scummvm/engines/hugo/hugo.cpp

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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.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "common/events.h"
#include "common/debug-channels.h"
#include "hugo/hugo.h"
#include "hugo/global.h"
#include "hugo/game.h"
#include "hugo/file.h"
#include "hugo/schedule.h"
#include "hugo/display.h"
#include "hugo/mouse.h"
#include "hugo/inventory.h"
#include "hugo/parser.h"
#include "hugo/route.h"
#include "hugo/sound.h"
#include "hugo/intro.h"
#include "engines/util.h"
namespace Hugo {
HugoEngine *HugoEngine::s_Engine = NULL;
overlay_t HugoEngine::_boundary;
overlay_t HugoEngine::_overlay;
overlay_t HugoEngine::_ovlBase;
overlay_t HugoEngine::_objBound;
HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0),
_textData(0), _stringtData(0), _screenNames(0), _textEngine(0), _textIntro(0), _textMouse(0), _textParser(0), _textSchedule(0), _textUtil(0),
_arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0),
_points(0), _cmdList(0), _screenActs(0), _objects(0), _actListArr(0), _heroImage(0), _defltTunes(0), _palette(0), _introX(0),
_introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _numObj(0),
_score(0), _maxscore(0)
{
DebugMan.addDebugChannel(kDebugSchedule, "Schedule", "Script Schedule debug level");
DebugMan.addDebugChannel(kDebugEngine, "Engine", "Engine debug level");
DebugMan.addDebugChannel(kDebugDisplay, "Display", "Display debug level");
DebugMan.addDebugChannel(kDebugMouse, "Mouse", "Mouse debug level");
DebugMan.addDebugChannel(kDebugParser, "Parser", "Parser debug level");
DebugMan.addDebugChannel(kDebugFile, "File", "File IO debug level");
DebugMan.addDebugChannel(kDebugRoute, "Route", "Route debug level");
DebugMan.addDebugChannel(kDebugInventory, "Inventory", "Inventory debug level");
_fileManager = new FileManager(*this);
_scheduler = new Scheduler(*this);
_screen = new Screen(*this);
_mouseHandler = new MouseHandler(*this);
_inventoryHandler = new InventoryHandler(*this);
_parser = new Parser(*this);
_route = new Route(*this);
_soundHandler = new SoundHandler(*this);
}
HugoEngine::~HugoEngine() {
delete _soundHandler;
delete _route;
delete _parser;
delete _inventoryHandler;
delete _mouseHandler;
delete _screen;
delete _scheduler;
delete _fileManager;
free(_palette);
free(_introX);
free(_introY);
#if 0
freeTexts(_textData);
freeTexts(_stringtData);
freeTexts(_textEngine);
freeTexts(_textIntro);
freeTexts(_textMouse);
freeTexts(_textParser);
freeTexts(_textSchedule);
freeTexts(_textUtil);
#endif
free(_textData);
free(_stringtData);
free(_screenNames);
free(_textEngine);
free(_textIntro);
free(_textMouse);
free(_textParser);
free(_textSchedule);
free(_textUtil);
warning("Missing: free _arrayNouns");
warning("Missing: free _arrayVerbs");
free(_arrayReqs);
free(_hotspots);
free(_invent);
free(_uses);
free(_catchallList);
warning("Missing: free _background_objects");
free(_points);
warning("Missing: free _cmdList");
warning("Missing: free _screenActs");
warning("Missing: free _objects");
free(_defltTunes);
free(_screenStates);
}
GameType HugoEngine::getGameType() const {
return _gameType;
}
Common::Platform HugoEngine::getPlatform() const {
return _platform;
}
bool HugoEngine::isPacked() const {
return _packedFl;
}
Common::Error HugoEngine::run() {
s_Engine = this;
initGraphics(320, 200, false);
if (!loadHugoDat())
return Common::kUnknownError;
// Interesting situation: We have no cursor to show, since
// the DOS version had none, and the Windows version just used
// the windows default one. Meaning this call will just use whatever
// was used last, i.e. the launcher GUI cursor. What to do?
