mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
184d56df0a
- Handle keypad - Fix 'QWERTY' only issue - Suppress useless variable and parameter svn-id: r54977
1279 lines
37 KiB
C++
1279 lines
37 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "common/random.h"
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#include "common/events.h"
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#include "common/EventRecorder.h"
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#include "common/debug-channels.h"
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#include "graphics/cursorman.h"
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#include "hugo/hugo.h"
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#include "hugo/global.h"
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#include "hugo/game.h"
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#include "hugo/file.h"
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#include "hugo/schedule.h"
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#include "hugo/display.h"
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#include "hugo/mouse.h"
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#include "hugo/inventory.h"
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#include "hugo/parser.h"
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#include "hugo/route.h"
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#include "hugo/util.h"
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#include "hugo/sound.h"
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#include "hugo/intro.h"
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#include "hugo/object.h"
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#include "engines/util.h"
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namespace Hugo {
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HugoEngine *HugoEngine::s_Engine = 0;
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overlay_t HugoEngine::_boundary;
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overlay_t HugoEngine::_overlay;
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overlay_t HugoEngine::_ovlBase;
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overlay_t HugoEngine::_objBound;
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config_t _config; // User's config
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maze_t _maze; // Default to not in maze
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hugo_boot_t _boot; // Boot info structure file
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char _textBoxBuffer[MAX_BOX]; // Buffer for text box
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command_t _line; // Line of user text input
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HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0),
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_textData(0), _stringtData(0), _screenNames(0), _textEngine(0), _textIntro(0), _textMouse(0), _textParser(0), _textUtil(0),
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_arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0),
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_points(0), _cmdList(0), _screenActs(0), _hero(0), _heroImage(0), _defltTunes(0), _introX(0), _introY(0), _maxInvent(0), _numBonuses(0),
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_numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _score(0), _maxscore(0),
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_backgroundObjectsSize(0), _screenActsSize(0), _usesSize(0)
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{
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_system = syst;
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DebugMan.addDebugChannel(kDebugSchedule, "Schedule", "Script Schedule debug level");
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DebugMan.addDebugChannel(kDebugEngine, "Engine", "Engine debug level");
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DebugMan.addDebugChannel(kDebugDisplay, "Display", "Display debug level");
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DebugMan.addDebugChannel(kDebugMouse, "Mouse", "Mouse debug level");
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DebugMan.addDebugChannel(kDebugParser, "Parser", "Parser debug level");
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DebugMan.addDebugChannel(kDebugFile, "File", "File IO debug level");
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DebugMan.addDebugChannel(kDebugRoute, "Route", "Route debug level");
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DebugMan.addDebugChannel(kDebugInventory, "Inventory", "Inventory debug level");
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DebugMan.addDebugChannel(kDebugObject, "Object", "Object debug level");
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_console = new HugoConsole(this);
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_rnd = 0;
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}
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HugoEngine::~HugoEngine() {
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shutdown();
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freeTexts(_textData);
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freeTexts(_stringtData);
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if (_arrayNouns) {
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for (int i = 0; _arrayNouns[i]; i++)
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freeTexts(_arrayNouns[i]);
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free(_arrayNouns);
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}
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if (_arrayVerbs) {
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for (int i = 0; _arrayVerbs[i]; i++)
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freeTexts(_arrayVerbs[i]);
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free(_arrayVerbs);
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}
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freeTexts(_screenNames);
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_screen->freePalette();
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freeTexts(_textEngine);
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freeTexts(_textIntro);
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free(_introX);
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free(_introY);
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freeTexts(_textMouse);
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freeTexts(_textParser);
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freeTexts(_textUtil);
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if (_arrayReqs) {
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for (int i = 0; _arrayReqs[i] != 0; i++)
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free(_arrayReqs[i]);
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free(_arrayReqs);
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}
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free(_hotspots);
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free(_invent);
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if (_uses) {
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for (int i = 0; i < _usesSize; i++)
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free(_uses[i].targets);
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free(_uses);
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}
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free(_catchallList);
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if (_backgroundObjects) {
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for (int i = 0; i < _backgroundObjectsSize; i++)
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free(_backgroundObjects[i]);
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free(_backgroundObjects);
