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/* 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
*
*/
// This module contains all the scheduling and timing stuff
#include "common/debug.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "hugo/hugo.h"
#include "hugo/schedule.h"
#include "hugo/file.h"
#include "hugo/display.h"
#include "hugo/util.h"
#include "hugo/object.h"
#include "hugo/sound.h"
#include "hugo/parser.h"
#include "hugo/text.h"
#include "hugo/route.h"
#include "hugo/mouse.h"
namespace Hugo {
Scheduler::Scheduler(HugoEngine *vm) : _vm(vm) {
_actListArr = nullptr;
_curTick = 0;
_oldTime = 0;
_refreshTimeout = 0;
_points = nullptr;
_screenActs = nullptr;
memset(_events, 0, sizeof(_events));
_numBonuses = 0;
_screenActsSize = 0;
_actListArrSize = 0;
_alNewscrIndex = 0;
_freeEvent = nullptr;
_headEvent = nullptr;
_tailEvent = nullptr;
}
Scheduler::~Scheduler() {
}
void Scheduler::initCypher() {
_cypher = getCypher();
}
/**
* Initialize the timer event queue
*/
void Scheduler::initEventQueue() {
debugC(1, kDebugSchedule, "initEventQueue");
// Chain nextEvent from first to last
for (int i = kMaxEvents; --i;)
_events[i - 1]._nextEvent = &_events[i];
_events[kMaxEvents - 1]._nextEvent = nullptr;
// Chain prevEvent from last to first
for (int i = 1; i < kMaxEvents; i++)
_events[i]._prevEvent = &_events[i - 1];
_events[0]._prevEvent = nullptr;
_headEvent = _tailEvent = nullptr; // Event list is empty
_freeEvent = _events; // Free list is full
}
/**
* Return a ptr to an event structure from the free list
*/
Event *Scheduler::getQueue() {
debugC(4, kDebugSchedule, "getQueue");
if (!_freeEvent) // Error: no more events available
error("An error has occurred: %s", "getQueue");
Event *resEvent = _freeEvent;
_freeEvent = _freeEvent->_nextEvent;
resEvent->_nextEvent = nullptr;
return resEvent;
}
/**
* Call Insert_action for each action in the list supplied
*/
void Scheduler::insertActionList(const uint16 actIndex) {
debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex);
if (_actListArr[actIndex]) {
for (int i = 0; _actListArr[actIndex][i]._a0._actType != ANULL; i++)
insertAction(&_actListArr[actIndex][i]);
}
}
/**
* Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
*/
uint32 Scheduler::getWinTicks() const {
debugC(5, kDebugSchedule, "getWinTicks()");
return _vm->getGameStatus()._tick;
}
/**
* Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
* If update FALSE, simply return last known time
* Note that this is real time unless a processing cycle takes longer than
* a real tick, in which case the system tick is simply incremented
*/
uint32 Scheduler::getDosTicks(const bool updateFl) {
debugC(5, kDebugSchedule, "getDosTicks(%s)", (updateFl) ? "TRUE" : "FALSE");
uint32 t_now; // Current wall time in ticks
if (!updateFl)
return(_curTick);
if (_oldTime == 0)
_oldTime = (uint32) floor((double) (g_system->getMillis() * _vm->getTPS() / 1000));
// Calculate current wall time in ticks
t_now = g_system->getMillis() * _vm->getTPS() / 1000;
if ((t_now - _oldTime) > 0) {
_oldTime = t_now;
_curTick++;
}
return(_curTick);
}
/**
* Add indecated bonus to score if not added already
*/
void Scheduler::processBonus(const int bonusIndex) {
debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex);
if (!_points[bonusIndex]._scoredFl) {
_vm->adjustScore(_points[bonusIndex]._score);
_points[bonusIndex]._scoredFl = true;
}
}
/**
* Transition to a new screen as follows:
* 1. Clear out all non-global events from event list.
* 2. Set the new screen (in the hero object and any carried objects)
* 3. Read in the screen files for the new screen
* 4. Schedule action list for new screen
* 5. Initialize prompt line and status line
*/
void Scheduler::newScreen(const int screenIndex) {
debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex);
// Make sure the background file exists!
if (!_vm->isPacked()) {
Common::String filename = Common::String(_vm->_text->getScreenNames(screenIndex));
if (!Common::File::exists(_vm->_picDir + filename + ".PCX") &&
!Common::File::exists(filename + ".ART")) {
error("Unable to find background file for %s", filename.c_str());
return;
}
}
// 1. Clear out all local events
Event *curEvent = _headEvent; // The earliest event
Event *wrkEvent; // Event ptr
while (curEvent) { // While mature events found
wrkEvent = curEvent->_nextEvent; // Save p (becomes undefined after Del)
if (curEvent->_localActionFl)
delQueue(curEvent); // Return event to free list
curEvent = wrkEvent;
}
// 2. Set the new screen in the hero object and any being carried
_vm->setNewScreen(screenIndex);
// 3. Read in new screen files
_vm->readScreenFiles(screenIndex);
// 4. Schedule action list for this screen
_vm->_scheduler->screenActions(screenIndex);
// 5. Initialize prompt line and status line
_vm->_screen->initNewScreenDisplay();
}
/**
* Transition to a new screen as follows:
* 1. Set the new screen (in the hero object and any carried objects)
* 2. Read in the screen files for the new screen
* 3. Initialize prompt line and status line
*/
void Scheduler::restoreScreen(const int screenIndex) {
debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex);
// 1. Set the new screen in the hero object and any being carried
_vm->setNewScreen(screenIndex);
// 2. Read in new screen files
_vm->readScreenFiles(screenIndex);
// 3. Initialize prompt line and status line
_vm->_screen->initNewScreenDisplay();
}
/**
* Wait (if necessary) for next synchronizing tick
* Slow machines won't make it by the end of tick, so will just plod on
* at their own speed, not waiting here, but free running.