g_system->showMouse(true);
initStatus(); // Initialize game status
initConfig(INSTALL); // Initialize user's config
initialize();
initConfig(RESET); // Reset user's config
file().restoreGame(-1);
initMachine();
// Start the state machine
_status.viewState = V_INTROINIT;
bool doQuitFl = false;
while (!doQuitFl) {
g_system->updateScreen();
runMachine();
// Handle input
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
parser().keyHandler(event.kbd.keycode, 0);
break;
case Common::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case Common::EVENT_LBUTTONDOWN:
_status.leftButtonFl = true;
break;
case Common::EVENT_LBUTTONUP:
_status.leftButtonFl = false;
break;
case Common::EVENT_RBUTTONDOWN:
_status.rightButtonFl = true;
break;
case Common::EVENT_RBUTTONUP:
_status.rightButtonFl = false;
break;
case Common::EVENT_QUIT:
doQuitFl = true;
break;
default:
break;
}
}
}
return Common::kNoError;
}
void HugoEngine::initMachine() {
file().readBackground(_numScreens - 1); // Splash screen
readObjectImages(); // Read all object images
if (_platform == Common::kPlatformWindows)
readUIFImages(); // Read all uif images (only in Win versions)
}
void HugoEngine::runMachine() {
// Hugo game state machine - called during onIdle
static uint32 lastTime;
status_t &gameStatus = getGameStatus();
// Don't process if we're in a textbox
if (gameStatus.textBoxFl)
return;
// Don't process if gameover
if (gameStatus.gameOverFl)
return;
// Process machine once every tick
if (g_system->getMillis() - lastTime < (uint32)(1000 / TPS))
return;
lastTime = g_system->getMillis();
switch (gameStatus.viewState) {
case V_IDLE: // Not processing state machine
intro().preNewGame(); // Any processing before New Game selected
break;
case V_INTROINIT: // Initialization before intro begins
intro().introInit();
gameStatus.viewState = V_INTRO;
break;
case V_INTRO: // Do any game-dependant preamble
if (intro().introPlay()) { // Process intro screen
scheduler().newScreen(0); // Initialize first screen
gameStatus.viewState = V_PLAY;
}
break;
case V_PLAY: // Playing game
parser().charHandler(); // Process user cmd input
moveObjects(); // Process object movement
scheduler().runScheduler(); // Process any actions
screen().displayList(D_RESTORE); // Restore previous background
updateImages(); // Draw into _frontBuffer, compile display list
mouse().mouseHandler(); // Mouse activity - adds to display list
parser().drawStatusText();
screen().displayList(D_DISPLAY); // Blit the display list to screen
break;
case V_INVENT: // Accessing inventory
inventory().runInventory(); // Process Inventory state machine
break;
case V_EXIT: // Game over or user exited
gameStatus.viewState = V_IDLE;
break;
}
}
bool HugoEngine::loadHugoDat() {
Common::File in;
int numElem, numSubElem, numSubAct;
char buf[256];
int majVer, minVer;
in.open("hugo.dat");
if (!in.isOpen()) {
Common::String errorMessage = "You're missing the 'hugo.dat' file. Get it from the ScummVM website";
GUIErrorMessage(errorMessage);
warning("%s", errorMessage.c_str());
return false;
}
// Read header
in.read(buf, 4);
buf[4] = '\0';
if (strcmp(buf, "HUGO")) {
Common::String errorMessage = "File 'hugo.dat' is corrupt. Get it from the ScummVM website";
GUIErrorMessage(errorMessage);
warning("%s", errorMessage.c_str());
return false;
}
majVer = in.readByte();
minVer = in.readByte();
if ((majVer != HUGO_DAT_VER_MAJ) || (minVer != HUGO_DAT_VER_MIN)) {
snprintf(buf, 256, "File 'hugo.dat' is wrong version. Expected %d.%d but got %d.%d. Get it from the ScummVM website", HUGO_DAT_VER_MAJ, HUGO_DAT_VER_MIN, majVer, minVer);
GUIErrorMessage(buf);
warning("%s", buf);
return false;
}
_numVariant = in.readUint16BE();
// Read textData
_textData = loadTextsVariante(in, 0);
// Read stringtData
// Only Hugo 1 DOS should use this array
_stringtData = loadTextsVariante(in, 0);
// Read arrayNouns
_arrayNouns = loadTextsArray(in);
// Read arrayVerbs
_arrayVerbs = loadTextsArray(in);
// Read screenNames
_screenNames = loadTextsVariante(in, &_numScreens);
// Read palette
_paletteSize = in.readUint16BE();
_palette = (byte *)malloc(sizeof(byte) * _paletteSize);
for (int i = 0; i < _paletteSize; i++) {
_palette[i] = in.readByte();
}
// Read textEngine
_textEngine = loadTexts(in);
// Read textIntro
_textIntro = loadTexts(in);