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}
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free(_points);
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if (_cmdList) {
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for (int i = 0; i < _cmdListSize; i++)
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free(_cmdList[i]);
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free(_cmdList);
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}
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if (_cmdList) {
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for (int i = 0; i < _screenActsSize; i++)
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free(_screenActs[i]);
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free(_screenActs);
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}
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_object->freeObjectArr();
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_scheduler->freeActListArr();
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free(_defltTunes);
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free(_screenStates);
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_screen->freeFonts();
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delete _object;
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delete _sound;
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delete _route;
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delete _parser;
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delete _inventory;
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delete _mouse;
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delete _screen;
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delete _intro;
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delete _scheduler;
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delete _file;
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DebugMan.clearAllDebugChannels();
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delete _console;
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delete _rnd;
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}
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GameType HugoEngine::getGameType() const {
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return _gameType;
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}
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Common::Platform HugoEngine::getPlatform() const {
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return _platform;
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}
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bool HugoEngine::isPacked() const {
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return _packedFl;
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}
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Common::Error HugoEngine::run() {
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s_Engine = this;
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initGraphics(320, 200, false);
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_mouse = new MouseHandler(this);
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_inventory = new InventoryHandler(this);
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_route = new Route(this);
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_sound = new SoundHandler(this);
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switch (_gameVariant) {
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case 0: // H1 Win
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_file = new FileManager_v1w(this);
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_scheduler = new Scheduler_v1w(this);
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_intro = new intro_v1w(this);
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_screen = new Screen_v1w(this);
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_parser = new Parser_v1w(this);
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_object = new ObjectHandler_v1w(this);
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_normalTPS = 9;
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break;
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case 1:
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_file = new FileManager_v2d(this);
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_scheduler = new Scheduler_v1w(this);
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_intro = new intro_v2w(this);
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_screen = new Screen_v1w(this);
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_parser = new Parser_v1w(this);
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_object = new ObjectHandler_v1w(this);
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_normalTPS = 9;
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break;
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case 2:
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_file = new FileManager_v2d(this);
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_scheduler = new Scheduler_v1w(this);
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_intro = new intro_v3w(this);
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_screen = new Screen_v1w(this);
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_parser = new Parser_v1w(this);
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_object = new ObjectHandler_v1w(this);
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_normalTPS = 9;
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break;
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case 3: // H1 DOS
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_file = new FileManager_v1d(this);
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_scheduler = new Scheduler_v1d(this);
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_intro = new intro_v1d(this);
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_screen = new Screen_v1d(this);
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_parser = new Parser_v1d(this);
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_object = new ObjectHandler_v1d(this);
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_normalTPS = 8;
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break;
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case 4:
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_file = new FileManager_v2d(this);
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_scheduler = new Scheduler_v2d(this);
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_intro = new intro_v2d(this);
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_screen = new Screen_v1d(this);
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_parser = new Parser_v2d(this);
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_object = new ObjectHandler_v2d(this);
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_normalTPS = 8;
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break;
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case 5:
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_file = new FileManager_v3d(this);
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_scheduler = new Scheduler_v3d(this);
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_intro = new intro_v3d(this);
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_screen = new Screen_v1d(this);
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_parser = new Parser_v3d(this);
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_object = new ObjectHandler_v3d(this);
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_normalTPS = 9;
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break;
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}
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if (!loadHugoDat())
