scummvm/engines/hugo/hugo.cpp
Arnaud Boutonné bd18e20f7d HUGO: Merge engine and hugo files
- Move initNewScreenDisplay to display.cpp
- Merge engine.cpp and hugo.cpp

svn-id: r53468
2010-10-15 06:16:27 +00:00

2436 lines
78 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 "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 "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), _textSchedule(0), _textUtil(0),
_arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0),
_points(0), _cmdList(0), _screenActs(0), _objects(0), _actListArr(0), _heroImage(0), _defltTunes(0), _palette(0), _introX(0),
_introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _numObj(0),
_score(0), _maxscore(0)
{
DebugMan.addDebugChannel(kDebugSchedule, "Schedule", "Script Schedule debug level");
DebugMan.addDebugChannel(kDebugEngine, "Engine", "Engine debug level");
DebugMan.addDebugChannel(kDebugDisplay, "Display", "Display debug level");
DebugMan.addDebugChannel(kDebugMouse, "Mouse", "Mouse debug level");
DebugMan.addDebugChannel(kDebugParser, "Parser", "Parser debug level");
DebugMan.addDebugChannel(kDebugFile, "File", "File IO debug level");
DebugMan.addDebugChannel(kDebugRoute, "Route", "Route debug level");
DebugMan.addDebugChannel(kDebugInventory, "Inventory", "Inventory debug level");
for (int j = 0; j < NUM_FONTS; j++)
_arrayFont[j] = 0;
}
HugoEngine::~HugoEngine() {
delete _soundHandler;
delete _route;
delete _parser;
delete _inventoryHandler;
delete _mouseHandler;
delete _screen;
delete _scheduler;
delete _fileManager;
free(_palette);
free(_introX);
free(_introY);
#if 0
freeTexts(_textData);
freeTexts(_stringtData);
freeTexts(_textEngine);
freeTexts(_textIntro);
freeTexts(_textMouse);
freeTexts(_textParser);
freeTexts(_textSchedule);
freeTexts(_textUtil);
#endif
free(_textData);
free(_stringtData);
free(_screenNames);
free(_textEngine);
free(_textIntro);
free(_textMouse);
free(_textParser);
free(_textSchedule);
free(_textUtil);
warning("Missing: free _arrayNouns");
warning("Missing: free _arrayVerbs");
free(_arrayReqs);
free(_hotspots);
free(_invent);
free(_uses);
free(_catchallList);
warning("Missing: free _background_objects");
free(_points);
warning("Missing: free _cmdList");
warning("Missing: free _screenActs");
warning("Missing: free _objects");
free(_defltTunes);
free(_screenStates);
if (_arrayFont[0])
free(_arrayFont[0]);
if (_arrayFont[1])
free(_arrayFont[1]);
if (_arrayFont[2])
free(_arrayFont[2]);
}
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);
_mouseHandler = new MouseHandler(*this);
_inventoryHandler = new InventoryHandler(*this);
_route = new Route(*this);
_soundHandler = new SoundHandler(*this);
switch (_gameVariant) {
case 0: // H1 Win
_fileManager = new FileManager_v1w(*this);
_scheduler = new Scheduler_v3d(*this);
_introHandler = new intro_v1w(*this);
_screen = new Screen_v1w(*this);
_parser = new Parser_v1w(*this);
break;
case 1:
_fileManager = new FileManager_v2d(*this);
_scheduler = new Scheduler_v3d(*this);
_introHandler = new intro_v2w(*this);
_screen = new Screen_v1w(*this);
_parser = new Parser_v1w(*this);
break;
case 2:
_fileManager = new FileManager_v2d(*this);
_scheduler = new Scheduler_v3d(*this);
_introHandler = new intro_v3w(*this);
_screen = new Screen_v1w(*this);
_parser = new Parser_v1w(*this);
break;
case 3: // H1 DOS
_fileManager = new FileManager_v1d(*this);
_scheduler = new Scheduler_v1d(*this);
_introHandler = new intro_v1d(*this);
_screen = new Screen_v1d(*this);
_parser = new Parser_v1d(*this);
break;
case 4:
_fileManager = new FileManager_v2d(*this);
_scheduler = new Scheduler_v1d(*this);
_introHandler = new intro_v2d(*this);
_screen = new Screen_v1d(*this);
_parser = new Parser_v2d(*this);
break;
case 5:
_fileManager = new FileManager_v3d(*this);
_scheduler = new Scheduler_v3d(*this);
_introHandler = new intro_v3d(*this);
_screen = new Screen_v1d(*this);
_parser = new Parser_v3d(*this);
break;
}
if (!loadHugoDat())
return Common::kUnknownError;
// Interesting situation: We have no cursor to show, since
// the DOS version had none, and the Windows version just used
// the windows default one. Meaning this call will just use whatever
// was used last, i.e. the launcher GUI cursor. What to do?
