mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
e0fec60874
svn-id: r54018
455 lines
14 KiB
C++
455 lines
14 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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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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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 "hugo/game.h"
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#include "hugo/hugo.h"
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#include "hugo/object.h"
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#include "hugo/global.h"
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#include "hugo/display.h"
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#include "hugo/file.h"
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#include "hugo/route.h"
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#include "hugo/util.h"
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#include "hugo/parser.h"
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#include "hugo/schedule.h"
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namespace Hugo {
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ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) {
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}
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ObjectHandler::~ObjectHandler() {
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}
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/**
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* Save sequence number and image number in given object
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*/
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void ObjectHandler::saveSeq(object_t *obj) {
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debugC(1, kDebugObject, "saveSeq");
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bool found = false;
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for (int j = 0; !found && (j < obj->seqNumb); j++) {
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seq_t *q = obj->seqList[j].seqPtr;
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for (int k = 0; !found && (k < obj->seqList[j].imageNbr); k++) {
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if (obj->currImagePtr == q) {
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found = true;
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obj->curSeqNum = j;
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obj->curImageNum = k;
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} else {
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q = q->nextSeqPtr;
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}
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}
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}
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}
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/**
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* Set up cur_seq_p from stored sequence and image number in object
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*/
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void ObjectHandler::restoreSeq(object_t *obj) {
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debugC(1, kDebugObject, "restoreSeq");
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seq_t *q = obj->seqList[obj->curSeqNum].seqPtr;
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for (int j = 0; j < obj->curImageNum; j++)
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q = q->nextSeqPtr;
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obj->currImagePtr = q;
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}
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/**
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* If status.objid = -1, pick up objid, else use status.objid on objid,
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* if objid can't be picked up, use it directly
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*/
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void ObjectHandler::useObject(int16 objId) {
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debugC(1, kDebugObject, "useObject(%d)", objId);
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char *verb; // Background verb to use directly
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object_t *obj = &_objects[objId]; // Ptr to object
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if (_vm->getGameStatus().inventoryObjId == -1) {
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// Get or use objid directly
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if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item
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sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_take][0], _vm->_arrayNouns[obj->nounIndex][0]);
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else if (obj->genericCmd & LOOK) // Look item
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sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]);
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else if (obj->genericCmd & DROP) // Drop item
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sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_drop][0], _vm->_arrayNouns[obj->nounIndex][0]);
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else if (obj->cmdIndex != 0) // Use non-collectible item if able
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sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_cmdList[obj->cmdIndex][1].verbIndex][0], _vm->_arrayNouns[obj->nounIndex][0]);
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else if ((verb = _vm->useBG(_vm->_arrayNouns[obj->nounIndex][0])) != 0)
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sprintf(_line, "%s %s", verb, _vm->_arrayNouns[obj->nounIndex][0]);
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else
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return; // Can't use object directly
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} else {
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// Use status.objid on objid
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// Default to first cmd verb
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sprintf(_line, "%s %s %s", _vm->_arrayVerbs[_vm->_cmdList[_objects[_vm->getGameStatus().inventoryObjId].cmdIndex][1].verbIndex][0],
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_vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0],
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_vm->_arrayNouns[obj->nounIndex][0]);
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// Check valid use of objects and override verb if necessary
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for (uses_t *use = _vm->_uses; use->objId != _vm->_numObj; use++) {
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if (_vm->getGameStatus().inventoryObjId == use->objId) {
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// Look for secondary object, if found use matching verb
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bool foundFl = false;
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for (target_t *target = use->targets; _vm->_arrayNouns[target->nounIndex] != 0; target++)
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if (_vm->_arrayNouns[target->nounIndex][0] == _vm->_arrayNouns[obj->nounIndex][0]) {
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foundFl = true;
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sprintf(_line, "%s %s %s", _vm->_arrayVerbs[target->verbIndex][0],
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_vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0],
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_vm->_arrayNouns[obj->nounIndex][0]);
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}
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// No valid use of objects found, print failure string
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if (!foundFl) {
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// Deselect dragged icon if inventory not active
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if (_vm->getGameStatus().inventoryState != I_ACTIVE)
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_vm->getGameStatus().inventoryObjId = -1;
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Utils::Box(BOX_ANY, "%s", _vm->_textData[use->dataIndex]);
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return;
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}
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}
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}
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}
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if (_vm->getGameStatus().inventoryState == I_ACTIVE) // If inventory active, remove it
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_vm->getGameStatus().inventoryState = I_UP;
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_vm->getGameStatus().inventoryObjId = -1; // Deselect any dragged icon
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_vm->_parser->lineHandler(); // and process command
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}
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/**
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* Return object index of the topmost object under the cursor, or -1 if none
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* Objects are filtered if not "useful"
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*/
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int16 ObjectHandler::findObject(uint16 x, uint16 y) {
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debugC(3, kDebugObject, "findObject(%d, %d)", x, y);
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int16 objIndex = -1; // Index of found object
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uint16 y2Max = 0; // Greatest y2
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object_t *obj = _objects;
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// Check objects on screen
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for (int i = 0; i < _vm->_numObj; i++, obj++) {
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// Object must be in current screen and "useful"
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if (obj->screenIndex == *_vm->_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) {
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seq_t *curImage = obj->currImagePtr;
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// Object must have a visible image...