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return Common::kUnknownError;
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/* Use Windows-looking mouse cursor */
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CursorMan.replaceCursorPalette(stdMouseCursorPalette, 1, ARRAYSIZE(stdMouseCursorPalette) / 4);
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CursorMan.replaceCursor(stdMouseCursor, stdMousrCursorWidth, stdMousrCursorHeight, 1, 1, 0);
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initStatus(); // Initialize game status
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initConfig(INSTALL); // Initialize user's config
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initialize();
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initConfig(RESET); // Reset user's config
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initMachine();
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// Start the state machine
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_status.viewState = V_INTROINIT;
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_status.doQuitFl = false;
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while (!_status.doQuitFl) {
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g_system->updateScreen();
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runMachine();
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// Handle input
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_KEYDOWN:
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if (event.kbd.keycode == Common::KEYCODE_d && event.kbd.hasFlags(Common::KBD_CTRL)) {
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this->getDebugger()->attach();
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this->getDebugger()->onFrame();
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}
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_parser->keyHandler(event);
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break;
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case Common::EVENT_MOUSEMOVE:
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_mouseX = event.mouse.x;
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_mouseY = event.mouse.y;
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break;
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case Common::EVENT_LBUTTONDOWN:
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_status.leftButtonFl = true;
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break;
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case Common::EVENT_LBUTTONUP:
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_status.leftButtonFl = false;
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break;
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case Common::EVENT_RBUTTONDOWN:
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_status.rightButtonFl = true;
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break;
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case Common::EVENT_RBUTTONUP:
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_status.rightButtonFl = false;
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break;
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case Common::EVENT_QUIT:
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_status.doQuitFl = true;
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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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_status.doQuitFl |= shouldQuit(); // update game quit flag
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}
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return Common::kNoError;
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}
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void HugoEngine::initMachine() {
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if (_gameVariant == kGameVariantH1Dos)
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readScreenFiles(0);
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else
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_file->readBackground(_numScreens - 1); // Splash screen
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_object->readObjectImages(); // Read all object images
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if (_platform == Common::kPlatformWindows)
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_file->readUIFImages(); // Read all uif images (only in Win versions)
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}
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/**
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* Hugo game state machine - called during onIdle
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*/
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void HugoEngine::runMachine() {
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static uint32 lastTime;
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status_t &gameStatus = getGameStatus();
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// Don't process if we're in a textbox
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if (gameStatus.textBoxFl)
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return;
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// Don't process if gameover
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if (gameStatus.gameOverFl)
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return;
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// Process machine once every tick
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if (g_system->getMillis() - lastTime < (uint32)(1000 / getTPS()))
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return;
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lastTime = g_system->getMillis();
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switch (gameStatus.viewState) {
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case V_IDLE: // Not processing state machine
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CursorMan.showMouse(false);
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_intro->preNewGame(); // Any processing before New Game selected
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break;
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case V_INTROINIT: // Initialization before intro begins
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_intro->introInit();
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gameStatus.viewState = V_INTRO;
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break;
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case V_INTRO: // Do any game-dependant preamble
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if (_intro->introPlay()) { // Process intro screen
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_scheduler->newScreen(0); // Initialize first screen
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gameStatus.viewState = V_PLAY;
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}
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break;
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case V_PLAY: // Playing game
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CursorMan.showMouse(true);
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_parser->charHandler(); // Process user cmd input
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_object->moveObjects(); // Process object movement
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_scheduler->runScheduler(); // Process any actions
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_screen->displayList(D_RESTORE); // Restore previous background
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_object->updateImages(); // Draw into _frontBuffer, compile display list
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_mouse->mouseHandler(); // Mouse activity - adds to display list
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_screen->drawStatusText();
