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164
engines/trecision/scheduler.cpp
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164
engines/trecision/scheduler.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "trecision/trecision.h"
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#include "trecision/scheduler.h"
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namespace Trecision {
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Scheduler::Scheduler(TrecisionEngine *vm) : _vm(vm) {
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_token = CLASS_CHAR;
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_counter = 0;
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Message msg = { MC_IDLE, 0, MP_DEFAULT, 0, 0, 0, 0 };
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_idleMsg = _msg = msg;
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}
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Scheduler::~Scheduler() {
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}
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void Scheduler::process() {
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bool retry = true;
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while (retry) {
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retry = false;
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switch (_token) {
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case CLASS_GAME:
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if (_counter <= 30) {
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++_counter;
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_token = CLASS_CHAR;
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if (!_gameQueue.empty()) {
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_msg = _gameQueue.front();
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_vm->_curMessage = &_msg;
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_gameQueue.pop_front();
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} else {
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_vm->_curMessage = &_idleMsg;
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}
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} else {
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_counter = 0;
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_vm->_curMessage = &_idleMsg;
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}
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break;
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case CLASS_CHAR:
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_token = CLASS_GAME;
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if (_vm->_flagPaintCharacter || _characterQueue.empty()) {
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retry = true;
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} else {
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_msg = _characterQueue.front();
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_vm->_curMessage = &_msg;
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_characterQueue.pop_front();
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}
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break;
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default:
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break;
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}
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}
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}
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struct MessageComparator {
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bool operator()(const Message &x, const Message &y) const {
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return x._priority < y._priority;
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}
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};
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void Scheduler::doEvent(uint8 cls, uint8 event, uint8 priority,
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uint16 u16Param1, uint16 u16Param2,
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uint8 u8Param, uint32 u32Param) {
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Message m;
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m._class = cls;
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m._event = event;
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m._priority = priority;
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m._u16Param1 = u16Param1;
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m._u16Param2 = u16Param2;
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m._u8Param = u8Param;
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m._u32Param = u32Param;
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if (cls <= CLASS_GAME) {
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_gameQueue.push_back(m);
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Common::sort(_gameQueue.begin(), _gameQueue.end(), MessageComparator());
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} else {
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_characterQueue.push_back(m);
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Common::sort(_characterQueue.begin(), _characterQueue.end(), MessageComparator());
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}
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}
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void Scheduler::leftClick(uint16 x, uint16 y) {
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doEvent(MC_MOUSE, ME_MLEFT, MP_DEFAULT, x, y, 0, 0);
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}
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void Scheduler::rightClick(uint16 x, uint16 y) {
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doEvent(MC_MOUSE, ME_MRIGHT, MP_DEFAULT, x, y, 0, 0);
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}
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void Scheduler::mouseExamine(uint16 object) {
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doEvent(MC_ACTION, ME_MOUSEEXAMINE, MP_DEFAULT, 0, 0, 0, object);
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}
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void Scheduler::mouseOperate(uint16 object) {
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doEvent(MC_ACTION, ME_MOUSEOPERATE, MP_DEFAULT, 0, 0, 0, object);
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}
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void Scheduler::init() {
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resetQueues();
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_vm->_curMessage = &_idleMsg;
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}
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void Scheduler::resetQueues() {
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_gameQueue.clear();
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_characterQueue.clear();
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}
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void Scheduler::initCharacterQueue() {
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_characterQueue.clear();
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}
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bool Scheduler::testEmptyQueues() {
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bool onlyDialogEventsInGameQueue = true;
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bool noActionInProgress = true;
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for (Common::List<Message>::iterator it = _gameQueue.begin(); it != _gameQueue.end(); ++it) {
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if (it->_class != MC_DIALOG) {
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onlyDialogEventsInGameQueue = false;
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break;
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}
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}
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for (Common::List<Message>::iterator it = _characterQueue.begin(); it != _characterQueue.end(); ++it) {
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if (it->_class == MC_CHARACTER) {
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if (it->_event == ME_CHARACTERACTION ||
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it->_event == ME_CHARACTERGOTO ||
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it->_event == ME_CHARACTERGOTOACTION ||
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it->_event == ME_CHARACTERGOTOEXAMINE ||
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it->_event == ME_CHARACTERCONTINUEACTION) {
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noActionInProgress = false;
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break;
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}
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}
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}
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return noActionInProgress && onlyDialogEventsInGameQueue;
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}
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} // End of namespace Trecision
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