// Read x_intro and y_intro
_introXSize = in.readUint16BE();
_introX = (byte *)malloc(sizeof(byte) * _introXSize);
_introY = (byte *)malloc(sizeof(byte) * _introXSize);
for (int i = 0; i < _introXSize; i++) {
_introX[i] = in.readByte();
_introY[i] = in.readByte();
}
// Read textMouse
_textMouse = loadTexts(in);
// Read textParser
_textParser = loadTexts(in);
// Read textSchedule
_textSchedule = loadTexts(in);
// Read textUtil
_textUtil = loadTexts(in);
// Read _arrayReqs
_arrayReqs = loadLongArray(in);
// Read _hotspots
for (int varnt = 0; varnt < _numVariant; varnt++) {
int numRows = in.readUint16BE();
if (varnt == _gameVariant) {
_hotspots = (hotspot_t *)malloc(sizeof(hotspot_t) * numRows);
for (int i = 0; i < numRows; i++) {
_hotspots[i].screenIndex = in.readSint16BE();
_hotspots[i].x1 = in.readSint16BE();
_hotspots[i].y1 = in.readSint16BE();
_hotspots[i].x2 = in.readSint16BE();
_hotspots[i].y2 = in.readSint16BE();
_hotspots[i].actIndex = in.readUint16BE();
_hotspots[i].viewx = in.readSint16BE();
_hotspots[i].viewy = in.readSint16BE();
_hotspots[i].direction = in.readSint16BE();
}
} else {
for (int i = 0; i < numRows; i++) {
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
}
}
}
//Read _invent
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_maxInvent = numElem;
_invent = (int16 *)malloc(sizeof(int16) * numElem);
for (int i = 0; i < numElem; i++)
_invent[i] = in.readSint16BE();
} else {
for (int i = 0; i < numElem; i++)
in.readSint16BE();
}
}
//Read _uses
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_uses = (uses_t *)malloc(sizeof(uses_t) * numElem);
for (int i = 0; i < numElem; i++) {
_uses[i].objId = in.readSint16BE();
_uses[i].dataIndex = in.readUint16BE();
numSubElem = in.readUint16BE();
_uses[i].targets = (target_t *)malloc(sizeof(target_t) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
_uses[i].targets[j].nounIndex = in.readUint16BE();
_uses[i].targets[j].verbIndex = in.readUint16BE();
}
}
} else {
for (int i = 0; i < numElem; i++) {
in.readSint16BE();
in.readUint16BE();
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
in.readUint16BE();
in.readUint16BE();
}
}
}
}
//Read _catchallList
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_catchallList = (background_t *)malloc(sizeof(background_t) * numElem);
for (int i = 0; i < numElem; i++) {
_catchallList[i].verbIndex = in.readUint16BE();
_catchallList[i].nounIndex = in.readUint16BE();
_catchallList[i].commentIndex = in.readSint16BE();
_catchallList[i].matchFl = (in.readByte() != 0);
_catchallList[i].roomState = in.readByte();
_catchallList[i].bonusIndex = in.readByte();
}
} else {
for (int i = 0; i < numElem; i++) {
in.readUint16BE();
in.readUint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
in.readByte();
}
}
}
// Read _background_objects
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_backgroundObjects = (background_t **)malloc(sizeof(background_t *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
_backgroundObjects[i] = (background_t *)malloc(sizeof(background_t) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
_backgroundObjects[i][j].verbIndex = in.readUint16BE();
_backgroundObjects[i][j].nounIndex = in.readUint16BE();
_backgroundObjects[i][j].commentIndex = in.readSint16BE();
_backgroundObjects[i][j].matchFl = (in.readByte() != 0);
_backgroundObjects[i][j].roomState = in.readByte();
_backgroundObjects[i][j].bonusIndex = in.readByte();
}
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
in.readUint16BE();;
in.readUint16BE();;
in.readSint16BE();;
in.readByte();
in.readByte();
in.readByte();
}
}
}
}
// Read _points
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_numBonuses = numElem;
_points = (point_t *)malloc(sizeof(point_t) * _numBonuses);
for (int i = 0; i < _numBonuses; i++) {
_points[i].score = in.readByte();
_points[i].scoredFl = false;
}
} else {
for (int i = 0; i < numElem; i++)
in.readByte();
}
}
// Read _cmdList
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_cmdList = (cmd **)malloc(sizeof(cmd *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
_cmdList[i] = (cmd *)malloc(sizeof(cmd) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
_cmdList[i][j].verbIndex = in.readUint16BE();
_cmdList[i][j].reqIndex = in.readUint16BE();
_cmdList[i][j].textDataNoCarryIndex = in.readUint16BE();