* Note: DOS Versions only
*/
void Scheduler::waitForRefresh() {
debugC(5, kDebugSchedule, "waitForRefresh()");
uint32 t;
if (_refreshTimeout == 0)
_refreshTimeout = getDosTicks(true);
while ((t = getDosTicks(true)) < _refreshTimeout)
;
_refreshTimeout = ++t;
}
/**
* Read kALnewscr used by maze (Hugo 2)
*/
void Scheduler::loadAlNewscrIndex(Common::ReadStream &in) {
debugC(6, kDebugSchedule, "loadAlNewscrIndex(&in)");
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
int numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant)
_alNewscrIndex = numElem;
}
}
/**
* Load Points from Hugo.dat
*/
void Scheduler::loadPoints(Common::SeekableReadStream &in) {
debugC(6, kDebugSchedule, "loadPoints(&in)");
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
uint16 numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant) {
_numBonuses = numElem;
_points = (Point *)malloc(sizeof(Point) * _numBonuses);
for (int i = 0; i < _numBonuses; i++) {
_points[i]._score = in.readByte();
_points[i]._scoredFl = false;
}
} else {
in.skip(numElem);
}
}
}
void Scheduler::readAct(Common::ReadStream &in, Act &curAct) {
uint16 numSubAct;
curAct._a0._actType = (Action) in.readByte();
switch (curAct._a0._actType) {
case ANULL: // -1
break;
case ASCHEDULE: // 0
curAct._a0._timer = in.readSint16BE();
curAct._a0._actIndex = in.readUint16BE();
break;
case START_OBJ: // 1
curAct._a1._timer = in.readSint16BE();
curAct._a1._objIndex = in.readSint16BE();
curAct._a1._cycleNumb = in.readSint16BE();
curAct._a1._cycle = (Cycle) in.readByte();
break;
case INIT_OBJXY: // 2
curAct._a2._timer = in.readSint16BE();
curAct._a2._objIndex = in.readSint16BE();
curAct._a2._x = in.readSint16BE();
curAct._a2._y = in.readSint16BE();
break;
case PROMPT: // 3
curAct._a3._timer = in.readSint16BE();
curAct._a3._promptIndex = in.readSint16BE();
numSubAct = in.readUint16BE();
curAct._a3._responsePtr = (int *)malloc(sizeof(int) * numSubAct);
for (int k = 0; k < numSubAct; k++)
curAct._a3._responsePtr[k] = in.readSint16BE();
curAct._a3._actPassIndex = in.readUint16BE();
curAct._a3._actFailIndex = in.readUint16BE();
curAct._a3._encodedFl = (in.readByte() == 1) ? true : false;
break;
case BKGD_COLOR: // 4
curAct._a4._timer = in.readSint16BE();
curAct._a4._newBackgroundColor = in.readUint32BE();
break;
case INIT_OBJVXY: // 5
curAct._a5._timer = in.readSint16BE();
curAct._a5._objIndex = in.readSint16BE();
curAct._a5._vx = in.readSint16BE();
curAct._a5._vy = in.readSint16BE();
break;
case INIT_CARRY: // 6
curAct._a6._timer = in.readSint16BE();
curAct._a6._objIndex = in.readSint16BE();
curAct._a6._carriedFl = (in.readByte() == 1) ? true : false;
break;
case INIT_HF_COORD: // 7
curAct._a7._timer = in.readSint16BE();
curAct._a7._objIndex = in.readSint16BE();
break;
case NEW_SCREEN: // 8
curAct._a8._timer = in.readSint16BE();
curAct._a8._screenIndex = in.readSint16BE();
break;
case INIT_OBJSTATE: // 9
curAct._a9._timer = in.readSint16BE();
curAct._a9._objIndex = in.readSint16BE();
curAct._a9._newState = in.readByte();
break;
case INIT_PATH: // 10
curAct._a10._timer = in.readSint16BE();
curAct._a10._objIndex = in.readSint16BE();
curAct._a10._newPathType = in.readSint16BE();
curAct._a10._vxPath = in.readByte();
curAct._a10._vyPath = in.readByte();
break;
case COND_R: // 11
curAct._a11._timer = in.readSint16BE();
curAct._a11._objIndex = in.readSint16BE();
curAct._a11._stateReq = in.readByte();
curAct._a11._actPassIndex = in.readUint16BE();
curAct._a11._actFailIndex = in.readUint16BE();
break;
case TEXT: // 12
curAct._a12._timer = in.readSint16BE();
curAct._a12._stringIndex = in.readSint16BE();
break;
case SWAP_IMAGES: // 13
curAct._a13._timer = in.readSint16BE();
curAct._a13._objIndex1 = in.readSint16BE();
curAct._a13._objIndex2 = in.readSint16BE();
break;
case COND_SCR: // 14
curAct._a14._timer = in.readSint16BE();
curAct._a14._objIndex = in.readSint16BE();
curAct._a14._screenReq = in.readSint16BE();
curAct._a14._actPassIndex = in.readUint16BE();
curAct._a14._actFailIndex = in.readUint16BE();
break;
case AUTOPILOT: // 15
curAct._a15._timer = in.readSint16BE();
curAct._a15._objIndex1 = in.readSint16BE();
curAct._a15._objIndex2 = in.readSint16BE();
curAct._a15._dx = in.readByte();
curAct._a15._dy = in.readByte();
break;
case INIT_OBJ_SEQ: // 16
curAct._a16._timer = in.readSint16BE();
curAct._a16._objIndex = in.readSint16BE();
curAct._a16._seqIndex = in.readSint16BE();
break;
case SET_STATE_BITS: // 17
curAct._a17._timer = in.readSint16BE();
curAct._a17._objIndex = in.readSint16BE();
curAct._a17._stateMask = in.readSint16BE();
break;
case CLEAR_STATE_BITS: // 18
curAct._a18._timer = in.readSint16BE();
curAct._a18._objIndex = in.readSint16BE();
curAct._a18._stateMask = in.readSint16BE();
break;
case TEST_STATE_BITS: // 19
curAct._a19._timer = in.readSint16BE();
curAct._a19._objIndex = in.readSint16BE();
curAct._a19._stateMask = in.readSint16BE();
curAct._a19._actPassIndex = in.readUint16BE();
curAct._a19._actFailIndex = in.readUint16BE();
break;
case DEL_EVENTS: // 20
curAct._a20._timer = in.readSint16BE();
curAct._a20._actTypeDel = (Action) in.readByte();
break;
case GAMEOVER: // 21
curAct._a21._timer = in.readSint16BE();
break;
case INIT_HH_COORD: // 22
curAct._a22._timer = in.readSint16BE();
curAct._a22._objIndex = in.readSint16BE();
break;
case EXIT: // 23
curAct._a23._timer = in.readSint16BE();
break;
case BONUS: // 24
curAct._a24._timer = in.readSint16BE();
curAct._a24._pointIndex = in.readSint16BE();
break;
case COND_BOX: // 25
curAct._a25._timer = in.readSint16BE();
curAct._a25._objIndex = in.readSint16BE();
curAct._a25._x1 = in.readSint16BE();
curAct._a25._y1 = in.readSint16BE();
curAct._a25._x2 = in.readSint16BE();
curAct._a25._y2 = in.readSint16BE();
curAct._a25._actPassIndex = in.readUint16BE();
curAct._a25._actFailIndex = in.readUint16BE();
break;
case SOUND: // 26
curAct._a26._timer = in.readSint16BE();
curAct._a26._soundIndex = in.readSint16BE();
break;
case ADD_SCORE: // 27
curAct._a27._timer = in.readSint16BE();
curAct._a27._objIndex = in.readSint16BE();
break;
case SUB_SCORE: // 28
curAct._a28._timer = in.readSint16BE();
curAct._a28._objIndex = in.readSint16BE();
break;
case COND_CARRY: // 29
curAct._a29._timer = in.readSint16BE();
curAct._a29._objIndex = in.readSint16BE();
curAct._a29._actPassIndex = in.readUint16BE();
curAct._a29._actFailIndex = in.readUint16BE();
break;
case INIT_MAZE: // 30
curAct._a30._timer = in.readSint16BE();
curAct._a30._mazeSize = in.readByte();
curAct._a30._x1 = in.readSint16BE();
curAct._a30._y1 = in.readSint16BE();
curAct._a30._x2 = in.readSint16BE();
curAct._a30._y2 = in.readSint16BE();
curAct._a30._x3 = in.readSint16BE();
curAct._a30._x4 = in.readSint16BE();
curAct._a30._firstScreenIndex = in.readByte();
break;
case EXIT_MAZE: // 31
curAct._a31._timer = in.readSint16BE();
break;
case INIT_PRIORITY: // 32
curAct._a32._timer = in.readSint16BE();
curAct._a32._objIndex = in.readSint16BE();
curAct._a32._priority = in.readByte();
break;
case INIT_SCREEN: // 33