g_system->showMouse(true);
initStatus(); // Initialize game status
initConfig(INSTALL); // Initialize user's config
initialize();
initConfig(RESET); // Reset user's config
file().restoreGame(-1);
initMachine();
// Start the state machine
_status.viewState = V_INTROINIT;
_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:
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;
}
}
}
return Common::kNoError;
}
void HugoEngine::initMachine() {
if (_gameVariant == kGameVariantH1Dos)
readScreenFiles(0);
else
file().readBackground(_numScreens - 1); // Splash screen
readObjectImages(); // Read all object images
if (_platform == Common::kPlatformWindows)
readUIFImages(); // Read all uif images (only in Win versions)
}
void HugoEngine::runMachine() {
// Hugo game state machine - called during onIdle
static uint32 lastTime;
status_t &gameStatus = getGameStatus();
// Don't process if we're in a textbox
if (gameStatus.textBoxFl)
return;
// Don't process if gameover
if (gameStatus.gameOverFl)
return;
// Process machine once every tick
if (g_system->getMillis() - lastTime < (uint32)(1000 / TPS))
return;
lastTime = g_system->getMillis();
switch (gameStatus.viewState) {
case V_IDLE: // Not processing state machine
intro().preNewGame(); // Any processing before New Game selected
break;
case V_INTROINIT: // Initialization before intro begins
intro().introInit();
g_system->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
g_system->showMouse(true);
parser().charHandler(); // Process user cmd input
moveObjects(); // Process object movement
scheduler().runScheduler(); // Process any actions
screen().displayList(D_RESTORE); // Restore previous background
updateImages(); // Draw into _frontBuffer, compile display list
mouse().mouseHandler(); // Mouse activity - adds to display list
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;
}
}
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);
// Read palette
_paletteSize = in.readUint16BE();
_palette = (byte *)malloc(sizeof(byte) * _paletteSize);
for (int i = 0; i < _paletteSize; i++)
_palette[i] = in.readByte();
// Read textEngine
_textEngine = loadTexts(in);
// Read textIntro
_textIntro = 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 textSchedule
_textSchedule = loadTexts(in);
// Read textUtil
_textUtil = loadTexts(in);
// Read _arrayReqs
_arrayReqs = loadLongArray(in);
// Read _hotspots
for (int varnt = 0; varnt < _numVariant; varnt++) {
int numRows = in.readUint16BE();
if (varnt == _gameVariant) {
_hotspots = (hotspot_t *)malloc(sizeof(hotspot_t) * numRows);
for (int i = 0; i < numRows; i++) {
_hotspots[i].screenIndex = in.readSint16BE();
_hotspots[i].x1 = in.readSint16BE();
_hotspots[i].y1 = in.readSint16BE();
_hotspots[i].x2 = in.readSint16BE();
_hotspots[i].y2 = in.readSint16BE();
_hotspots[i].actIndex = in.readUint16BE();
_hotspots[i].viewx = in.readSint16BE();
_hotspots[i].viewy = in.readSint16BE();
_hotspots[i].direction = in.readSint16BE();
}
} else {
for (int i = 0; i < numRows; i++) {
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
}
}
}
int numElem, numSubElem, numSubAct;
//Read _invent
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_maxInvent = numElem;
_invent = (int16 *)malloc(sizeof(int16) * numElem);
for (int i = 0; i < numElem; i++)
_invent[i] = in.readSint16BE();
} else {
for (int i = 0; i < numElem; i++)
in.readSint16BE();
}
}
//Read _uses
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_uses = (uses_t *)malloc(sizeof(uses_t) * numElem);
for (int i = 0; i < numElem; i++) {
_uses[i].objId = in.readSint16BE();
_uses[i].dataIndex = in.readUint16BE();
numSubElem = in.readUint16BE();
_uses[i].targets = (target_t *)malloc(sizeof(target_t) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
_uses[i].targets[j].nounIndex = in.readUint16BE();
_uses[i].targets[j].verbIndex = in.readUint16BE();
}
}
} else {
for (int i = 0; i < numElem; i++) {
in.readSint16BE();
in.readUint16BE();