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_screen->displayList(D_DISPLAY); // Blit the display list to screen
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break;
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case V_INVENT: // Accessing inventory
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_inventory->runInventory(); // Process Inventory state machine
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break;
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case V_EXIT: // Game over or user exited
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gameStatus.viewState = V_IDLE;
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_status.doQuitFl = true;
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break;
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}
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}
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/**
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* Loads Hugo.dat file, which contains all the hardcoded data in the original executables
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*/
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bool HugoEngine::loadHugoDat() {
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Common::File in;
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in.open("hugo.dat");
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if (!in.isOpen()) {
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Common::String errorMessage = "You're missing the 'hugo.dat' file. Get it from the ScummVM website";
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GUIErrorMessage(errorMessage);
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warning("%s", errorMessage.c_str());
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return false;
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}
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// Read header
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char buf[256];
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in.read(buf, 4);
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buf[4] = '\0';
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if (strcmp(buf, "HUGO")) {
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Common::String errorMessage = "File 'hugo.dat' is corrupt. Get it from the ScummVM website";
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GUIErrorMessage(errorMessage);
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warning("%s", errorMessage.c_str());
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return false;
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}
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int majVer = in.readByte();
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int minVer = in.readByte();
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if ((majVer != HUGO_DAT_VER_MAJ) || (minVer != HUGO_DAT_VER_MIN)) {
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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);
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GUIErrorMessage(buf);
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warning("%s", buf);
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return false;
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}
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_numVariant = in.readUint16BE();
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// Read textData
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_textData = loadTextsVariante(in, 0);
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// Read stringtData
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// Only Hugo 1 DOS should use this array
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_stringtData = loadTextsVariante(in, 0);
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// Read arrayNouns
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_arrayNouns = loadTextsArray(in);
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// Read arrayVerbs
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_arrayVerbs = loadTextsArray(in);
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// Read screenNames
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_screenNames = loadTextsVariante(in, &_numScreens);
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_screen->loadPalette(in);
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// Read textEngine
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_textEngine = loadTexts(in);
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// Read textIntro
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_textIntro = loadTextsVariante(in, 0);
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// Read x_intro and y_intro
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for (int varnt = 0; varnt < _numVariant; varnt++) {
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int numRows = in.readUint16BE();
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if (varnt == _gameVariant) {
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_introXSize = numRows;
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_introX = (byte *)malloc(sizeof(byte) * _introXSize);
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_introY = (byte *)malloc(sizeof(byte) * _introXSize);
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for (int i = 0; i < _introXSize; i++) {
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_introX[i] = in.readByte();
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_introY[i] = in.readByte();
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}
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} else {
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for (int i = 0; i < numRows; i++) {
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in.readByte();
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in.readByte();
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}
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}
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}
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// Read textMouse
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_textMouse = loadTexts(in);
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// Read textParser
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_textParser = loadTexts(in);
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// Read textUtil
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_textUtil = loadTextsVariante(in, 0);
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// Read _arrayReqs
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_arrayReqs = loadLongArray(in);
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// Read _hotspots
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for (int varnt = 0; varnt < _numVariant; varnt++) {
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int numRows = in.readUint16BE();
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if (varnt == _gameVariant) {
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_hotspots = (hotspot_t *)malloc(sizeof(hotspot_t) * numRows);
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for (int i = 0; i < numRows; i++) {
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_hotspots[i].screenIndex = in.readSint16BE();
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_hotspots[i].x1 = in.readSint16BE();
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_hotspots[i].y1 = in.readSint16BE();
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_hotspots[i].x2 = in.readSint16BE();
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_hotspots[i].y2 = in.readSint16BE();
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_hotspots[i].actIndex = in.readUint16BE();
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_hotspots[i].viewx = in.readSint16BE();
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_hotspots[i].viewy = in.readSint16BE();