curAct._a33._timer = in.readSint16BE();
curAct._a33._objIndex = in.readSint16BE();
curAct._a33._screenIndex = in.readSint16BE();
break;
case AGSCHEDULE: // 34
curAct._a34._timer = in.readSint16BE();
curAct._a34._actIndex = in.readUint16BE();
break;
case REMAPPAL: // 35
curAct._a35._timer = in.readSint16BE();
curAct._a35._oldColorIndex = in.readSint16BE();
curAct._a35._newColorIndex = in.readSint16BE();
break;
case COND_NOUN: // 36
curAct._a36._timer = in.readSint16BE();
curAct._a36._nounIndex = in.readUint16BE();
curAct._a36._actPassIndex = in.readUint16BE();
curAct._a36._actFailIndex = in.readUint16BE();
break;
case SCREEN_STATE: // 37
curAct._a37._timer = in.readSint16BE();
curAct._a37._screenIndex = in.readSint16BE();
curAct._a37._newState = in.readByte();
break;
case INIT_LIPS: // 38
curAct._a38._timer = in.readSint16BE();
curAct._a38._lipsObjIndex = in.readSint16BE();
curAct._a38._objIndex = in.readSint16BE();
curAct._a38._dxLips = in.readByte();
curAct._a38._dyLips = in.readByte();
break;
case INIT_STORY_MODE: // 39
curAct._a39._timer = in.readSint16BE();
curAct._a39._storyModeFl = (in.readByte() == 1);
break;
case WARN: // 40
curAct._a40._timer = in.readSint16BE();
curAct._a40._stringIndex = in.readSint16BE();
break;
case COND_BONUS: // 41
curAct._a41._timer = in.readSint16BE();
curAct._a41._bonusIndex = in.readSint16BE();
curAct._a41._actPassIndex = in.readUint16BE();
curAct._a41._actFailIndex = in.readUint16BE();
break;
case TEXT_TAKE: // 42
curAct._a42._timer = in.readSint16BE();
curAct._a42._objIndex = in.readSint16BE();
break;
case YESNO: // 43
curAct._a43._timer = in.readSint16BE();
curAct._a43._promptIndex = in.readSint16BE();
curAct._a43._actYesIndex = in.readUint16BE();
curAct._a43._actNoIndex = in.readUint16BE();
break;
case STOP_ROUTE: // 44
curAct._a44._timer = in.readSint16BE();
break;
case COND_ROUTE: // 45
curAct._a45._timer = in.readSint16BE();
curAct._a45._routeIndex = in.readSint16BE();
curAct._a45._actPassIndex = in.readUint16BE();
curAct._a45._actFailIndex = in.readUint16BE();
break;
case INIT_JUMPEXIT: // 46
curAct._a46._timer = in.readSint16BE();
curAct._a46._jumpExitFl = (in.readByte() == 1);
break;
case INIT_VIEW: // 47
curAct._a47._timer = in.readSint16BE();
curAct._a47._objIndex = in.readSint16BE();
curAct._a47._viewx = in.readSint16BE();
curAct._a47._viewy = in.readSint16BE();
curAct._a47._direction = in.readSint16BE();
break;
case INIT_OBJ_FRAME: // 48
curAct._a48._timer = in.readSint16BE();
curAct._a48._objIndex = in.readSint16BE();
curAct._a48._seqIndex = in.readSint16BE();
curAct._a48._frameIndex = in.readSint16BE();
break;
case OLD_SONG: //49
curAct._a49._timer = in.readSint16BE();
curAct._a49._songIndex = in.readUint16BE();
break;
default:
error("Engine - Unknown action type encountered: %d", curAct._a0._actType);
}
}
/**
* Load actListArr from Hugo.dat
*/
void Scheduler::loadActListArr(Common::ReadStream &in) {
debugC(6, kDebugSchedule, "loadActListArr(&in)");
Act tmpAct;
int numSubElem;
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
int numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant) {
_actListArrSize = numElem;
_actListArr = (Act **)malloc(sizeof(Act *) * _actListArrSize);
}
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
if (varnt == _vm->_gameVariant)
_actListArr[i] = (Act *)malloc(sizeof(Act) * (numSubElem + 1));
for (int j = 0; j < numSubElem; j++) {
if (varnt == _vm->_gameVariant) {
readAct(in, _actListArr[i][j]);
} else {
readAct(in, tmpAct);
if (tmpAct._a0._actType == PROMPT)
free(tmpAct._a3._responsePtr);
}
}
if (varnt == _vm->_gameVariant)
_actListArr[i][numSubElem]._a0._actType = ANULL;
}
}
}
/**
* Read _screenActs
*/
void Scheduler::loadScreenAct(Common::SeekableReadStream &in) {
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
uint16 numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant) {
_screenActsSize = numElem;
_screenActs = (uint16 **)malloc(sizeof(uint16 *) * numElem);
for (int i = 0; i < numElem; i++) {
uint16 numSubElem = in.readUint16BE();
if (numSubElem == 0) {
_screenActs[i] = nullptr;
} else {
_screenActs[i] = (uint16 *)malloc(sizeof(uint16) * numSubElem);
for (int j = 0; j < numSubElem; j++)
_screenActs[i][j] = in.readUint16BE();
}
}
} else {
for (int i = 0; i < numElem; i++) {
uint16 numSubElem = in.readUint16BE();
in.skip(numSubElem * sizeof(uint16));
}
}
}
}
void Scheduler::freeScheduler() {
debugC(6, kDebugSchedule, "freeActListArr()");
free(_points);
_points = nullptr;
if (_screenActs) {
for (int i = 0; i < _screenActsSize; i++)
free(_screenActs[i]);
free(_screenActs);
_screenActs = nullptr;
_screenActsSize = 0;
}
if (_actListArr) {
for (int i = 0; i < _actListArrSize; i++) {
for (int j = 0; _actListArr[i][j]._a0._actType != ANULL; j++) {
if (_actListArr[i][j]._a0._actType == PROMPT)
free(_actListArr[i][j]._a3._responsePtr);
}
free(_actListArr[i]);
}
free(_actListArr);
_actListArr = nullptr;
_actListArrSize = 0;
}
}
/**
* Add action lists for this screen to event queue
*/
void Scheduler::screenActions(const int screenNum) {
debugC(1, kDebugEngine, "screenActions(%d)", screenNum);
uint16 *screenAct = _screenActs[screenNum];
if (screenAct) {
for (int i = 0; screenAct[i]; i++)
insertActionList(screenAct[i]);
}
}
/**
* Maze mode is enabled. Check to see whether hero has crossed the maze
* bounding box, if so, go to the next room
*/
void Scheduler::processMaze(const int x1, const int x2, const int y1, const int y2) {
debugC(1, kDebugSchedule, "processMaze");
if (x1 < _vm->_maze._x1) {
// Exit west
_actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr - 1;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x2 - kShiftSize - (x2 - x1);
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y;
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
} else if (x2 > _vm->_maze._x2) {
// Exit east
_actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr + 1;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x1 + kShiftSize;
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y;
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
} else if (y1 < _vm->_maze._y1 - kShiftSize) {
// Exit north
_actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr - _vm->_maze._size;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x3;
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y2 - kShiftSize - (y2 - y1);
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
} else if (y2 > _vm->_maze._y2 - kShiftSize / 2) {
// Exit south
_actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr + _vm->_maze._size;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x4;
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y1 + kShiftSize;
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
}
}
/**
* Write the event queue to the file with handle f
* Note that we convert all the event structure ptrs to indexes
* using -1 for NULL. We can't convert the action ptrs to indexes
* so we save address of first dummy action ptr to compare on restore.