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
in.readUint16BE();
in.readUint16BE();
}
}
}
}
//Read _catchallList
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_catchallList = (background_t *)malloc(sizeof(background_t) * numElem);
for (int i = 0; i < numElem; i++) {
_catchallList[i].verbIndex = in.readUint16BE();
_catchallList[i].nounIndex = in.readUint16BE();
_catchallList[i].commentIndex = in.readSint16BE();
_catchallList[i].matchFl = (in.readByte() != 0);
_catchallList[i].roomState = in.readByte();
_catchallList[i].bonusIndex = in.readByte();
}
} else {
for (int i = 0; i < numElem; i++) {
in.readUint16BE();
in.readUint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
in.readByte();
}
}
}
// Read _background_objects
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_backgroundObjects = (background_t **)malloc(sizeof(background_t *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
_backgroundObjects[i] = (background_t *)malloc(sizeof(background_t) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
_backgroundObjects[i][j].verbIndex = in.readUint16BE();
_backgroundObjects[i][j].nounIndex = in.readUint16BE();
_backgroundObjects[i][j].commentIndex = in.readSint16BE();
_backgroundObjects[i][j].matchFl = (in.readByte() != 0);
_backgroundObjects[i][j].roomState = in.readByte();
_backgroundObjects[i][j].bonusIndex = in.readByte();
}
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
in.readUint16BE();
in.readUint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
in.readByte();
}
}
}
}
// Read _points
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_numBonuses = numElem;
_points = (point_t *)malloc(sizeof(point_t) * _numBonuses);
for (int i = 0; i < _numBonuses; i++) {
_points[i].score = in.readByte();
_points[i].scoredFl = false;
}
} else {
for (int i = 0; i < numElem; i++)
in.readByte();
}
}
// Read _cmdList
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_cmdList = (cmd **)malloc(sizeof(cmd *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
_cmdList[i] = (cmd *)malloc(sizeof(cmd) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
_cmdList[i][j].verbIndex = in.readUint16BE();
_cmdList[i][j].reqIndex = in.readUint16BE();
_cmdList[i][j].textDataNoCarryIndex = in.readUint16BE();
_cmdList[i][j].reqState = in.readByte();
_cmdList[i][j].newState = in.readByte();
_cmdList[i][j].textDataWrongIndex = in.readUint16BE();
_cmdList[i][j].textDataDoneIndex = in.readUint16BE();
_cmdList[i][j].actIndex = in.readUint16BE();
}
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
}
}
}
}
// TODO: For Hugo2 and Hugo3, if not in story mode, increment _screenActs[0][0] (ex: kALcrashStory + 1 == kALcrashNoStory)
// Read _screenActs
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_screenActs = (uint16 **)malloc(sizeof(uint16 *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
if (numSubElem == 0) {
_screenActs[i] = 0;
} else {
_screenActs[i] = (uint16 *)malloc(sizeof(uint16) * numSubElem);
for (int j = 0; j < numSubElem; j++)
_screenActs[i][j] = in.readUint16BE();
}
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
}
}
}
// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_objects = (object_t *)malloc(sizeof(object_t) * numElem);
for (int i = 0; i < numElem; i++) {
_objects[i].nounIndex = in.readUint16BE();
_objects[i].dataIndex = in.readUint16BE();
numSubElem = in.readUint16BE();
if (numSubElem == 0)
_objects[i].stateDataIndex = 0;
else
_objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
for (int j = 0; j < numSubElem; j++)
_objects[i].stateDataIndex[j] = in.readUint16BE();
_objects[i].pathType = (path_t) in.readSint16BE();
_objects[i].vxPath = in.readSint16BE();
_objects[i].vyPath = in.readSint16BE();
_objects[i].actIndex = in.readUint16BE();
_objects[i].seqNumb = in.readByte();
_objects[i].currImagePtr = 0;
if (_objects[i].seqNumb == 0) {
_objects[i].seqList[0].imageNbr = 0;
_objects[i].seqList[0].seqPtr = 0;