_cmdList[i][j].reqState = in.readByte();
_cmdList[i][j].newState = in.readByte();
_cmdList[i][j].textDataWrongIndex = in.readUint16BE();
_cmdList[i][j].textDataDoneIndex = in.readUint16BE();
_cmdList[i][j].actIndex = in.readUint16BE();
}
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
}
}
}
}
// TODO: For Hugo2 and Hugo3, if not in story mode, increment _screenActs[0][0] (ex: kALcrashStory + 1 == kALcrashNoStory)
// Read _screenActs
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_screenActs = (uint16 **)malloc(sizeof(uint16 *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
if (numSubElem == 0)
_screenActs[i] = 0;
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++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
}
}
}
// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_objects = (object_t *)malloc(sizeof(object_t) * numElem);
for (int i = 0; i < numElem; i++) {
_objects[i].nounIndex = in.readUint16BE();
_objects[i].dataIndex = in.readUint16BE();
numSubElem = in.readUint16BE();
if (numSubElem == 0)
_objects[i].stateDataIndex = 0;
else
_objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
for (int j = 0; j < numSubElem; j++)
_objects[i].stateDataIndex[j] = in.readUint16BE();
_objects[i].pathType = (path_t) in.readSint16BE();
_objects[i].vxPath = in.readSint16BE();
_objects[i].vyPath = in.readSint16BE();
_objects[i].actIndex = in.readUint16BE();
_objects[i].seqNumb = in.readByte();
_objects[i].currImagePtr = 0;
if (_objects[i].seqNumb == 0) {
_objects[i].seqList[0].imageNbr = 0;
_objects[i].seqList[0].seqPtr = 0;
}
for (int j = 0; j < _objects[i].seqNumb; j++) {
_objects[i].seqList[j].imageNbr = in.readUint16BE();
_objects[i].seqList[j].seqPtr = 0;
}
_objects[i].cycling = (cycle_t)in.readByte();
_objects[i].cycleNumb = in.readByte();
_objects[i].frameInterval = in.readByte();
_objects[i].frameTimer = in.readByte();
_objects[i].radius = in.readByte();
_objects[i].screenIndex = in.readByte();
_objects[i].x = in.readSint16BE();
_objects[i].y = in.readSint16BE();
_objects[i].oldx = in.readSint16BE();
_objects[i].oldy = in.readSint16BE();
_objects[i].vx = in.readByte();
_objects[i].vy = in.readByte();
_objects[i].objValue = in.readByte();
_objects[i].genericCmd = in.readSint16BE();
_objects[i].cmdIndex = in.readUint16BE();
_objects[i].carriedFl = (in.readByte() != 0);
_objects[i].state = in.readByte();
_objects[i].verbOnlyFl = (in.readByte() != 0);
_objects[i].priority = in.readByte();
_objects[i].viewx = in.readSint16BE();
_objects[i].viewy = in.readSint16BE();
_objects[i].direction = in.readSint16BE();
_objects[i].curSeqNum = in.readByte();
_objects[i].curImageNum = in.readByte();
_objects[i].oldvx = in.readByte();
_objects[i].oldvy = in.readByte();
}
} else {
for (int i = 0; i < numElem; i++) {
in.readUint16BE();
in.readUint16BE();
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
numSubElem = in.readByte();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
}
}
}
//#define HERO 0
_hero = &_objects[HERO]; // This always points to hero
_screen_p = &(_objects[HERO].screenIndex); // Current screen is hero's
_heroImage = HERO; // Current in use hero image
//read _actListArr
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_actListArr = (act **)malloc(sizeof(act *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
_actListArr[i] = (act *) malloc(sizeof(act) * (numSubElem + 1));
for (int j = 0; j < numSubElem; j++) {
_actListArr[i][j].a0.actType = (action_t) in.readByte();
switch (_actListArr[i][j].a0.actType) {
case ANULL: // -1
break;
case ASCHEDULE: // 0
_actListArr[i][j].a0.timer = in.readSint16BE();
_actListArr[i][j].a0.actIndex = in.readUint16BE();
break;
case START_OBJ: // 1
_actListArr[i][j].a1.timer = in.readSint16BE();
_actListArr[i][j].a1.objNumb = in.readSint16BE();
_actListArr[i][j].a1.cycleNumb = in.readSint16BE();
_actListArr[i][j].a1.cycle = (cycle_t) in.readByte();
break;
case INIT_OBJXY: // 2
_actListArr[i][j].a2.timer = in.readSint16BE();
_actListArr[i][j].a2.objNumb = in.readSint16BE();
_actListArr[i][j].a2.x = in.readSint16BE();
_actListArr[i][j].a2.y = in.readSint16BE();
break;
case PROMPT: // 3
_actListArr[i][j].a3.timer = in.readSint16BE();
_actListArr[i][j].a3.promptIndex = in.readSint16BE();
numSubAct = in.readUint16BE();