*/
void Scheduler::saveEvents(Common::WriteStream *f) {
debugC(1, kDebugSchedule, "saveEvents()");
f->writeUint32BE(getTicks());
int16 freeIndex = (_freeEvent == nullptr) ? -1 : _freeEvent - _events;
int16 headIndex = (_headEvent == nullptr) ? -1 : _headEvent - _events;
int16 tailIndex = (_tailEvent == nullptr) ? -1 : _tailEvent - _events;
f->writeSint16BE(freeIndex);
f->writeSint16BE(headIndex);
f->writeSint16BE(tailIndex);
// Convert event ptrs to indexes
for (int16 i = 0; i < kMaxEvents; i++) {
Event *wrkEvent = &_events[i];
// fix up action pointer (to do better)
int16 index, subElem;
findAction(wrkEvent->_action, &index, &subElem);
f->writeSint16BE(index);
f->writeSint16BE(subElem);
f->writeByte((wrkEvent->_localActionFl) ? 1 : 0);
f->writeUint32BE(wrkEvent->_time);
f->writeSint16BE((wrkEvent->_prevEvent == nullptr) ? -1 : (wrkEvent->_prevEvent - _events));
f->writeSint16BE((wrkEvent->_nextEvent == nullptr) ? -1 : (wrkEvent->_nextEvent - _events));
}
}
/**
* Restore the action data from file with handle f
*/
void Scheduler::restoreActions(Common::ReadStream *f) {
for (int i = 0; i < _actListArrSize; i++) {
uint16 numSubElem = f->readUint16BE();
for (int j = 0; j < numSubElem; j++) {
readAct(*f, _actListArr[i][j]);
}
}
}
int16 Scheduler::calcMaxPoints() const {
int16 tmpScore = 0;
for (int i = 0; i < _numBonuses; i++)
tmpScore += _points[i]._score;
return tmpScore;
}
/*
* Save the action data in the file with handle f
*/
void Scheduler::saveActions(Common::WriteStream *f) const {
byte subElemType;
int16 nbrCpt;
uint16 nbrSubElem;
for (int i = 0; i < _actListArrSize; i++) {
// write all the sub elems data
for (nbrSubElem = 1; _actListArr[i][nbrSubElem - 1]._a0._actType != ANULL; nbrSubElem++)
;
f->writeUint16BE(nbrSubElem);
for (int j = 0; j < nbrSubElem; j++) {
subElemType = _actListArr[i][j]._a0._actType;
f->writeByte(subElemType);
switch (subElemType) {
case ANULL: // -1
break;
case ASCHEDULE: // 0
f->writeSint16BE(_actListArr[i][j]._a0._timer);
f->writeUint16BE(_actListArr[i][j]._a0._actIndex);
break;
case START_OBJ: // 1
f->writeSint16BE(_actListArr[i][j]._a1._timer);
f->writeSint16BE(_actListArr[i][j]._a1._objIndex);
f->writeSint16BE(_actListArr[i][j]._a1._cycleNumb);
f->writeByte(_actListArr[i][j]._a1._cycle);
break;
case INIT_OBJXY: // 2
f->writeSint16BE(_actListArr[i][j]._a2._timer);
f->writeSint16BE(_actListArr[i][j]._a2._objIndex);
f->writeSint16BE(_actListArr[i][j]._a2._x);
f->writeSint16BE(_actListArr[i][j]._a2._y);
break;
case PROMPT: // 3
f->writeSint16BE(_actListArr[i][j]._a3._timer);
f->writeSint16BE(_actListArr[i][j]._a3._promptIndex);
for (nbrCpt = 0; _actListArr[i][j]._a3._responsePtr[nbrCpt] != -1; nbrCpt++)
;
nbrCpt++;
f->writeUint16BE(nbrCpt);
for (int k = 0; k < nbrCpt; k++)
f->writeSint16BE(_actListArr[i][j]._a3._responsePtr[k]);
f->writeUint16BE(_actListArr[i][j]._a3._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a3._actFailIndex);
f->writeByte((_actListArr[i][j]._a3._encodedFl) ? 1 : 0);
break;
case BKGD_COLOR: // 4
f->writeSint16BE(_actListArr[i][j]._a4._timer);
f->writeUint32BE(_actListArr[i][j]._a4._newBackgroundColor);
break;
case INIT_OBJVXY: // 5
f->writeSint16BE(_actListArr[i][j]._a5._timer);
f->writeSint16BE(_actListArr[i][j]._a5._objIndex);
f->writeSint16BE(_actListArr[i][j]._a5._vx);
f->writeSint16BE(_actListArr[i][j]._a5._vy);
break;
case INIT_CARRY: // 6
f->writeSint16BE(_actListArr[i][j]._a6._timer);
f->writeSint16BE(_actListArr[i][j]._a6._objIndex);
f->writeByte((_actListArr[i][j]._a6._carriedFl) ? 1 : 0);
break;
case INIT_HF_COORD: // 7
f->writeSint16BE(_actListArr[i][j]._a7._timer);
f->writeSint16BE(_actListArr[i][j]._a7._objIndex);
break;
case NEW_SCREEN: // 8
f->writeSint16BE(_actListArr[i][j]._a8._timer);
f->writeSint16BE(_actListArr[i][j]._a8._screenIndex);
break;
case INIT_OBJSTATE: // 9
f->writeSint16BE(_actListArr[i][j]._a9._timer);
f->writeSint16BE(_actListArr[i][j]._a9._objIndex);
f->writeByte(_actListArr[i][j]._a9._newState);
break;
case INIT_PATH: // 10
f->writeSint16BE(_actListArr[i][j]._a10._timer);
f->writeSint16BE(_actListArr[i][j]._a10._objIndex);
f->writeSint16BE(_actListArr[i][j]._a10._newPathType);
f->writeByte(_actListArr[i][j]._a10._vxPath);
f->writeByte(_actListArr[i][j]._a10._vyPath);
break;
case COND_R: // 11
f->writeSint16BE(_actListArr[i][j]._a11._timer);
f->writeSint16BE(_actListArr[i][j]._a11._objIndex);
f->writeByte(_actListArr[i][j]._a11._stateReq);
f->writeUint16BE(_actListArr[i][j]._a11._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a11._actFailIndex);
break;
case TEXT: // 12
f->writeSint16BE(_actListArr[i][j]._a12._timer);
f->writeSint16BE(_actListArr[i][j]._a12._stringIndex);
break;
case SWAP_IMAGES: // 13
f->writeSint16BE(_actListArr[i][j]._a13._timer);
f->writeSint16BE(_actListArr[i][j]._a13._objIndex1);
f->writeSint16BE(_actListArr[i][j]._a13._objIndex2);
break;
case COND_SCR: // 14
f->writeSint16BE(_actListArr[i][j]._a14._timer);
f->writeSint16BE(_actListArr[i][j]._a14._objIndex);
f->writeSint16BE(_actListArr[i][j]._a14._screenReq);
f->writeUint16BE(_actListArr[i][j]._a14._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a14._actFailIndex);
break;
case AUTOPILOT: // 15
f->writeSint16BE(_actListArr[i][j]._a15._timer);
f->writeSint16BE(_actListArr[i][j]._a15._objIndex1);
f->writeSint16BE(_actListArr[i][j]._a15._objIndex2);
f->writeByte(_actListArr[i][j]._a15._dx);
f->writeByte(_actListArr[i][j]._a15._dy);
break;
case INIT_OBJ_SEQ: // 16
f->writeSint16BE(_actListArr[i][j]._a16._timer);
f->writeSint16BE(_actListArr[i][j]._a16._objIndex);
f->writeSint16BE(_actListArr[i][j]._a16._seqIndex);
break;
case SET_STATE_BITS: // 17
f->writeSint16BE(_actListArr[i][j]._a17._timer);
f->writeSint16BE(_actListArr[i][j]._a17._objIndex);
f->writeSint16BE(_actListArr[i][j]._a17._stateMask);
break;
case CLEAR_STATE_BITS: // 18
f->writeSint16BE(_actListArr[i][j]._a18._timer);
f->writeSint16BE(_actListArr[i][j]._a18._objIndex);
f->writeSint16BE(_actListArr[i][j]._a18._stateMask);
break;
case TEST_STATE_BITS: // 19
f->writeSint16BE(_actListArr[i][j]._a19._timer);
f->writeSint16BE(_actListArr[i][j]._a19._objIndex);
f->writeSint16BE(_actListArr[i][j]._a19._stateMask);