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_hotspots[i].direction = in.readSint16BE();
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}
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} else {
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for (int i = 0; i < numRows; i++) {
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in.readSint16BE();
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in.readSint16BE();
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in.readSint16BE();
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in.readSint16BE();
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in.readSint16BE();
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in.readUint16BE();
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in.readSint16BE();
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in.readSint16BE();
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in.readSint16BE();
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}
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}
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}
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int numElem, numSubElem;
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//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) {
|
|
_usesSize = numElem;
|
|
_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) {
|
|
_backgroundObjectsSize = numElem;
|
|
_backgroundObjects = (background_t **)malloc(sizeof(background_t *) * _backgroundObjectsSize);
|
|
for (int i = 0; i < _backgroundObjectsSize; 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) {
|
|
_cmdListSize = numElem;
|
|
_cmdList = (cmd **)malloc(sizeof(cmd *) * _cmdListSize);
|
|
for (int i = 0; i < _cmdListSize; 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();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Read _screenActs
|
|
// TODO: For Hugo2 and Hugo3, if not in story mode, increment _screenActs[0][0] (ex: kALcrashStory + 1 == kALcrashNoStory)
|
|
for (int varnt = 0; varnt < _numVariant; varnt++) {
|
|
numElem = in.readUint16BE();
|
|
if (varnt == _gameVariant) {
|
|
_screenActsSize = numElem;
|
|
_screenActs = (uint16 **)malloc(sizeof(uint16 *) * _screenActsSize);
|
|
for (int i = 0; i < _screenActsSize; 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();
|
|
}
|
|
}
|
|
}
|
|
|
|
_object->loadObjectArr(in);
|
|
|
|
_hero = &_object->_objects[HERO]; // This always points to hero
|
|
_screen_p = &(_object->_objects[HERO].screenIndex); // Current screen is hero's
|
|
_heroImage = HERO; // Current in use hero image
|
|
|
|
_scheduler->loadActListArr(in);
|
|
|
|
for (int varnt = 0; varnt < _numVariant; varnt++) {
|
|
if (varnt == _gameVariant) {
|
|
_tunesNbr = in.readSByte();
|
|
_soundSilence = in.readSByte();
|
|
_soundTest = in.readSByte();
|
|
} else {
|
|
in.readSByte();
|
|
in.readSByte();
|
|
in.readSByte();
|
|
}
|
|
}
|
|
|
|
//Read _defltTunes
|
|
for (int varnt = 0; varnt < _numVariant; varnt++) {
|
|
numElem = in.readUint16BE();
|
|
if (varnt == _gameVariant) {
|
|
_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();
|
|
}
|
|
}
|
|
|
|
_object->loadNumObj(in);
|
|
_scheduler->loadAlNewscrIndex(in);
|
|
_screen->loadFontArr(in);
|
|
|
|
return true;
|
|
}
|
|
|
|
char **HugoEngine::loadTextsVariante(Common::File &in, uint16 *arraySize) {
|
|
int numTexts;
|
|
int entryLen;
|
|
int len;
|
|
char **res = 0;
|
|
char *pos = 0;
|
|
char *posBck = 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);
|
|
res[0] += DATAALIGNMENT;
|
|
} else {
|
|
in.read(pos, entryLen);
|
|
posBck = pos;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if (varnt != _gameVariant)
|
|
free(posBck);
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
uint16 **HugoEngine::loadLongArray(Common::File &in) {
|
|
uint16 **resArray = 0;
|
|
|
|
for (int varnt = 0; varnt < _numVariant; varnt++) {
|
|
uint16 numRows = in.readUint16BE();
|
|
if (varnt == _gameVariant) {
|
|
resArray = (uint16 **)malloc(sizeof(uint16 *) * (numRows + 1));
|
|
resArray[numRows] = 0;
|
|
}
|
|
for (int i = 0; i < numRows; i++) {
|
|
uint16 numElems = in.readUint16BE();
|
|
if (varnt == _gameVariant) {
|
|
uint16 *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++)
|
|
in.readUint16BE();
|
|
}
|
|
}
|
|
}
|
|
return resArray;
|
|
}
|
|
|
|
char ***HugoEngine::loadTextsArray(Common::File &in) {
|
|
char ***resArray = 0;
|
|
uint16 arraySize;
|
|
|
|
for (int varnt = 0; varnt < _numVariant; varnt++) {
|
|
arraySize = in.readUint16BE();
|
|
if (varnt == _gameVariant) {
|
|
resArray = (char ***)malloc(sizeof(char **) * (arraySize + 1));
|
|
resArray[arraySize] = 0;
|
|
}
|
|
for (int i = 0; i < arraySize; i++) {
|
|
int numTexts = in.readUint16BE();
|
|
int entryLen = in.readUint16BE();
|
|
char *pos = (char *)malloc(entryLen);
|
|
char *posBck = 0;
|
|
char **res = 0;
|
|
if (varnt == _gameVariant) {
|
|
res = (char **)malloc(sizeof(char *) * numTexts);
|
|
res[0] = pos;
|
|
in.read(res[0], entryLen);
|
|
res[0] += DATAALIGNMENT;
|
|
} else {
|
|
in.read(pos, entryLen);
|
|
posBck = pos;
|
|
}
|
|
|
|
pos += DATAALIGNMENT;
|
|
|
|
for (int j = 0; j < numTexts; j++) {
|
|
if (varnt == _gameVariant)
|
|
res[j] = pos;
|
|
|
|
pos -= 2;
|
|
int len = READ_BE_UINT16(pos);
|
|
pos += 2 + len;
|
|
}
|
|
|
|
if (varnt == _gameVariant)
|
|
resArray[i] = res;
|
|
else
|
|
free(posBck);
|
|
}
|
|
}
|
|
|
|
return resArray;
|
|
}
|
|
|
|
char **HugoEngine::loadTexts(Common::File &in) {
|
|
int numTexts = in.readUint16BE();
|
|
char **res = (char **)malloc(sizeof(char *) * numTexts);
|
|
int entryLen = in.readUint16BE();
|
|
char *pos = (char *)malloc(entryLen);
|
|
|
|
in.read(pos, entryLen);
|
|
|
|
pos += DATAALIGNMENT;
|
|
res[0] = pos;
|
|
|
|
for (int i = 1; i < numTexts; i++) {
|
|
pos -= 2;
|
|
int len = READ_BE_UINT16(pos);
|
|
pos += 2 + len;
|
|
res[i] = pos;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void HugoEngine::freeTexts(char **ptr) {
|
|
if (!ptr)
|
|
return;
|
|
|
|
free(*ptr - DATAALIGNMENT);
|
|
free(ptr);
|
|
}
|
|
|
|
/**
|
|
* Sets the playlist to be the default tune selection
|
|
*/
|
|
void HugoEngine::initPlaylist(bool playlist[MAX_TUNES]) {
|
|
debugC(1, kDebugEngine, "initPlaylist");
|
|
|
|
for (int16 i = 0; i < MAX_TUNES; i++)
|
|
playlist[i] = false;
|
|
for (int16 i = 0; _defltTunes[i] != -1; i++)
|
|
playlist[_defltTunes[i]] = true;
|
|
}
|
|
|
|
/**
|
|
* Initialize the dynamic game status
|
|
*/
|
|
void HugoEngine::initStatus() {
|
|
debugC(1, kDebugEngine, "initStatus");
|
|
_status.storyModeFl = false; // Not in story mode
|
|
_status.gameOverFl = false; // Hero not knobbled yet
|
|
_status.demoFl = false; // Not demo mode
|
|
_status.textBoxFl = false; // Not processing a text box
|
|
_status.lookFl = false; // Toolbar "look" button
|
|
_status.recallFl = false; // Toolbar "recall" button
|
|
_status.leftButtonFl = false; // Left mouse button pressed
|
|
_status.rightButtonFl = false; // Right mouse button pressed
|
|
_status.newScreenFl = false; // Screen not just loaded
|
|
_status.jumpExitFl = false; // Can't jump to a screen exit
|
|
_status.godModeFl = false; // No special cheats allowed
|
|
_status.helpFl = false; // Not calling WinHelp()
|
|
_status.doQuitFl = false;
|
|
_status.path[0] = 0; // Path to write files
|
|
|
|
// Initialize every start of new game
|
|
_status.tick = 0; // Tick count
|
|
_status.viewState = V_IDLE; // View state
|
|
_status.inventoryState = I_OFF; // Inventory icon bar state
|
|
_status.inventoryHeight = 0; // Inventory icon bar pos
|
|
_status.inventoryObjId = -1; // Inventory object selected (none)
|
|
_status.routeIndex = -1; // Hero not following a route
|
|
_status.go_for = GO_SPACE; // Hero walking to space
|
|
_status.go_id = -1; // Hero not walking to anything
|
|
|
|
// Strangerke - Suppress as related to playback
|
|
// _status.recordFl = false; // Not record mode
|
|
// _status.playbackFl = false; // Not playback mode
|
|
// Strangerke - Not used ?