_actListArr[i][j].a3.responsePtr = (int *) malloc(sizeof(int) * numSubAct);
for (int k = 0; k < numSubAct; k++)
_actListArr[i][j].a3.responsePtr[k] = in.readSint16BE();
_actListArr[i][j].a3.actPassIndex = in.readUint16BE();
_actListArr[i][j].a3.actFailIndex = in.readUint16BE();
_actListArr[i][j].a3.encodedFl = (in.readByte() == 1) ? true : false;
break;
case BKGD_COLOR: // 4
_actListArr[i][j].a4.timer = in.readSint16BE();
_actListArr[i][j].a4.newBackgroundColor = in.readUint32BE();
break;
case INIT_OBJVXY: // 5
_actListArr[i][j].a5.timer = in.readSint16BE();
_actListArr[i][j].a5.objNumb = in.readSint16BE();
_actListArr[i][j].a5.vx = in.readSint16BE();
_actListArr[i][j].a5.vy = in.readSint16BE();
break;
case INIT_CARRY: // 6
_actListArr[i][j].a6.timer = in.readSint16BE();
_actListArr[i][j].a6.objNumb = in.readSint16BE();
_actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false;
break;
case INIT_HF_COORD: // 7
_actListArr[i][j].a7.timer = in.readSint16BE();
_actListArr[i][j].a7.objNumb = in.readSint16BE();
break;
case NEW_SCREEN: // 8
_actListArr[i][j].a8.timer = in.readSint16BE();
_actListArr[i][j].a8.screenIndex = in.readSint16BE();
break;
case INIT_OBJSTATE: // 9
_actListArr[i][j].a9.timer = in.readSint16BE();
_actListArr[i][j].a9.objNumb = in.readSint16BE();
_actListArr[i][j].a9.newState = in.readByte();
break;
case INIT_PATH: // 10
_actListArr[i][j].a10.timer = in.readSint16BE();
_actListArr[i][j].a10.objNumb = in.readSint16BE();
_actListArr[i][j].a10.newPathType = in.readSint16BE();
_actListArr[i][j].a10.vxPath = in.readByte();
_actListArr[i][j].a10.vyPath = in.readByte();
break;
case COND_R: // 11
_actListArr[i][j].a11.timer = in.readSint16BE();
_actListArr[i][j].a11.objNumb = in.readSint16BE();
_actListArr[i][j].a11.stateReq = in.readByte();
_actListArr[i][j].a11.actPassIndex = in.readUint16BE();
_actListArr[i][j].a11.actFailIndex = in.readUint16BE();
break;
case TEXT: // 12
_actListArr[i][j].a12.timer = in.readSint16BE();
_actListArr[i][j].a12.stringIndex = in.readSint16BE();
break;
case SWAP_IMAGES: // 13
_actListArr[i][j].a13.timer = in.readSint16BE();
_actListArr[i][j].a13.obj1 = in.readSint16BE();
_actListArr[i][j].a13.obj2 = in.readSint16BE();
break;
case COND_SCR: // 14
_actListArr[i][j].a14.timer = in.readSint16BE();
_actListArr[i][j].a14.objNumb = in.readSint16BE();
_actListArr[i][j].a14.screenReq = in.readSint16BE();
_actListArr[i][j].a14.actPassIndex = in.readUint16BE();
_actListArr[i][j].a14.actFailIndex = in.readUint16BE();
break;
case AUTOPILOT: // 15
_actListArr[i][j].a15.timer = in.readSint16BE();
_actListArr[i][j].a15.obj1 = in.readSint16BE();
_actListArr[i][j].a15.obj2 = in.readSint16BE();
_actListArr[i][j].a15.dx = in.readByte();
_actListArr[i][j].a15.dy = in.readByte();
break;
case INIT_OBJ_SEQ: // 16
_actListArr[i][j].a16.timer = in.readSint16BE();
_actListArr[i][j].a16.objNumb = in.readSint16BE();
_actListArr[i][j].a16.seqIndex = in.readSint16BE();
break;
case SET_STATE_BITS: // 17
_actListArr[i][j].a17.timer = in.readSint16BE();
_actListArr[i][j].a17.objNumb = in.readSint16BE();
_actListArr[i][j].a17.stateMask = in.readSint16BE();
break;
case CLEAR_STATE_BITS: // 18
_actListArr[i][j].a18.timer = in.readSint16BE();
_actListArr[i][j].a18.objNumb = in.readSint16BE();
_actListArr[i][j].a18.stateMask = in.readSint16BE();
break;
case TEST_STATE_BITS: // 19
_actListArr[i][j].a19.timer = in.readSint16BE();
_actListArr[i][j].a19.objNumb = in.readSint16BE();
_actListArr[i][j].a19.stateMask = in.readSint16BE();
_actListArr[i][j].a19.actPassIndex = in.readUint16BE();
_actListArr[i][j].a19.actFailIndex = in.readUint16BE();
break;
case DEL_EVENTS: // 20
_actListArr[i][j].a20.timer = in.readSint16BE();
_actListArr[i][j].a20.actTypeDel = (action_t) in.readByte();
break;
case GAMEOVER: // 21
_actListArr[i][j].a21.timer = in.readSint16BE();
break;
case INIT_HH_COORD: // 22
_actListArr[i][j].a22.timer = in.readSint16BE();
_actListArr[i][j].a22.objNumb = in.readSint16BE();
break;
case EXIT: // 23
_actListArr[i][j].a23.timer = in.readSint16BE();
break;
case BONUS: // 24
_actListArr[i][j].a24.timer = in.readSint16BE();
_actListArr[i][j].a24.pointIndex = in.readSint16BE();
break;
case COND_BOX: // 25
_actListArr[i][j].a25.timer = in.readSint16BE();
_actListArr[i][j].a25.objNumb = in.readSint16BE();