f->writeUint16BE(_actListArr[i][j]._a19._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a19._actFailIndex);
break;
case DEL_EVENTS: // 20
f->writeSint16BE(_actListArr[i][j]._a20._timer);
f->writeByte(_actListArr[i][j]._a20._actTypeDel);
break;
case GAMEOVER: // 21
f->writeSint16BE(_actListArr[i][j]._a21._timer);
break;
case INIT_HH_COORD: // 22
f->writeSint16BE(_actListArr[i][j]._a22._timer);
f->writeSint16BE(_actListArr[i][j]._a22._objIndex);
break;
case EXIT: // 23
f->writeSint16BE(_actListArr[i][j]._a23._timer);
break;
case BONUS: // 24
f->writeSint16BE(_actListArr[i][j]._a24._timer);
f->writeSint16BE(_actListArr[i][j]._a24._pointIndex);
break;
case COND_BOX: // 25
f->writeSint16BE(_actListArr[i][j]._a25._timer);
f->writeSint16BE(_actListArr[i][j]._a25._objIndex);
f->writeSint16BE(_actListArr[i][j]._a25._x1);
f->writeSint16BE(_actListArr[i][j]._a25._y1);
f->writeSint16BE(_actListArr[i][j]._a25._x2);
f->writeSint16BE(_actListArr[i][j]._a25._y2);
f->writeUint16BE(_actListArr[i][j]._a25._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a25._actFailIndex);
break;
case SOUND: // 26
f->writeSint16BE(_actListArr[i][j]._a26._timer);
f->writeSint16BE(_actListArr[i][j]._a26._soundIndex);
break;
case ADD_SCORE: // 27
f->writeSint16BE(_actListArr[i][j]._a27._timer);
f->writeSint16BE(_actListArr[i][j]._a27._objIndex);
break;
case SUB_SCORE: // 28
f->writeSint16BE(_actListArr[i][j]._a28._timer);
f->writeSint16BE(_actListArr[i][j]._a28._objIndex);
break;
case COND_CARRY: // 29
f->writeSint16BE(_actListArr[i][j]._a29._timer);
f->writeSint16BE(_actListArr[i][j]._a29._objIndex);
f->writeUint16BE(_actListArr[i][j]._a29._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a29._actFailIndex);
break;
case INIT_MAZE: // 30
f->writeSint16BE(_actListArr[i][j]._a30._timer);
f->writeByte(_actListArr[i][j]._a30._mazeSize);
f->writeSint16BE(_actListArr[i][j]._a30._x1);
f->writeSint16BE(_actListArr[i][j]._a30._y1);
f->writeSint16BE(_actListArr[i][j]._a30._x2);
f->writeSint16BE(_actListArr[i][j]._a30._y2);
f->writeSint16BE(_actListArr[i][j]._a30._x3);
f->writeSint16BE(_actListArr[i][j]._a30._x4);
f->writeByte(_actListArr[i][j]._a30._firstScreenIndex);
break;
case EXIT_MAZE: // 31
f->writeSint16BE(_actListArr[i][j]._a31._timer);
break;
case INIT_PRIORITY: // 32
f->writeSint16BE(_actListArr[i][j]._a32._timer);
f->writeSint16BE(_actListArr[i][j]._a32._objIndex);
f->writeByte(_actListArr[i][j]._a32._priority);
break;
case INIT_SCREEN: // 33
f->writeSint16BE(_actListArr[i][j]._a33._timer);
f->writeSint16BE(_actListArr[i][j]._a33._objIndex);
f->writeSint16BE(_actListArr[i][j]._a33._screenIndex);
break;
case AGSCHEDULE: // 34
f->writeSint16BE(_actListArr[i][j]._a34._timer);
f->writeUint16BE(_actListArr[i][j]._a34._actIndex);
break;
case REMAPPAL: // 35
f->writeSint16BE(_actListArr[i][j]._a35._timer);
f->writeSint16BE(_actListArr[i][j]._a35._oldColorIndex);
f->writeSint16BE(_actListArr[i][j]._a35._newColorIndex);
break;
case COND_NOUN: // 36
f->writeSint16BE(_actListArr[i][j]._a36._timer);
f->writeUint16BE(_actListArr[i][j]._a36._nounIndex);
f->writeUint16BE(_actListArr[i][j]._a36._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a36._actFailIndex);
break;
case SCREEN_STATE: // 37
f->writeSint16BE(_actListArr[i][j]._a37._timer);
f->writeSint16BE(_actListArr[i][j]._a37._screenIndex);
f->writeByte(_actListArr[i][j]._a37._newState);
break;
case INIT_LIPS: // 38
f->writeSint16BE(_actListArr[i][j]._a38._timer);
f->writeSint16BE(_actListArr[i][j]._a38._lipsObjIndex);
f->writeSint16BE(_actListArr[i][j]._a38._objIndex);
f->writeByte(_actListArr[i][j]._a38._dxLips);
f->writeByte(_actListArr[i][j]._a38._dyLips);
break;
case INIT_STORY_MODE: // 39
f->writeSint16BE(_actListArr[i][j]._a39._timer);
f->writeByte((_actListArr[i][j]._a39._storyModeFl) ? 1 : 0);
break;
case WARN: // 40
f->writeSint16BE(_actListArr[i][j]._a40._timer);
f->writeSint16BE(_actListArr[i][j]._a40._stringIndex);
break;
case COND_BONUS: // 41
f->writeSint16BE(_actListArr[i][j]._a41._timer);
f->writeSint16BE(_actListArr[i][j]._a41._bonusIndex);
f->writeUint16BE(_actListArr[i][j]._a41._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a41._actFailIndex);
break;
case TEXT_TAKE: // 42
f->writeSint16BE(_actListArr[i][j]._a42._timer);
f->writeSint16BE(_actListArr[i][j]._a42._objIndex);
break;
case YESNO: // 43
f->writeSint16BE(_actListArr[i][j]._a43._timer);
f->writeSint16BE(_actListArr[i][j]._a43._promptIndex);
f->writeUint16BE(_actListArr[i][j]._a43._actYesIndex);
f->writeUint16BE(_actListArr[i][j]._a43._actNoIndex);
break;
case STOP_ROUTE: // 44
f->writeSint16BE(_actListArr[i][j]._a44._timer);
break;
case COND_ROUTE: // 45
f->writeSint16BE(_actListArr[i][j]._a45._timer);
f->writeSint16BE(_actListArr[i][j]._a45._routeIndex);
f->writeUint16BE(_actListArr[i][j]._a45._actPassIndex);
f->writeUint16BE(_actListArr[i][j]._a45._actFailIndex);
break;
case INIT_JUMPEXIT: // 46
f->writeSint16BE(_actListArr[i][j]._a46._timer);
f->writeByte((_actListArr[i][j]._a46._jumpExitFl) ? 1 : 0);
break;
case INIT_VIEW: // 47
f->writeSint16BE(_actListArr[i][j]._a47._timer);
f->writeSint16BE(_actListArr[i][j]._a47._objIndex);
f->writeSint16BE(_actListArr[i][j]._a47._viewx);
f->writeSint16BE(_actListArr[i][j]._a47._viewy);
f->writeSint16BE(_actListArr[i][j]._a47._direction);
break;
case INIT_OBJ_FRAME: // 48
f->writeSint16BE(_actListArr[i][j]._a48._timer);
f->writeSint16BE(_actListArr[i][j]._a48._objIndex);
f->writeSint16BE(_actListArr[i][j]._a48._seqIndex);
f->writeSint16BE(_actListArr[i][j]._a48._frameIndex);
break;
case OLD_SONG: // 49, Added by Strangerke for DOS versions
f->writeSint16BE(_actListArr[i][j]._a49._timer);
f->writeUint16BE(_actListArr[i][j]._a49._songIndex);
break;
default:
error("Unknown action %d", subElemType);
}
}
}
}
/*
* Find the index in the action list to be able to serialize the action to save game
*/
void Scheduler::findAction(const Act *action, int16 *index, int16 *subElem) {
assert(index && subElem);
if (!action) {
*index = -1;
*subElem = -1;
return;
}
for (int i = 0; i < _actListArrSize; i++) {
int j = 0;
do {
if (action == &_actListArr[i][j]) {
*index = i;
*subElem = j;
return;
}
j++;
} while (_actListArr[i][j-1]._a0._actType != ANULL);
}
// action not found ??