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if (curImage != 0 && obj->cycling != INVISIBLE) {
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// If cursor inside object
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if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) {
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// If object is closest so far
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if (obj->y + curImage->y2 > y2Max) {
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y2Max = obj->y + curImage->y2;
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objIndex = i; // Found an object!
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}
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}
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} else {
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// ...or a dummy object that has a hotspot rectangle
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if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) {
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// If cursor inside special rectangle
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if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) {
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// If object is closest so far
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if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) {
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y2Max = obj->oldy + obj->vyPath - 1;
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objIndex = i; // Found an object!
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}
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}
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}
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}
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}
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}
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return objIndex;
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}
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/**
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* Issue "Look at <object>" command
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* Note special case of swapped hero image
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*/
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void ObjectHandler::lookObject(object_t *obj) {
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debugC(1, kDebugObject, "lookObject");
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if (obj == _vm->_hero)
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// Hero swapped - look at other
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obj = &_objects[_vm->_heroImage];
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_vm->_parser->command("%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]);
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}
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/**
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* Free all object images
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*/
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void ObjectHandler::freeObjects() {
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debugC(1, kDebugObject, "freeObjects");
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// Nothing to do if not allocated yet
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if (_vm->_hero->seqList[0].seqPtr == 0)
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return;
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// Free all sequence lists and image data
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for (int i = 0; i < _vm->_numObj; i++) {
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object_t *obj = &_objects[i];
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for (int j = 0; j < obj->seqNumb; j++) { // for each sequence
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seq_t *seq = obj->seqList[j].seqPtr; // Free image
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if (seq == 0) // Failure during database load
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break;
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do {
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free(seq->imagePtr);
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seq = seq->nextSeqPtr;
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} while (seq != obj->seqList[j].seqPtr);
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free(seq); // Free sequence record
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}
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}
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}
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/**
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* Compare function for the quicksort. The sort is to order the objects in
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* increasing vertical position, using y+y2 as the baseline
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* Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0
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*/
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int ObjectHandler::y2comp(const void *a, const void *b) {
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debugC(6, kDebugObject, "y2comp");
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const object_t *p1 = &HugoEngine::get()._object->_objects[*(const byte *)a];
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const object_t *p2 = &HugoEngine::get()._object->_objects[*(const byte *)b];
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if (p1 == p2)
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// Why does qsort try the same indexes?
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return 0;
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if (p1->priority == BACKGROUND)
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return -1;
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if (p2->priority == BACKGROUND)
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return 1;
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if (p1->priority == FOREGROUND)
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return 1;
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if (p2->priority == FOREGROUND)
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return -1;
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int ay2 = p1->y + p1->currImagePtr->y2;
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int by2 = p2->y + p2->currImagePtr->y2;
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return ay2 - by2;
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}
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/**
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* Return TRUE if object being carried by hero
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*/
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bool ObjectHandler::isCarrying(uint16 wordIndex) {
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debugC(1, kDebugObject, "isCarrying(%d)", wordIndex);
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for (int i = 0; i < _vm->_numObj; i++) {
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if ((wordIndex == _objects[i].nounIndex) && _objects[i].carriedFl)
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return true;
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}
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return false;
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}
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/**
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* Describe any takeable objects visible in this screen
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*/
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void ObjectHandler::showTakeables() {
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debugC(1, kDebugObject, "showTakeables");
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for (int j = 0; j < _vm->_numObj; j++) {
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object_t *obj = &_objects[j];
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if ((obj->cycling != INVISIBLE) &&
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(obj->screenIndex == *_vm->_screen_p) &&
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(((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) {
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Utils::Box(BOX_ANY, "You can also see:\n%s.", _vm->_arrayNouns[obj->nounIndex][LOOK_NAME]);
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}
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}
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}
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/**
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* Find a clear space around supplied object that hero can walk to
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*/
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bool ObjectHandler::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) {
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debugC(1, kDebugObject, "findObjectSpace(obj, %d, %d)", *destx, *desty);
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seq_t *curImage = obj->currImagePtr;
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int16 y = obj->y + curImage->y2 - 1;
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bool foundFl = true;
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// Try left rear corner
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for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) {
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if (BOUND(x, y))
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foundFl = false;
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}
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if (!foundFl) { // Try right rear corner
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foundFl = true;