_actListArr[i][j].a25.x1 = in.readSint16BE();
_actListArr[i][j].a25.y1 = in.readSint16BE();
_actListArr[i][j].a25.x2 = in.readSint16BE();
_actListArr[i][j].a25.y2 = in.readSint16BE();
_actListArr[i][j].a25.actPassIndex = in.readUint16BE();
_actListArr[i][j].a25.actFailIndex = in.readUint16BE();
break;
case SOUND: // 26
_actListArr[i][j].a26.timer = in.readSint16BE();
_actListArr[i][j].a26.soundIndex = in.readSint16BE();
break;
case ADD_SCORE: // 27
_actListArr[i][j].a27.timer = in.readSint16BE();
_actListArr[i][j].a27.objNumb = in.readSint16BE();
break;
case SUB_SCORE: // 28
_actListArr[i][j].a28.timer = in.readSint16BE();
_actListArr[i][j].a28.objNumb = in.readSint16BE();
break;
case COND_CARRY: // 29
_actListArr[i][j].a29.timer = in.readSint16BE();
_actListArr[i][j].a29.objNumb = in.readSint16BE();
_actListArr[i][j].a29.actPassIndex = in.readUint16BE();
_actListArr[i][j].a29.actFailIndex = in.readUint16BE();
break;
case INIT_MAZE: // 30
_actListArr[i][j].a30.timer = in.readSint16BE();
_actListArr[i][j].a30.mazeSize = in.readByte();
_actListArr[i][j].a30.y1 = in.readSint16BE();
_actListArr[i][j].a30.x2 = in.readSint16BE();
_actListArr[i][j].a30.y2 = in.readSint16BE();
_actListArr[i][j].a30.x3 = in.readSint16BE();
_actListArr[i][j].a30.x4 = in.readSint16BE();
_actListArr[i][j].a30.firstScreenIndex = in.readByte();
break;
case EXIT_MAZE: // 31
_actListArr[i][j].a31.timer = in.readSint16BE();
break;
case INIT_PRIORITY: // 32
_actListArr[i][j].a32.timer = in.readSint16BE();
_actListArr[i][j].a32.objNumb = in.readSint16BE();
_actListArr[i][j].a32.priority = in.readByte();
break;
case INIT_SCREEN: // 33
_actListArr[i][j].a33.timer = in.readSint16BE();
_actListArr[i][j].a33.objNumb = in.readSint16BE();
_actListArr[i][j].a33.screenIndex = in.readSint16BE();
break;
case AGSCHEDULE: // 34
_actListArr[i][j].a34.timer = in.readSint16BE();
_actListArr[i][j].a34.actIndex = in.readUint16BE();
break;
case REMAPPAL: // 35
_actListArr[i][j].a35.timer = in.readSint16BE();
_actListArr[i][j].a35.oldColorIndex = in.readSint16BE();
_actListArr[i][j].a35.newColorIndex = in.readSint16BE();
break;
case COND_NOUN: // 36
_actListArr[i][j].a36.timer = in.readSint16BE();
_actListArr[i][j].a36.nounIndex = in.readUint16BE();
_actListArr[i][j].a36.actPassIndex = in.readUint16BE();
_actListArr[i][j].a36.actFailIndex = in.readUint16BE();
break;
case SCREEN_STATE: // 37
_actListArr[i][j].a37.timer = in.readSint16BE();
_actListArr[i][j].a37.screenIndex = in.readSint16BE();
_actListArr[i][j].a37.newState = in.readByte();
break;
case INIT_LIPS: // 38
_actListArr[i][j].a38.timer = in.readSint16BE();
_actListArr[i][j].a38.lipsObjNumb = in.readSint16BE();
_actListArr[i][j].a38.objNumb = in.readSint16BE();
_actListArr[i][j].a38.dxLips = in.readByte();
_actListArr[i][j].a38.dyLips = in.readByte();
break;
case INIT_STORY_MODE: // 39
_actListArr[i][j].a39.timer = in.readSint16BE();
_actListArr[i][j].a39.storyModeFl = (in.readByte() == 1);
break;
case WARN: // 40
_actListArr[i][j].a40.timer = in.readSint16BE();
_actListArr[i][j].a40.stringIndex = in.readSint16BE();
break;
case COND_BONUS: // 41
_actListArr[i][j].a41.timer = in.readSint16BE();
_actListArr[i][j].a41.BonusIndex = in.readSint16BE();
_actListArr[i][j].a41.actPassIndex = in.readUint16BE();
_actListArr[i][j].a41.actFailIndex = in.readUint16BE();
break;
case TEXT_TAKE: // 42
_actListArr[i][j].a42.timer = in.readSint16BE();
_actListArr[i][j].a42.objNumb = in.readSint16BE();
break;
case YESNO: // 43
_actListArr[i][j].a43.timer = in.readSint16BE();
_actListArr[i][j].a43.promptIndex = in.readSint16BE();
_actListArr[i][j].a43.actYesIndex = in.readUint16BE();
_actListArr[i][j].a43.actNoIndex = in.readUint16BE();
break;
case STOP_ROUTE: // 44
_actListArr[i][j].a44.timer = in.readSint16BE();
break;
case COND_ROUTE: // 45
_actListArr[i][j].a45.timer = in.readSint16BE();
_actListArr[i][j].a45.routeIndex = in.readSint16BE();
_actListArr[i][j].a45.actPassIndex = in.readUint16BE();
_actListArr[i][j].a45.actFailIndex = in.readUint16BE();
break;
case INIT_JUMPEXIT: // 46
_actListArr[i][j].a46.timer = in.readSint16BE();
_actListArr[i][j].a46.jumpExitFl = (in.readByte() == 1);
break;
case INIT_VIEW: // 47
_actListArr[i][j].a47.timer = in.readSint16BE();
_actListArr[i][j].a47.objNumb = in.readSint16BE();