assert(0);
}
void Scheduler::saveSchedulerData(Common::WriteStream *out) {
savePoints(out);
// Now save current time and all current events in event queue
saveEvents(out);
// Now save current actions
saveActions(out);
}
void Scheduler::restoreSchedulerData(Common::ReadStream *in) {
restorePoints(in);
_vm->_object->restoreAllSeq();
// Now restore time of the save and the event queue
restoreEvents(in);
// Now restore actions
restoreActions(in);
}
/**
* Restore the event list from file with handle f
*/
void Scheduler::restoreEvents(Common::ReadStream *f) {
debugC(1, kDebugSchedule, "restoreEvents");
uint32 saveTime = f->readUint32BE(); // time of save
int16 freeIndex = f->readSint16BE(); // Free list index
int16 headIndex = f->readSint16BE(); // Head of list index
int16 tailIndex = f->readSint16BE(); // Tail of list index
// Restore events indexes to pointers
for (int i = 0; i < kMaxEvents; i++) {
int16 index = f->readSint16BE();
int16 subElem = f->readSint16BE();
// fix up action pointer (to do better)
if ((index == -1) && (subElem == -1))
_events[i]._action = nullptr;
else
_events[i]._action = (Act *)&_actListArr[index][subElem];
_events[i]._localActionFl = (f->readByte() == 1) ? true : false;
_events[i]._time = f->readUint32BE();
int16 prevIndex = f->readSint16BE();
int16 nextIndex = f->readSint16BE();
_events[i]._prevEvent = (prevIndex == -1) ? nullptr : &_events[prevIndex];
_events[i]._nextEvent = (nextIndex == -1) ? nullptr : &_events[nextIndex];
}
_freeEvent = (freeIndex == -1) ? nullptr : &_events[freeIndex];
_headEvent = (headIndex == -1) ? nullptr : &_events[headIndex];
_tailEvent = (tailIndex == -1) ? nullptr : &_events[tailIndex];
// Adjust times to fit our time
uint32 curTime = getTicks();
Event *wrkEvent = _headEvent; // The earliest event
while (wrkEvent) { // While mature events found
wrkEvent->_time = wrkEvent->_time - saveTime + curTime;
wrkEvent = wrkEvent->_nextEvent;
}
}
/**
* Insert the action pointed to by p into the timer event queue
* The queue goes from head (earliest) to tail (latest) timewise
*/
void Scheduler::insertAction(Act *action) {
debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->_a0._actType);
// First, get and initialize the event structure
Event *curEvent = getQueue();
curEvent->_action = action;
switch (action->_a0._actType) { // Assign whether local or global
case AGSCHEDULE:
curEvent->_localActionFl = false; // Lasts over a new screen
break;
// Workaround: When dying, switch to storyMode in order to block the keyboard.
case GAMEOVER:
_vm->getGameStatus()._storyModeFl = true;
// fall through
default:
curEvent->_localActionFl = true; // Rest are for current screen only
break;
}
curEvent->_time = action->_a0._timer + getTicks(); // Convert rel to abs time
// Now find the place to insert the event
if (!_tailEvent) { // Empty queue
_tailEvent = _headEvent = curEvent;
curEvent->_nextEvent = curEvent->_prevEvent = nullptr;
} else {
Event *wrkEvent = _tailEvent; // Search from latest time back
bool found = false;
while (wrkEvent && !found) {
if (wrkEvent->_time <= curEvent->_time) { // Found if new event later
found = true;
if (wrkEvent == _tailEvent) // New latest in list
_tailEvent = curEvent;
else
wrkEvent->_nextEvent->_prevEvent = curEvent;
curEvent->_nextEvent = wrkEvent->_nextEvent;
wrkEvent->_nextEvent = curEvent;
curEvent->_prevEvent = wrkEvent;
}
wrkEvent = wrkEvent->_prevEvent;
}
if (!found) { // Must be earliest in list
_headEvent->_prevEvent = curEvent; // So insert as new head
curEvent->_nextEvent = _headEvent;
curEvent->_prevEvent = nullptr;
_headEvent = curEvent;
}
}
}
/**
* This function performs the action in the event structure pointed to by p
* It dequeues the event and returns it to the free list. It returns a ptr
* to the next action in the list, except special case of NEW_SCREEN
*/
Event *Scheduler::doAction(Event *curEvent) {
debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->_action->_a0._actType);
Status &gameStatus = _vm->getGameStatus();
Act *action = curEvent->_action;
Object *obj1;
int dx, dy;
switch (action->_a0._actType) {
case ANULL: // Big NOP from DEL_EVENTS
break;
case ASCHEDULE: // act0: Schedule an action list
insertActionList(action->_a0._actIndex);
break;
case START_OBJ: // act1: Start an object cycling
_vm->_object->_objects[action->_a1._objIndex]._cycleNumb = action->_a1._cycleNumb;
_vm->_object->_objects[action->_a1._objIndex]._cycling = action->_a1._cycle;
break;
case INIT_OBJXY: // act2: Initialize an object
_vm->_object->_objects[action->_a2._objIndex]._x = action->_a2._x; // Coordinates
_vm->_object->_objects[action->_a2._objIndex]._y = action->_a2._y;
break;
case PROMPT: // act3: Prompt user for key phrase
promptAction(action);
break;
case BKGD_COLOR: // act4: Set new background color
_vm->_screen->setBackgroundColor(action->_a4._newBackgroundColor);
break;
case INIT_OBJVXY: // act5: Initialize an object velocity
_vm->_object->setVelocity(action->_a5._objIndex, action->_a5._vx, action->_a5._vy);
break;
case INIT_CARRY: // act6: Initialize an object
_vm->_object->setCarry(action->_a6._objIndex, action->_a6._carriedFl); // carried status
break;
case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords
_vm->_object->_objects[action->_a7._objIndex]._x = _vm->_hero->_x - 1;
_vm->_object->_objects[action->_a7._objIndex]._y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1;
_vm->_object->_objects[action->_a7._objIndex]._screenIndex = *_vm->_screenPtr; // Don't forget screen!
