scummvm/engines/hugo/hugo.cpp
Arnaud Boutonné c428cfbb85 HUGO: Fix "mouse" bug in H3 Dos, TPS tuning
- Fix "mouse" bug in H3 DOS. Game is still not completable
- Use variable normal TPS, as it was slightly different in
some DOS versions

svn-id: r54880
2010-12-12 07:40:00 +00:00

1280 lines
37 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "common/random.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "common/debug-channels.h"
#include "graphics/cursorman.h"
#include "hugo/hugo.h"
#include "hugo/global.h"
#include "hugo/game.h"
#include "hugo/file.h"
#include "hugo/schedule.h"
#include "hugo/display.h"
#include "hugo/mouse.h"
#include "hugo/inventory.h"
#include "hugo/parser.h"
#include "hugo/route.h"
#include "hugo/util.h"
#include "hugo/sound.h"
#include "hugo/intro.h"
#include "hugo/object.h"
#include "engines/util.h"
namespace Hugo {
HugoEngine *HugoEngine::s_Engine = 0;
overlay_t HugoEngine::_boundary;
overlay_t HugoEngine::_overlay;
overlay_t HugoEngine::_ovlBase;
overlay_t HugoEngine::_objBound;
config_t _config; // User's config
maze_t _maze; // Default to not in maze
hugo_boot_t _boot; // Boot info structure file
char _textBoxBuffer[MAX_BOX]; // Buffer for text box
command_t _line; // Line of user text input
HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0),
_textData(0), _stringtData(0), _screenNames(0), _textEngine(0), _textIntro(0), _textMouse(0), _textParser(0), _textUtil(0),
_arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0),
_points(0), _cmdList(0), _screenActs(0), _hero(0), _heroImage(0), _defltTunes(0), _introX(0), _introY(0), _maxInvent(0), _numBonuses(0),
_numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _score(0), _maxscore(0),
_backgroundObjectsSize(0), _screenActsSize(0), _usesSize(0)
{
_system = syst;
DebugMan.addDebugChannel(kDebugSchedule, "Schedule", "Script Schedule debug level");
DebugMan.addDebugChannel(kDebugEngine, "Engine", "Engine debug level");
DebugMan.addDebugChannel(kDebugDisplay, "Display", "Display debug level");
DebugMan.addDebugChannel(kDebugMouse, "Mouse", "Mouse debug level");
DebugMan.addDebugChannel(kDebugParser, "Parser", "Parser debug level");
DebugMan.addDebugChannel(kDebugFile, "File", "File IO debug level");
DebugMan.addDebugChannel(kDebugRoute, "Route", "Route debug level");
DebugMan.addDebugChannel(kDebugInventory, "Inventory", "Inventory debug level");
DebugMan.addDebugChannel(kDebugObject, "Object", "Object debug level");
_console = new HugoConsole(this);
_rnd = 0;
}
HugoEngine::~HugoEngine() {
shutdown();
freeTexts(_textData);
freeTexts(_stringtData);
if (_arrayNouns) {
for (int i = 0; _arrayNouns[i]; i++)
freeTexts(_arrayNouns[i]);
free(_arrayNouns);
}
if (_arrayVerbs) {
for (int i = 0; _arrayVerbs[i]; i++)
freeTexts(_arrayVerbs[i]);
free(_arrayVerbs);
}
freeTexts(_screenNames);
_screen->freePalette();
freeTexts(_textEngine);
freeTexts(_textIntro);
free(_introX);
free(_introY);
freeTexts(_textMouse);
freeTexts(_textParser);
freeTexts(_textUtil);
if (_arrayReqs) {
for (int i = 0; _arrayReqs[i] != 0; i++)
free(_arrayReqs[i]);
free(_arrayReqs);
}
free(_hotspots);
free(_invent);
if (_uses) {
for (int i = 0; i < _usesSize; i++)
free(_uses[i].targets);
free(_uses);
}
free(_catchallList);
if (_backgroundObjects) {
for (int i = 0; i < _backgroundObjectsSize; i++)
free(_backgroundObjects[i]);
free(_backgroundObjects);
}
free(_points);
if (_cmdList) {
for (int i = 0; i < _cmdListSize; i++)
free(_cmdList[i]);
free(_cmdList);
}
if (_cmdList) {
for (int i = 0; i < _screenActsSize; i++)
free(_screenActs[i]);
free(_screenActs);
}
_object->freeObjectArr();
_scheduler->freeActListArr();
free(_defltTunes);
free(_screenStates);
_screen->freeFonts();
delete _object;
delete _sound;
delete _route;
delete _parser;
delete _inventory;
delete _mouse;
delete _screen;
delete _intro;
delete _scheduler;
delete _file;
DebugMan.clearAllDebugChannels();
delete _console;
delete _rnd;
}
GameType HugoEngine::getGameType() const {
return _gameType;
}
Common::Platform HugoEngine::getPlatform() const {