_actListArr[i][j].a47.viewx = in.readSint16BE();
_actListArr[i][j].a47.viewy = in.readSint16BE();
_actListArr[i][j].a47.direction = in.readSint16BE();
break;
case INIT_OBJ_FRAME: // 48
_actListArr[i][j].a48.timer = in.readSint16BE();
_actListArr[i][j].a48.objNumb = in.readSint16BE();
_actListArr[i][j].a48.seqIndex = in.readSint16BE();
_actListArr[i][j].a48.frameIndex = in.readSint16BE();
break;
case OLD_SONG: //49
_actListArr[i][j].a49.timer = in.readSint16BE();
_actListArr[i][j].a49.soundIndex = in.readUint16BE();
break;
default:
error("Engine - Unknown action type encountered: %d", _actListArr[i][j].a0.actType);
}
}
_actListArr[i][numSubElem].a0.actType = ANULL;
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
numSubAct = in.readByte();
switch (numSubAct) {
case ANULL: // -1
break;
case ASCHEDULE: // 0
in.readSint16BE();
in.readUint16BE();
break;
case START_OBJ: // 1
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_OBJXY: // 2
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case PROMPT: // 3
in.readSint16BE();
in.readSint16BE();
numSubAct = in.readUint16BE();
for (int k = 0; k < numSubAct; k++)
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
in.readByte();
break;
case BKGD_COLOR: // 4
in.readSint16BE();
in.readUint32BE();
break;
case INIT_OBJVXY: // 5
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case INIT_CARRY: // 6
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_HF_COORD: // 7
in.readSint16BE();
in.readSint16BE();
break;
case NEW_SCREEN: // 8
in.readSint16BE();
in.readSint16BE();
break;
case INIT_OBJSTATE: // 9
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_PATH: // 10
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
break;
case COND_R: // 11
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readUint16BE();
in.readUint16BE();
break;
case TEXT: // 12
in.readSint16BE();
in.readSint16BE();
break;
case SWAP_IMAGES: // 13
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case COND_SCR: // 14
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case AUTOPILOT: // 15
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
break;
case INIT_OBJ_SEQ: // 16
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case SET_STATE_BITS: // 17
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case CLEAR_STATE_BITS: // 18
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case TEST_STATE_BITS: // 19
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case DEL_EVENTS: // 20
in.readSint16BE();
in.readByte();
break;
case GAMEOVER: // 21
in.readSint16BE();
break;
case INIT_HH_COORD: // 22
in.readSint16BE();
in.readSint16BE();
break;
case EXIT: // 23
in.readSint16BE();
break;
case BONUS: // 24
in.readSint16BE();
in.readSint16BE();
break;
case COND_BOX: // 25
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case SOUND: // 26
in.readSint16BE();
in.readSint16BE();
break;
case ADD_SCORE: // 27
in.readSint16BE();
in.readSint16BE();
break;
case SUB_SCORE: // 28
in.readSint16BE();
in.readSint16BE();
break;
case COND_CARRY: // 29
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case INIT_MAZE: // 30
in.readSint16BE();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case EXIT_MAZE: // 31
in.readSint16BE();
break;
case INIT_PRIORITY: // 32
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_SCREEN: // 33
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case AGSCHEDULE: // 34
in.readSint16BE();
in.readUint16BE();
break;
case REMAPPAL: // 35
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case COND_NOUN: // 36
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case SCREEN_STATE: // 37
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_LIPS: // 38
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
break;
case INIT_STORY_MODE: // 39
in.readSint16BE();
in.readByte();
break;
case WARN: // 40
in.readSint16BE();
in.readSint16BE();
break;
case COND_BONUS: // 41
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case TEXT_TAKE: // 42
in.readSint16BE();
in.readSint16BE();
break;
case YESNO: // 43
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case STOP_ROUTE: // 44
in.readSint16BE();
break;
case COND_ROUTE: // 45
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case INIT_JUMPEXIT: // 46
in.readSint16BE();
in.readByte();