|
|
// _status.mmtime = false; // Multimedia timer support
|
|
// _status.screenWidth = 0; // Desktop screen width
|
|
// _status.saveTick = 0; // Time of last save
|
|
// _status.saveSlot = 0; // Slot to save/restore game
|
|
}
|
|
|
|
/**
|
|
* Initialize default config values. Must be done before Initialize().
|
|
* Reset needed to save config.cx,cy which get splatted during OnFileNew()
|
|
*/
|
|
void HugoEngine::initConfig(inst_t action) {
|
|
debugC(1, kDebugEngine, "initConfig(%d)", action);
|
|
|
|
switch (action) {
|
|
case INSTALL:
|
|
_config.musicFl = true; // Music state initially on
|
|
_config.soundFl = true; // Sound state initially on
|
|
_config.turboFl = false; // Turbo state initially off
|
|
_config.backgroundMusicFl = false; // No music when inactive
|
|
_config.musicVolume = 85; // Music volume %
|
|
_config.soundVolume = 100; // Sound volume %
|
|
initPlaylist(_config.playlist); // Initialize default tune playlist
|
|
|
|
_file->readBootFile(); // Read startup structure
|
|
break;
|
|
case RESET:
|
|
// Find first tune and play it
|
|
for (int16 i = 0; i < MAX_TUNES; i++) {
|
|
if (_config.playlist[i]) {
|
|
_sound->playMusic(i);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case RESTORE:
|
|
warning("Unhandled action RESTORE");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void HugoEngine::initialize() {
|
|
debugC(1, kDebugEngine, "initialize");
|
|
|
|
_maze.enabledFl = false;
|
|
_line[0] = '\0';
|
|
|
|
_sound->initSound();
|
|
_scheduler->initEventQueue(); // Init scheduler stuff
|
|
_screen->initDisplay(); // Create Dibs and palette
|
|
_file->openDatabaseFiles(); // Open database files
|
|
calcMaxScore(); // Initialise maxscore
|
|
|
|
_rnd = new Common::RandomSource();
|
|
g_eventRec.registerRandomSource(*_rnd, "hugo");
|
|
_rnd->setSeed(42); // Kick random number generator
|
|
|
|
switch (_gameVariant) {
|
|
case kGameVariantH1Dos:
|
|
_episode = "\"Hugo's House of Horrors\"";
|
|
_picDir = "";
|
|
break;
|
|
case kGameVariantH2Dos:
|
|
_episode = "\"Hugo II: Whodunit?\"";
|
|
_picDir = "";
|
|
break;
|
|
case kGameVariantH3Dos:
|
|
_episode = "\"Hugo III: Jungle of Doom\"";
|
|
_picDir = "pictures/";
|
|
break;
|
|
case kGameVariantH1Win:
|
|
_episode = "\"Hugo's Horrific Adventure\"";
|
|
_picDir = "hugo1/";
|
|
break;
|
|
case kGameVariantH2Win:
|
|
_episode = "\"Hugo's Mystery Adventure\"";
|
|
_picDir = "hugo2/";
|
|
break;
|
|
case kGameVariantH3Win:
|
|
_episode = "\"Hugo's Amazon Adventure\"";
|
|
_picDir = "hugo3/";
|
|
break;
|
|
default:
|
|
error("Unknown game");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Restore all resources before termination
|
|
*/
|
|
void HugoEngine::shutdown() {
|
|
debugC(1, kDebugEngine, "shutdown");
|
|
|
|
_file->closeDatabaseFiles();
|
|
_object->freeObjects();
|
|
}
|
|
|
|
/**
|
|
* Read scenery, overlay files for given screen number
|
|
*/
|
|
void HugoEngine::readScreenFiles(int screenNum) {
|
|
debugC(1, kDebugEngine, "readScreenFiles(%d)", screenNum);
|
|
|
|
_file->readBackground(screenNum); // Scenery file
|
|
memcpy(_screen->getBackBuffer(), _screen->getFrontBuffer(), sizeof(_screen->getFrontBuffer()));// Make a copy
|
|
_file->readOverlay(screenNum, _boundary, BOUNDARY); // Boundary file
|
|
_file->readOverlay(screenNum, _overlay, OVERLAY); // Overlay file
|
|
_file->readOverlay(screenNum, _ovlBase, OVLBASE); // Overlay base file
|
|
}
|
|
|
|
/**
|
|
* Return maximum allowed movement (from zero to vx) such that object does
|
|
* not cross a boundary (either background or another object)
|
|
*/
|
|
int HugoEngine::deltaX(int x1, int x2, int vx, int y) {
|
|
// Explanation of algorithm: The boundaries are drawn as contiguous
|
|
// lines 1 pixel wide. Since DX,DY are not necessarily 1, we must
|
|
// detect boundary crossing. If vx positive, examine each pixel from
|
|
// x1 old to x2 new, else x2 old to x1 new, both at the y2 line.