return _platform;
}
bool HugoEngine::isPacked() const {
return _packedFl;
}
Common::Error HugoEngine::run() {
s_Engine = this;
initGraphics(320, 200, false);
_mouse = new MouseHandler(this);
_inventory = new InventoryHandler(this);
_route = new Route(this);
_sound = new SoundHandler(this);
switch (_gameVariant) {
case 0: // H1 Win
_file = new FileManager_v1w(this);
_scheduler = new Scheduler_v1w(this);
_intro = new intro_v1w(this);
_screen = new Screen_v1w(this);
_parser = new Parser_v1w(this);
_object = new ObjectHandler_v1w(this);
_normalTPS = 9;
break;
case 1:
_file = new FileManager_v2d(this);
_scheduler = new Scheduler_v1w(this);
_intro = new intro_v2w(this);
_screen = new Screen_v1w(this);
_parser = new Parser_v1w(this);
_object = new ObjectHandler_v1w(this);
_normalTPS = 9;
break;
case 2:
_file = new FileManager_v2d(this);
_scheduler = new Scheduler_v1w(this);
_intro = new intro_v3w(this);
_screen = new Screen_v1w(this);
_parser = new Parser_v1w(this);
_object = new ObjectHandler_v1w(this);
_normalTPS = 9;
break;
case 3: // H1 DOS
_file = new FileManager_v1d(this);
_scheduler = new Scheduler_v1d(this);
_intro = new intro_v1d(this);
_screen = new Screen_v1d(this);
_parser = new Parser_v1d(this);
_object = new ObjectHandler_v1d(this);
_normalTPS = 8;
break;
case 4:
_file = new FileManager_v2d(this);
_scheduler = new Scheduler_v2d(this);
_intro = new intro_v2d(this);
_screen = new Screen_v1d(this);
_parser = new Parser_v2d(this);
_object = new ObjectHandler_v2d(this);
_normalTPS = 8;
break;
case 5:
_file = new FileManager_v3d(this);
_scheduler = new Scheduler_v3d(this);
_intro = new intro_v3d(this);
_screen = new Screen_v1d(this);
_parser = new Parser_v3d(this);
_object = new ObjectHandler_v3d(this);
_normalTPS = 9;
break;
}
if (!loadHugoDat())
return Common::kUnknownError;
/* Use Windows-looking mouse cursor */
CursorMan.replaceCursorPalette(stdMouseCursorPalette, 1, ARRAYSIZE(stdMouseCursorPalette) / 4);
CursorMan.replaceCursor(stdMouseCursor, stdMousrCursorWidth, stdMousrCursorHeight, 1, 1, 0);
CursorMan.showMouse(true);
initStatus(); // Initialize game status
initConfig(INSTALL); // Initialize user's config
initialize();
initConfig(RESET); // Reset user's config
initMachine();
// Start the state machine
_status.viewState = V_INTROINIT;
_status.doQuitFl = false;
while (!_status.doQuitFl) {
g_system->updateScreen();
runMachine();
// Handle input
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
if (event.kbd.keycode == Common::KEYCODE_d && event.kbd.hasFlags(Common::KBD_CTRL)) {
this->getDebugger()->attach();
this->getDebugger()->onFrame();
}
_parser->keyHandler(event.kbd.keycode, 0);
break;
case Common::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
_mouseY = event.mouse.y;
break;
case Common::EVENT_LBUTTONDOWN:
_status.leftButtonFl = true;
break;
case Common::EVENT_LBUTTONUP:
_status.leftButtonFl = false;
break;
case Common::EVENT_RBUTTONDOWN:
_status.rightButtonFl = true;
break;
case Common::EVENT_RBUTTONUP:
_status.rightButtonFl = false;
break;
case Common::EVENT_QUIT:
_status.doQuitFl = true;
break;
default:
break;
}
}
_status.doQuitFl |= shouldQuit(); // update game quit flag
}
return Common::kNoError;
}
void HugoEngine::initMachine() {
if (_gameVariant == kGameVariantH1Dos)
readScreenFiles(0);
else
_file->readBackground(_numScreens - 1); // Splash screen
_object->readObjectImages(); // Read all object images
if (_platform == Common::kPlatformWindows)
_file->readUIFImages(); // Read all uif images (only in Win versions)
}
/**
* Hugo game state machine - called during onIdle
*/
void HugoEngine::runMachine() {
static uint32 lastTime;
status_t &gameStatus = getGameStatus();
// Don't process if we're in a textbox
if (gameStatus.textBoxFl)
return;
// Don't process if gameover
if (gameStatus.gameOverFl)
return;
// Process machine once every tick
if (g_system->getMillis() - lastTime < (uint32)(1000 / getTPS()))
return;
lastTime = g_system->getMillis();
switch (gameStatus.viewState) {
case V_IDLE: // Not processing state machine