break;
case INIT_VIEW: // 47
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case INIT_OBJ_FRAME: // 48
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case OLD_SONG: //49
in.readSint16BE();
in.readUint16BE();
break;
default:
error("Engine - Unknown action type encountered %d - variante %d pos %d.%d", numSubAct, varnt, i, j);
}
}
}
}
}
for (int varnt = 0; varnt < _numVariant; varnt++) {
if (varnt == _gameVariant) {
_tunesNbr = in.readByte();
_soundSilence = in.readByte();
_soundTest = in.readByte();
} else {
in.readByte();
in.readByte();
in.readByte();
}
}
//Read _defltTunes
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_maxInvent = numElem;
_defltTunes = (int16 *)malloc(sizeof(int16) * numElem);
for (int i = 0; i < numElem; i++)
_defltTunes[i] = in.readSint16BE();
} else {
for (int i = 0; i < numElem; i++)
in.readSint16BE();
}
}
//Read _screenStates size
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_screenStates = (byte *)malloc(sizeof(byte) * numElem);
for (int i = 0; i < numElem; i++)
_screenStates[i] = 0;
}
}
//Read look, take and drop special verbs indexes
for (int varnt = 0; varnt < _numVariant; varnt++) {
if (varnt == _gameVariant) {
_look = in.readUint16BE();
_take = in.readUint16BE();
_drop = in.readUint16BE();
} else {
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
}
}
//Read LASTOBJ
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant)
_numObj = numElem;
}
//Read kALnewscr used by maze (Hugo 2)
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant)
_alNewscrIndex = numElem;
}
return true;
}
char **HugoEngine::loadTextsVariante(Common::File &in, uint16 *arraySize) {
int numTexts;
int entryLen;
int len;
char **res = 0;
char *pos = 0;
for (int varnt = 0; varnt < _numVariant; varnt++) {
numTexts = in.readUint16BE();
entryLen = in.readUint16BE();
pos = (char *)malloc(entryLen);
if (varnt == _gameVariant) {
if (arraySize)
*arraySize = numTexts;
res = (char **)malloc(sizeof(char *) * numTexts);
res[0] = pos;
in.read(res[0], entryLen);
} else {
in.read(pos, entryLen);
}
pos += DATAALIGNMENT;
for (int i = 1; i < numTexts; i++) {
pos -= 2;
len = READ_BE_UINT16(pos);
pos += 2 + len;
if (varnt == _gameVariant)
res[i] = pos;
}
}
return res;
}
uint16 **HugoEngine::loadLongArray(Common::File &in) {
uint16 **resArray = 0;
uint16 *resRow = 0;
uint16 dummy, numRows, numElems;
for (int varnt = 0; varnt < _numVariant; varnt++) {
numRows = in.readUint16BE();
if (varnt == _gameVariant) {
resArray = (uint16 **)malloc(sizeof(uint16 *) * (numRows + 1));
resArray[numRows] = 0;
}
for (int i = 0; i < numRows; i++) {
numElems = in.readUint16BE();
if (varnt == _gameVariant) {
resRow = (uint16 *)malloc(sizeof(uint16) * numElems);
for (int j = 0; j < numElems; j++)
resRow[j] = in.readUint16BE();
resArray[i] = resRow;
} else {
for (int j = 0; j < numElems; j++)
dummy = in.readUint16BE();
}
}
}
return resArray;
}
char ***HugoEngine::loadTextsArray(Common::File &in) {
int numNouns;
int numTexts;
int entryLen;
int len;
char ***resArray = 0;
char **res = 0;
char *pos = 0;
for (int varnt = 0; varnt < _numVariant; varnt++) {
numNouns = in.readUint16BE();
if (varnt == _gameVariant) {
resArray = (char ** *)malloc(sizeof(char **) * (numNouns + 1));
resArray[numNouns] = 0;
}
for (int i = 0; i < numNouns; i++) {
numTexts = in.readUint16BE();
entryLen = in.readUint16BE();
pos = (char *)malloc(entryLen);
if (varnt == _gameVariant) {
res = (char **)malloc(sizeof(char *) * numTexts);
res[0] = pos;
in.read(res[0], entryLen);
} else {
in.read(pos, entryLen);
}
pos += DATAALIGNMENT;
for (int j = 0; j < numTexts; j++) {
if (varnt == _gameVariant)
res[j] = pos;
pos -= 2;
len = READ_BE_UINT16(pos);
pos += 2 + len;
}
if (varnt == _gameVariant)
resArray[i] = res;
}
}
return resArray;
}
char **HugoEngine::loadTexts(Common::File &in) {
int numTexts = in.readUint16BE();
char **res = (char **)malloc(sizeof(char *) * numTexts);
int entryLen;
char *pos = 0;
int len;
entryLen = in.readUint16BE();
pos = (char *)malloc(entryLen);
in.read(pos, entryLen);
pos += DATAALIGNMENT;
res[0] = pos;
for (int i = 1; i < numTexts; i++) {
pos -= 2;
len = READ_BE_UINT16(pos);
pos += 2 + len;
res[i] = pos;
}
return res;
}
void HugoEngine::freeTexts(char **ptr) {
if (!ptr)
return;
free(*ptr);
free(ptr);
}
} // End of namespace Hugo