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for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) {
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if (BOUND(x, y))
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foundFl = false;
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}
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}
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if (!foundFl) { // Try left front corner
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foundFl = true;
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y += 2;
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for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) {
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if (BOUND(x, y))
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foundFl = false;
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}
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}
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if (!foundFl) { // Try right rear corner
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foundFl = true;
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for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) {
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if (BOUND(x, y))
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foundFl = false;
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}
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}
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*desty = y;
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return foundFl;
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}
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/**
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* Free ObjectArr (before exiting)
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*/
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void ObjectHandler::freeObjectArr() {
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free(_objects);
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}
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/**
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* Load ObjectArr from Hugo.dat
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*/
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void ObjectHandler::loadObjectArr(Common::File &in) {
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debugC(6, kDebugObject, "loadObject(&in)");
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// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
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for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
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uint16 numElem = in.readUint16BE();
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if (varnt == _vm->_gameVariant) {
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_objCount = numElem;
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_objects = (object_t *)malloc(sizeof(object_t) * numElem);
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for (int i = 0; i < numElem; i++) {
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_objects[i].nounIndex = in.readUint16BE();
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_objects[i].dataIndex = in.readUint16BE();
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uint16 numSubElem = in.readUint16BE();
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if (numSubElem == 0)
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_objects[i].stateDataIndex = 0;
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else
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_objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
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for (int j = 0; j < numSubElem; j++)
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_objects[i].stateDataIndex[j] = in.readUint16BE();
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_objects[i].pathType = (path_t) in.readSint16BE();
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_objects[i].vxPath = in.readSint16BE();
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_objects[i].vyPath = in.readSint16BE();
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_objects[i].actIndex = in.readUint16BE();
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_objects[i].seqNumb = in.readByte();
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_objects[i].currImagePtr = 0;
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if (_objects[i].seqNumb == 0) {
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_objects[i].seqList[0].imageNbr = 0;
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_objects[i].seqList[0].seqPtr = 0;
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}
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for (int j = 0; j < _objects[i].seqNumb; j++) {
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_objects[i].seqList[j].imageNbr = in.readUint16BE();
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_objects[i].seqList[j].seqPtr = 0;
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}
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_objects[i].cycling = (cycle_t)in.readByte();
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_objects[i].cycleNumb = in.readByte();
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_objects[i].frameInterval = in.readByte();
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_objects[i].frameTimer = in.readByte();
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_objects[i].radius = in.readByte();
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_objects[i].screenIndex = in.readByte();
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_objects[i].x = in.readSint16BE();
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_objects[i].y = in.readSint16BE();
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_objects[i].oldx = in.readSint16BE();
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_objects[i].oldy = in.readSint16BE();
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_objects[i].vx = in.readByte();
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_objects[i].vy = in.readByte();
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_objects[i].objValue = in.readByte();
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_objects[i].genericCmd = in.readSint16BE();
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_objects[i].cmdIndex = in.readUint16BE();
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_objects[i].carriedFl = (in.readByte() != 0);
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_objects[i].state = in.readByte();
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_objects[i].verbOnlyFl = (in.readByte() != 0);
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_objects[i].priority = in.readByte();
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_objects[i].viewx = in.readSint16BE();
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_objects[i].viewy = in.readSint16BE();
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_objects[i].direction = in.readSint16BE();
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_objects[i].curSeqNum = in.readByte();
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_objects[i].curImageNum = in.readByte();
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_objects[i].oldvx = in.readByte();
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_objects[i].oldvy = in.readByte();
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}
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} else {
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for (int i = 0; i < numElem; i++) {
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in.readUint16BE();
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in.readUint16BE();
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uint16 numSubElem = in.readUint16BE();
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for (int j = 0; j < numSubElem; j++)
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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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in.readUint16BE();
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numSubElem = in.readByte();
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for (int j = 0; j < numSubElem; j++)
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in.readUint16BE();
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in.readByte();
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in.readByte();
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in.readByte();
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in.readByte();
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in.readByte();
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in.readByte();
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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.readByte();
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in.readByte();
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in.readByte();
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in.readSint16BE();
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in.readUint16BE();
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in.readByte();
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in.readByte();
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in.readByte();
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in.readByte();
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in.readSint16BE();
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in.readSint16BE();
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in.readUint16BE();
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in.readByte();
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in.readByte();
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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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}
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} // End of namespace Hugo
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