break;
case NEW_SCREEN: // act8: Start new screen
newScreen(action->_a8._screenIndex);
break;
case INIT_OBJSTATE: // act9: Initialize an object state
_vm->_object->_objects[action->_a9._objIndex]._state = action->_a9._newState;
break;
case INIT_PATH: // act10: Initialize an object path and velocity
_vm->_object->setPath(action->_a10._objIndex, (Path) action->_a10._newPathType, action->_a10._vxPath, action->_a10._vyPath);
break;
case COND_R: // act11: action lists conditional on object state
if (_vm->_object->_objects[action->_a11._objIndex]._state == action->_a11._stateReq)
insertActionList(action->_a11._actPassIndex);
else
insertActionList(action->_a11._actFailIndex);
break;
case TEXT: // act12: Text box (CF WARN)
Utils::notifyBox(_vm->_file->fetchString(action->_a12._stringIndex)); // Fetch string from file
break;
case SWAP_IMAGES: // act13: Swap 2 object images
_vm->_object->swapImages(action->_a13._objIndex1, action->_a13._objIndex2);
break;
case COND_SCR: // act14: Conditional on current screen
if (_vm->_object->_objects[action->_a14._objIndex]._screenIndex == action->_a14._screenReq)
insertActionList(action->_a14._actPassIndex);
else
insertActionList(action->_a14._actFailIndex);
break;
case AUTOPILOT: // act15: Home in on a (stationary) object
_vm->_object->homeIn(action->_a15._objIndex1, action->_a15._objIndex2, action->_a15._dx, action->_a15._dy);
break;
case INIT_OBJ_SEQ: // act16: Set sequence number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
_vm->_object->_objects[action->_a16._objIndex]._currImagePtr = _vm->_object->_objects[action->_a16._objIndex]._seqList[action->_a16._seqIndex]._seqPtr;
break;
case SET_STATE_BITS: // act17: OR mask with curr obj state
_vm->_object->_objects[action->_a17._objIndex]._state |= action->_a17._stateMask;
break;
case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
_vm->_object->_objects[action->_a18._objIndex]._state &= ~action->_a18._stateMask;
break;
case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
if ((_vm->_object->_objects[action->_a19._objIndex]._state & action->_a19._stateMask) == action->_a19._stateMask)
insertActionList(action->_a19._actPassIndex);
else
insertActionList(action->_a19._actFailIndex);
break;
case DEL_EVENTS: // act20: Remove all events of this action type
delEventType(action->_a20._actTypeDel);
break;
case GAMEOVER: // act21: Game over!
// NOTE: Must wait at least 1 tick before issuing this action if
// any objects are to be made invisible!
gameStatus._gameOverFl = true;
break;
case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords
_vm->_object->_objects[action->_a22._objIndex]._x = _vm->_hero->_x;
_vm->_object->_objects[action->_a22._objIndex]._y = _vm->_hero->_y;
_vm->_object->_objects[action->_a22._objIndex]._screenIndex = *_vm->_screenPtr;// Don't forget screen!
break;
case EXIT: // act23: Exit game back to DOS
_vm->endGame();
break;
case BONUS: // act24: Get bonus score for action
processBonus(action->_a24._pointIndex);
break;
case COND_BOX: // act25: Conditional on bounding box
obj1 = &_vm->_object->_objects[action->_a25._objIndex];
dx = obj1->_x + obj1->_currImagePtr->_x1;
dy = obj1->_y + obj1->_currImagePtr->_y2;
if ((dx >= action->_a25._x1) && (dx <= action->_a25._x2) &&
(dy >= action->_a25._y1) && (dy <= action->_a25._y2))
insertActionList(action->_a25._actPassIndex);
else
insertActionList(action->_a25._actFailIndex);
break;
case SOUND: // act26: Play a sound (or tune)
if (action->_a26._soundIndex < _vm->_tunesNbr)
_vm->_sound->playMusic(action->_a26._soundIndex);
else
_vm->_sound->playSound(action->_a26._soundIndex, kSoundPriorityMedium);
break;
case ADD_SCORE: // act27: Add object's value to score
_vm->adjustScore(_vm->_object->_objects[action->_a27._objIndex]._objValue);
break;
case SUB_SCORE: // act28: Subtract object's value from score
_vm->adjustScore(-_vm->_object->_objects[action->_a28._objIndex]._objValue);
break;
case COND_CARRY: // act29: Conditional on object being carried
if (_vm->_object->isCarried(action->_a29._objIndex))
insertActionList(action->_a29._actPassIndex);
else
insertActionList(action->_a29._actFailIndex);
break;
case INIT_MAZE: // act30: Enable and init maze structure
_vm->_maze._enabledFl = true;
_vm->_maze._size = action->_a30._mazeSize;
_vm->_maze._x1 = action->_a30._x1;
_vm->_maze._y1 = action->_a30._y1;
_vm->_maze._x2 = action->_a30._x2;
_vm->_maze._y2 = action->_a30._y2;
_vm->_maze._x3 = action->_a30._x3;
_vm->_maze._x4 = action->_a30._x4;
_vm->_maze._firstScreenIndex = action->_a30._firstScreenIndex;
break;
case EXIT_MAZE: // act31: Disable maze mode
_vm->_maze._enabledFl = false;
break;
case INIT_PRIORITY:
_vm->_object->_objects[action->_a32._objIndex]._priority = action->_a32._priority;
break;
case INIT_SCREEN:
_vm->_object->_objects[action->_a33._objIndex]._screenIndex = action->_a33._screenIndex;
break;
case AGSCHEDULE: // act34: Schedule a (global) action list
insertActionList(action->_a34._actIndex);
break;
case REMAPPAL: // act35: Remap a palette color
_vm->_screen->remapPal(action->_a35._oldColorIndex, action->_a35._newColorIndex);
break;
case COND_NOUN: // act36: Conditional on noun mentioned
if (_vm->_parser->isWordPresent(_vm->_text->getNounArray(action->_a36._nounIndex)))
insertActionList(action->_a36._actPassIndex);
else
insertActionList(action->_a36._actFailIndex);
break;
case SCREEN_STATE: // act37: Set new screen state
_vm->_screenStates[action->_a37._screenIndex] = action->_a37._newState;
break;
case INIT_LIPS: // act38: Position lips on object
_vm->_object->_objects[action->_a38._lipsObjIndex]._x = _vm->_object->_objects[action->_a38._objIndex]._x + action->_a38._dxLips;
_vm->_object->_objects[action->_a38._lipsObjIndex]._y = _vm->_object->_objects[action->_a38._objIndex]._y + action->_a38._dyLips;
_vm->_object->_objects[action->_a38._lipsObjIndex]._screenIndex = *_vm->_screenPtr; // Don't forget screen!
_vm->_object->_objects[action->_a38._lipsObjIndex]._cycling = kCycleForward;
break;
case INIT_STORY_MODE: // act39: Init story_mode flag
// This is similar to the QUIET path mode, except that it is
// independant of it and it additionally disables the ">" prompt
gameStatus._storyModeFl = action->_a39._storyModeFl;
break;
case WARN: // act40: Text box (CF TEXT)
Utils::notifyBox(_vm->_file->fetchString(action->_a40._stringIndex));
break;
case COND_BONUS: // act41: Perform action if got bonus
if (_points[action->_a41._bonusIndex]._scoredFl)
insertActionList(action->_a41._actPassIndex);
else
insertActionList(action->_a41._actFailIndex);
break;
case TEXT_TAKE: // act42: Text box with "take" message
Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->_a42._objIndex]._nounIndex, TAKE_NAME)));
break;
case YESNO: // act43: Prompt user for Yes or No
if (Utils::yesNoBox(_vm->_file->fetchString(action->_a43._promptIndex)))
insertActionList(action->_a43._actYesIndex);
else
insertActionList(action->_a43._actNoIndex);
break;
case STOP_ROUTE: // act44: Stop any route in progress
_vm->_route->resetRoute();
break;
case COND_ROUTE: // act45: Conditional on route in progress
if (_vm->_route->getRouteIndex() >= action->_a45._routeIndex)
insertActionList(action->_a45._actPassIndex);
else
insertActionList(action->_a45._actFailIndex);
break;
case INIT_JUMPEXIT: // act46: Init status.jumpexit flag
// This is to allow left click on exit to get there immediately
// For example the plane crash in Hugo2 where hero is invisible
// Couldn't use INVISIBLE flag since conflicts with boat in Hugo1
_vm->_mouse->setJumpExitFl(action->_a46._jumpExitFl);
break;
case INIT_VIEW: // act47: Init object._viewx, viewy, dir
_vm->_object->_objects[action->_a47._objIndex]._viewx = action->_a47._viewx;
_vm->_object->_objects[action->_a47._objIndex]._viewy = action->_a47._viewy;
_vm->_object->_objects[action->_a47._objIndex]._direction = action->_a47._direction;
break;
case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
_vm->_object->_objects[action->_a48._objIndex]._currImagePtr = _vm->_object->_objects[action->_a48._objIndex]._seqList[action->_a48._seqIndex]._seqPtr;
for (dx = 0; dx < action->_a48._frameIndex; dx++)
_vm->_object->_objects[action->_a48._objIndex]._currImagePtr = _vm->_object->_objects[action->_a48._objIndex]._currImagePtr->_nextSeqPtr;
break;
case OLD_SONG:
// Replaces ACT26 for DOS games.