_intro->preNewGame(); // Any processing before New Game selected
break;
case V_INTROINIT: // Initialization before intro begins
_intro->introInit();
CursorMan.showMouse(false);
gameStatus.viewState = V_INTRO;
break;
case V_INTRO: // Do any game-dependant preamble
if (_intro->introPlay()) { // Process intro screen
_scheduler->newScreen(0); // Initialize first screen
gameStatus.viewState = V_PLAY;
}
break;
case V_PLAY: // Playing game
CursorMan.showMouse(true);
_parser->charHandler(); // Process user cmd input
_object->moveObjects(); // Process object movement
_scheduler->runScheduler(); // Process any actions
_screen->displayList(D_RESTORE); // Restore previous background
_object->updateImages(); // Draw into _frontBuffer, compile display list
_mouse->mouseHandler(); // Mouse activity - adds to display list
_screen->drawStatusText();
_screen->displayList(D_DISPLAY); // Blit the display list to screen
break;
case V_INVENT: // Accessing inventory
_inventory->runInventory(); // Process Inventory state machine
break;
case V_EXIT: // Game over or user exited
gameStatus.viewState = V_IDLE;
_status.doQuitFl = true;
break;
}
}
/**
* Loads Hugo.dat file, which contains all the hardcoded data in the original executables
*/
bool HugoEngine::loadHugoDat() {
Common::File in;
in.open("hugo.dat");
if (!in.isOpen()) {
Common::String errorMessage = "You're missing the 'hugo.dat' file. Get it from the ScummVM website";
GUIErrorMessage(errorMessage);
warning("%s", errorMessage.c_str());
return false;
}
// Read header
char buf[256];
in.read(buf, 4);
buf[4] = '\0';
if (strcmp(buf, "HUGO")) {
Common::String errorMessage = "File 'hugo.dat' is corrupt. Get it from the ScummVM website";
GUIErrorMessage(errorMessage);
warning("%s", errorMessage.c_str());
return false;
}
int majVer = in.readByte();
int minVer = in.readByte();
if ((majVer != HUGO_DAT_VER_MAJ) || (minVer != HUGO_DAT_VER_MIN)) {
snprintf(buf, 256, "File 'hugo.dat' is wrong version. Expected %d.%d but got %d.%d. Get it from the ScummVM website", HUGO_DAT_VER_MAJ, HUGO_DAT_VER_MIN, majVer, minVer);
GUIErrorMessage(buf);
warning("%s", buf);
return false;
}
_numVariant = in.readUint16BE();
// Read textData
_textData = loadTextsVariante(in, 0);
// Read stringtData
// Only Hugo 1 DOS should use this array
_stringtData = loadTextsVariante(in, 0);
// Read arrayNouns
_arrayNouns = loadTextsArray(in);
// Read arrayVerbs
_arrayVerbs = loadTextsArray(in);
// Read screenNames
_screenNames = loadTextsVariante(in, &_numScreens);
_screen->loadPalette(in);
// Read textEngine
_textEngine = loadTexts(in);
// Read textIntro
_textIntro = loadTextsVariante(in, 0);
// Read x_intro and y_intro
for (int varnt = 0; varnt < _numVariant; varnt++) {
int numRows = in.readUint16BE();
if (varnt == _gameVariant) {
_introXSize = numRows;
_introX = (byte *)malloc(sizeof(byte) * _introXSize);
_introY = (byte *)malloc(sizeof(byte) * _introXSize);
for (int i = 0; i < _introXSize; i++) {
_introX[i] = in.readByte();
_introY[i] = in.readByte();
}
} else {
for (int i = 0; i < numRows; i++) {
in.readByte();
in.readByte();
}
}
}
// Read textMouse
_textMouse = loadTexts(in);
// Read textParser
_textParser = loadTexts(in);
// Read textUtil
_textUtil = loadTextsVariante(in, 0);
// Read _arrayReqs
_arrayReqs = loadLongArray(in);
// Read _hotspots
for (int varnt = 0; varnt < _numVariant; varnt++) {
int numRows = in.readUint16BE();
if (varnt == _gameVariant) {
_hotspots = (hotspot_t *)malloc(sizeof(hotspot_t) * numRows);
for (int i = 0; i < numRows; i++) {
_hotspots[i].screenIndex = in.readSint16BE();
_hotspots[i].x1 = in.readSint16BE();
_hotspots[i].y1 = in.readSint16BE();
_hotspots[i].x2 = in.readSint16BE();
_hotspots[i].y2 = in.readSint16BE();
_hotspots[i].actIndex = in.readUint16BE();
_hotspots[i].viewx = in.readSint16BE();
_hotspots[i].viewy = in.readSint16BE();
_hotspots[i].direction = in.readSint16BE();
}
} else {
for (int i = 0; i < numRows; i++) {
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
}
}
}
int numElem, numSubElem;
//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