _objIndex; // The object number
int _seqIndex; // The index of seq array to set to
int _frameIndex; // The index of frame to set to
};
struct act49 { // Added by Strangerke - Type 49 - Play a song (DOS way)
Action _actType; // The type of action
int _timer; // Time to set off the action
uint16 _songIndex; // Song index in string array
};
union Act {
act0 _a0;
act1 _a1;
act2 _a2;
act3 _a3;
act4 _a4;
act5 _a5;
act6 _a6;
act7 _a7;
act8 _a8;
act9 _a9;
act10 _a10;
act11 _a11;
act12 _a12;
act13 _a13;
act14 _a14;
act15 _a15;
act16 _a16;
act17 _a17;
act18 _a18;
act19 _a19;
act20 _a20;
act21 _a21;
act22 _a22;
act23 _a23;
act24 _a24;
act25 _a25;
act26 _a26;
act27 _a27;
act28 _a28;
act29 _a29;
act30 _a30;
act31 _a31;
act32 _a32;
act33 _a33;
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() override;
void decodeString(char *line) override;
void runScheduler() override;
protected:
const char *getCypher() const override;
uint32 getTicks() override;
void promptAction(Act *action) override;
};
class Scheduler_v2d : public Scheduler_v1d {
public:
Scheduler_v2d(HugoEngine *vm);
~Scheduler_v2d() override;
void decodeString(char *line) override;
protected:
const char *getCypher() const override;
void promptAction(Act *action) override;
};
class Scheduler_v3d : public Scheduler_v2d {
public:
Scheduler_v3d(HugoEngine *vm);
~Scheduler_v3d() override;
protected:
const char *getCypher() const override;
};
class Scheduler_v1w : public Scheduler_v3d {
public:
Scheduler_v1w(HugoEngine *vm);
~Scheduler_v1w() override;
void runScheduler() override;
protected:
uint32 getTicks() override;
};
} // End of namespace Hugo
#endif //HUGO_SCHEDULE_H