|
|
// If vx zero, no need to check. If vy non-zero then examine each
|
|
// pixel on the line segment x1 to x2 from y old to y new.
|
|
// Fix from Hugo I v1.5:
|
|
// Note the diff is munged in the return statement to cater for a special
|
|
// cases arising from differences in image widths from one sequence to
|
|
// another. The problem occurs reversing direction at a wall where the
|
|
// new image intersects before the object can move away. This is cured
|
|
// by comparing the intersection with half the object width pos. If the
|
|
// intersection is in the other half wrt the intended direction, use the
|
|
// desired vx, else use the computed delta. i.e. believe the desired vx
|
|
|
|
debugC(3, kDebugEngine, "deltaX(%d, %d, %d, %d)", x1, x2, vx, y);
|
|
|
|
if (vx == 0)
|
|
return 0 ; // Object stationary
|
|
|
|
y *= XBYTES; // Offset into boundary file
|
|
if (vx > 0) {
|
|
// Moving to right
|
|
for (int i = x1 >> 3; i <= (x2 + vx) >> 3; i++) {// Search by byte
|
|
int b = Utils::firstBit((byte)(_boundary[y + i] | _objBound[y + i]));
|
|
if (b < 8) { // b is index or 8
|
|
// Compute x of boundary and test if intersection
|
|
b += i << 3;
|
|
if ((b >= x1) && (b <= x2 + vx))
|
|
return (b < x1 + ((x2 - x1) >> 1)) ? vx : b - x2 - 1; // return dx
|
|
}
|
|
}
|
|
} else {
|
|
// Moving to left
|
|
for (int i = x2 >> 3; i >= (x1 + vx) >> 3; i--) {// Search by byte
|
|
int b = Utils::lastBit((byte)(_boundary[y + i] | _objBound[y + i]));
|
|
if (b < 8) { // b is index or 8
|
|
// Compute x of boundary and test if intersection
|
|
b += i << 3;
|
|
if ((b >= x1 + vx) && (b <= x2))
|
|
return (b > x1 + ((x2 - x1) >> 1)) ? vx : b - x1 + 1; // return dx
|
|
}
|
|
}
|
|
}
|
|
return vx;
|
|
}
|
|
|
|
/**
|
|
* Similar to Delta_x, but for movement in y direction. Special case of
|
|
* bytes at end of line segment; must only count boundary bits falling on
|
|
* line segment.
|
|
*/
|
|
int HugoEngine::deltaY(int x1, int x2, int vy, int y) {
|
|
debugC(3, kDebugEngine, "deltaY(%d, %d, %d, %d)", x1, x2, vy, y);
|
|
|
|
if (vy == 0)
|
|
return 0; // Object stationary
|
|
|
|
int inc = (vy > 0) ? 1 : -1;
|
|
for (int j = y + inc; j != (y + vy + inc); j += inc) { //Search by byte
|
|
for (int i = x1 >> 3; i <= x2 >> 3; i++) {
|
|
int b = _boundary[j * XBYTES + i] | _objBound[j * XBYTES + i];
|
|
if (b != 0) { // Any bit set
|
|
// Make sure boundary bits fall on line segment
|
|
if (i == (x2 >> 3)) // Adjust right end
|
|
b &= 0xff << ((i << 3) + 7 - x2);
|
|
else if (i == (x1 >> 3)) // Adjust left end
|
|
b &= 0xff >> (x1 - (i << 3));
|
|
if (b)
|
|
return j - y - inc;
|
|
}
|
|
}
|
|
}
|
|
return vy;
|
|
}
|
|
|
|
/**
|
|
* Store a horizontal line segment in the object boundary file
|
|
*/
|
|
void HugoEngine::storeBoundary(int x1, int x2, int y) {
|
|
debugC(5, kDebugEngine, "storeBoundary(%d, %d, %d)", x1, x2, y);
|
|
|
|
for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
|
|
byte *b = &_objBound[y * XBYTES + i]; // get boundary byte
|
|
if (i == x2 >> 3) // Adjust right end
|
|
*b |= 0xff << ((i << 3) + 7 - x2);
|
|
else if (i == x1 >> 3) // Adjust left end
|
|
*b |= 0xff >> (x1 - (i << 3));
|
|
else
|
|
*b = 0xff;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Clear a horizontal line segment in the object boundary file
|
|
*/
|
|
void HugoEngine::clearBoundary(int x1, int x2, int y) {
|
|
debugC(5, kDebugEngine, "clearBoundary(%d, %d, %d)", x1, x2, y);
|
|
|
|
for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
|
|
byte *b = &_objBound[y * XBYTES + i]; // get boundary byte
|
|
if (i == x2 >> 3) // Adjust right end
|
|
*b &= ~(0xff << ((i << 3) + 7 - x2));
|
|
else if (i == x1 >> 3) // Adjust left end
|
|
*b &= ~(0xff >> (x1 - (i << 3)));
|
|
else
|
|
*b = 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Search background command list for this screen for supplied object.