_vm->_sound->_DOSSongPtr = _vm->_text->getTextData(action->_a49._songIndex);
break;
default:
error("An error has occurred: %s", "doAction");
break;
}
if (action->_a0._actType == NEW_SCREEN) { // New_screen() deletes entire list
return nullptr; // nextEvent = nullptr since list now empty
} else {
Event *wrkEvent = curEvent->_nextEvent;
delQueue(curEvent); // Return event to free list
return wrkEvent; // Return next event ptr
}
}
/**
* Delete an event structure (i.e. return it to the free list)
* Historical note: Originally event p was assumed to be at head of queue
* (i.e. earliest) since all events were deleted in order when proceeding to
* a new screen. To delete an event from the middle of the queue, the action
* was overwritten to be ANULL. With the advent of GLOBAL events, delQueue
* was modified to allow deletes anywhere in the list, and the DEL_EVENT
* action was modified to perform the actual delete.
*/
void Scheduler::delQueue(Event *curEvent) {
debugC(4, kDebugSchedule, "delQueue()");
if (curEvent == _headEvent) { // If p was the head ptr
_headEvent = curEvent->_nextEvent; // then make new head_p
} else { // Unlink p
curEvent->_prevEvent->_nextEvent = curEvent->_nextEvent;
if (curEvent->_nextEvent)
curEvent->_nextEvent->_prevEvent = curEvent->_prevEvent;
else
_tailEvent = curEvent->_prevEvent;
}
if (_headEvent)
_headEvent->_prevEvent = nullptr; // Mark end of list
else
_tailEvent = nullptr; // Empty queue
curEvent->_nextEvent = _freeEvent; // Return p to free list
if (_freeEvent) // Special case, if free list was empty
_freeEvent->_prevEvent = curEvent;
_freeEvent = curEvent;
}
/**
* Delete all the active events of a given type
*/
void Scheduler::delEventType(const Action _actTypeDel) {
// Note: actions are not deleted here, simply turned into NOPs!
Event *wrkEvent = _headEvent; // The earliest event
Event *saveEvent;
while (wrkEvent) { // While events found in list
saveEvent = wrkEvent->_nextEvent;
if (wrkEvent->_action->_a20._actType == _actTypeDel)
delQueue(wrkEvent);
wrkEvent = saveEvent;
}
}
/**
* Save the points table
*/
void Scheduler::savePoints(Common::WriteStream *out) const {
for (int i = 0; i < _numBonuses; i++) {
out->writeByte(_points[i]._score);
out->writeByte((_points[i]._scoredFl) ? 1 : 0);
}
}
/**
* Restore the points table
*/
void Scheduler::restorePoints(Common::ReadStream *in) {
// Restore points table
for (int i = 0; i < _numBonuses; i++) {
_points[i]._score = in->readByte();
_points[i]._scoredFl = (in->readByte() == 1);
}
}
Scheduler_v1d::Scheduler_v1d(HugoEngine *vm) : Scheduler(vm) {
}
Scheduler_v1d::~Scheduler_v1d() {
}
const char *Scheduler_v1d::getCypher() const {
return "Copyright (c) 1990, Gray Design Associates";
}
uint32 Scheduler_v1d::getTicks() {
return getDosTicks(false);
}
/**
* This is the scheduler which runs every tick. It examines the event queue
* for any events whose time has come. It dequeues these events and performs
* the action associated with the event, returning it to the free queue
*/
void Scheduler_v1d::runScheduler() {
debugC(6, kDebugSchedule, "runScheduler");
uint32 ticker = getTicks(); // The time now, in ticks
Event *curEvent = _headEvent; // The earliest event
while (curEvent && (curEvent->_time <= ticker)) // While mature events found
curEvent = doAction(curEvent); // Perform the action (returns nextEvent)
}
void Scheduler_v1d::promptAction(Act *action) {
Common::String response;
response = Utils::promptBox(_vm->_file->fetchString(action->_a3._promptIndex));
response.toLowercase();
char resp[256];
Common::strlcpy(resp, response.c_str(), 256);
if (action->_a3._encodedFl)
decodeString(resp);
if (strstr(resp, _vm->_file->fetchString(action->_a3._responsePtr[0])))
insertActionList(action->_a3._actPassIndex);
else
insertActionList(action->_a3._actFailIndex);
}
/**
* Decode a response to a prompt
*/
void Scheduler_v1d::decodeString(char *line) {
debugC(1, kDebugSchedule, "decodeString(%s)", line);
uint16 linelength = strlen(line);
for (uint16 i = 0; i < linelength; i++) {
line[i] = (line[i] + _cypher.c_str()[i % _cypher.size()]) % '~';
if (line[i] < ' ')
line[i] += ' ';
}
}
Scheduler_v2d::Scheduler_v2d(HugoEngine *vm) : Scheduler_v1d(vm) {
}
Scheduler_v2d::~Scheduler_v2d() {
}
const char *Scheduler_v2d::getCypher() const {
return "Copyright 1991, Gray Design Associates";
}
void Scheduler_v2d::promptAction(Act *action) {
Common::String response;
response = Utils::promptBox(_vm->_file->fetchString(action->_a3._promptIndex));
response.toLowercase();
debug(1, "doAction(act3), expecting answer %s", _vm->_file->fetchString(action->_a3._responsePtr[0]));
bool found = false;
for (int dx = 0; !found && (action->_a3._responsePtr[dx] != -1); dx++) {
const char *tmpStr = _vm->_file->fetchString(action->_a3._responsePtr[dx]);
if (response.contains(tmpStr))
found = true;
}
if (found)
insertActionList(action->_a3._actPassIndex);
else
insertActionList(action->_a3._actFailIndex);
}
/**
* Decode a string
*/
void Scheduler_v2d::decodeString(char *line) {
debugC(1, kDebugSchedule, "decodeString(%s)", line);
int16 lineLength = strlen(line);
for (uint16 i = 0; i < lineLength; i++)
line[i] -= _cypher.c_str()[i % _cypher.size()];
debugC(1, kDebugSchedule, "result : %s", line);
}
Scheduler_v3d::Scheduler_v3d(HugoEngine *vm) : Scheduler_v2d(vm) {
}
Scheduler_v3d::~Scheduler_v3d() {
}
const char *Scheduler_v3d::getCypher() const {
return "Copyright 1992, Gray Design Associates";
}
Scheduler_v1w::Scheduler_v1w(HugoEngine *vm) : Scheduler_v3d(vm) {
}
Scheduler_v1w::~Scheduler_v1w() {
}
uint32 Scheduler_v1w::getTicks() {
return getWinTicks();
}
/**
* This is the scheduler which runs every tick. It examines the event queue
* for any events whose time has come. It dequeues these events and performs
* the action associated with the event, returning it to the free queue
*/
void Scheduler_v1w::runScheduler() {
debugC(6, kDebugSchedule, "runScheduler");
uint32 ticker = getTicks(); // The time now, in ticks
Event *curEvent = _headEvent; // The earliest event
while (curEvent && (curEvent->_time <= ticker)) // While mature events found
curEvent = doAction(curEvent); // Perform the action (returns nextEvent)
_vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks()
}
} // End of namespace Hugo
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