|
|
* Return first associated verb (not "look") or 0 if none found.
|
|
*/
|
|
char *HugoEngine::useBG(char *name) {
|
|
debugC(1, kDebugEngine, "useBG(%s)", name);
|
|
|
|
objectList_t p = _backgroundObjects[*_screen_p];
|
|
for (int i = 0; *_arrayVerbs[p[i].verbIndex]; i++) {
|
|
if ((name == _arrayNouns[p[i].nounIndex][0] &&
|
|
p[i].verbIndex != _look) &&
|
|
((p[i].roomState == DONT_CARE) || (p[i].roomState == _screenStates[*_screen_p])))
|
|
return _arrayVerbs[p[i].verbIndex][0];
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Add action lists for this screen to event queue
|
|
*/
|
|
void HugoEngine::screenActions(int screenNum) {
|
|
debugC(1, kDebugEngine, "screenActions(%d)", screenNum);
|
|
|
|
uint16 *screenAct = _screenActs[screenNum];
|
|
if (screenAct) {
|
|
for (int i = 0; screenAct[i]; i++)
|
|
_scheduler->insertActionList(screenAct[i]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Set the new screen number into the hero object and any carried objects
|
|
*/
|
|
void HugoEngine::setNewScreen(int screenNum) {
|
|
debugC(1, kDebugEngine, "setNewScreen(%d)", screenNum);
|
|
|
|
*_screen_p = screenNum; // HERO object
|
|
_object->setCarriedScreen(screenNum); // Carried objects
|
|
}
|
|
|
|
/**
|
|
* An object has collided with a boundary. See if any actions are required
|
|
*/
|
|
void HugoEngine::boundaryCollision(object_t *obj) {
|
|
debugC(1, kDebugEngine, "boundaryCollision");
|
|
|
|
if (obj == _hero) {
|
|
// Hotspots only relevant to HERO
|
|
int x;
|
|
if (obj->vx > 0)
|
|
x = obj->x + obj->currImagePtr->x2;
|
|
else
|
|
x = obj->x + obj->currImagePtr->x1;
|
|
int y = obj->y + obj->currImagePtr->y2;
|
|
|
|
for (int i = 0; _hotspots[i].screenIndex >= 0; i++) {
|
|
hotspot_t *hotspot = &_hotspots[i];
|
|
if (hotspot->screenIndex == obj->screenIndex)
|
|
if ((x >= hotspot->x1) && (x <= hotspot->x2) && (y >= hotspot->y1) && (y <= hotspot->y2)) {
|
|
_scheduler->insertActionList(hotspot->actIndex);
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
// Check whether an object collided with HERO
|
|
int dx = _hero->x + _hero->currImagePtr->x1 - obj->x - obj->currImagePtr->x1;
|
|
int dy = _hero->y + _hero->currImagePtr->y2 - obj->y - obj->currImagePtr->y2;
|
|
// If object's radius is infinity, use a closer value
|
|
int8 radius = obj->radius;
|
|
if (radius < 0)
|
|
radius = DX * 2;
|
|
if ((abs(dx) <= radius) && (abs(dy) <= radius))
|
|
_scheduler->insertActionList(obj->actIndex);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Add up all the object values and all the bonus points
|
|
*/
|
|
void HugoEngine::calcMaxScore() {
|
|
debugC(1, kDebugEngine, "calcMaxScore");
|
|
|
|
_maxscore = _object->calcMaxScore();
|
|
|
|
for (int i = 0; i < _numBonuses; i++)
|
|
_maxscore += _points[i].score;
|
|
}
|
|
|
|
/**
|
|
* Exit game, advertise trilogy, show copyright
|
|
*/
|
|
void HugoEngine::endGame() {
|
|
debugC(1, kDebugEngine, "endGame");
|
|
|
|
if (!_boot.registered)
|
|
Utils::Box(BOX_ANY, "%s", _textEngine[kEsAdvertise]);
|
|
Utils::Box(BOX_ANY, "%s\n%s", _episode, COPYRIGHT);
|
|
_status.viewState = V_EXIT;
|
|
}
|
|
|
|
bool HugoEngine::canLoadGameStateCurrently() {
|
|
return true;
|
|
}
|
|
|
|
bool HugoEngine::canSaveGameStateCurrently() {
|
|
return (_status.viewState == V_PLAY);
|
|
}
|
|
|
|
int8 HugoEngine::getTPS() {
|
|
return ((_config.turboFl) ? TURBO_TPS : _normalTPS);
|
|
}
|
|
} // End of namespace Hugo
|