}
for (int j = 0; j < _objects[i].seqNumb; j++) {
_objects[i].seqList[j].imageNbr = in.readUint16BE();
_objects[i].seqList[j].seqPtr = 0;
}
_objects[i].cycling = (cycle_t)in.readByte();
_objects[i].cycleNumb = in.readByte();
_objects[i].frameInterval = in.readByte();
_objects[i].frameTimer = in.readByte();
_objects[i].radius = in.readByte();
_objects[i].screenIndex = in.readByte();
_objects[i].x = in.readSint16BE();
_objects[i].y = in.readSint16BE();
_objects[i].oldx = in.readSint16BE();
_objects[i].oldy = in.readSint16BE();
_objects[i].vx = in.readByte();
_objects[i].vy = in.readByte();
_objects[i].objValue = in.readByte();
_objects[i].genericCmd = in.readSint16BE();
_objects[i].cmdIndex = in.readUint16BE();
_objects[i].carriedFl = (in.readByte() != 0);
_objects[i].state = in.readByte();
_objects[i].verbOnlyFl = (in.readByte() != 0);
_objects[i].priority = in.readByte();
_objects[i].viewx = in.readSint16BE();
_objects[i].viewy = in.readSint16BE();
_objects[i].direction = in.readSint16BE();
_objects[i].curSeqNum = in.readByte();
_objects[i].curImageNum = in.readByte();
_objects[i].oldvx = in.readByte();
_objects[i].oldvy = in.readByte();
}
} else {
for (int i = 0; i < numElem; i++) {
in.readUint16BE();
in.readUint16BE();
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
numSubElem = in.readByte();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
}
}
}
//#define HERO 0
_hero = &_objects[HERO]; // This always points to hero
_screen_p = &(_objects[HERO].screenIndex); // Current screen is hero's
_heroImage = HERO; // Current in use hero image
//read _actListArr
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_actListArr = (act **)malloc(sizeof(act *) * numElem);
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
_actListArr[i] = (act *) malloc(sizeof(act) * (numSubElem + 1));
for (int j = 0; j < numSubElem; j++) {
_actListArr[i][j].a0.actType = (action_t) in.readByte();
switch (_actListArr[i][j].a0.actType) {
case ANULL: // -1
break;
case ASCHEDULE: // 0
_actListArr[i][j].a0.timer = in.readSint16BE();
_actListArr[i][j].a0.actIndex = in.readUint16BE();
break;
case START_OBJ: // 1
_actListArr[i][j].a1.timer = in.readSint16BE();
_actListArr[i][j].a1.objNumb = in.readSint16BE();
_actListArr[i][j].a1.cycleNumb = in.readSint16BE();
_actListArr[i][j].a1.cycle = (cycle_t) in.readByte();
break;
case INIT_OBJXY: // 2
_actListArr[i][j].a2.timer = in.readSint16BE();
_actListArr[i][j].a2.objNumb = in.readSint16BE();
_actListArr[i][j].a2.x = in.readSint16BE();
_actListArr[i][j].a2.y = in.readSint16BE();
break;
case PROMPT: // 3
_actListArr[i][j].a3.timer = in.readSint16BE();
_actListArr[i][j].a3.promptIndex = in.readSint16BE();
numSubAct = in.readUint16BE();
_actListArr[i][j].a3.responsePtr = (int *) malloc(sizeof(int) * numSubAct);
for (int k = 0; k < numSubAct; k++)
_actListArr[i][j].a3.responsePtr[k] = in.readSint16BE();
_actListArr[i][j].a3.actPassIndex = in.readUint16BE();
_actListArr[i][j].a3.actFailIndex = in.readUint16BE();
_actListArr[i][j].a3.encodedFl = (in.readByte() == 1) ? true : false;
break;
case BKGD_COLOR: // 4
_actListArr[i][j].a4.timer = in.readSint16BE();
_actListArr[i][j].a4.newBackgroundColor = in.readUint32BE();
break;
case INIT_OBJVXY: // 5
_actListArr[i][j].a5.timer = in.readSint16BE();
_actListArr[i][j].a5.objNumb = in.readSint16BE();
_actListArr[i][j].a5.vx = in.readSint16BE();
_actListArr[i][j].a5.vy = in.readSint16BE();
break;
case INIT_CARRY: // 6
_actListArr[i][j].a6.timer = in.readSint16BE();
_actListArr[i][j].a6.objNumb = in.readSint16BE();
_actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false;
break;
case INIT_HF_COORD: // 7
_actListArr[i][j].a7.timer = in.readSint16BE();
_actListArr[i][j].a7.objNumb = in.readSint16BE();
break;
case NEW_SCREEN: // 8
_actListArr[i][j].a8.timer = in.readSint16BE();
_actListArr[i][j].a8.screenIndex = in.readSint16BE();
break;
case INIT_OBJSTATE: // 9
_actListArr[i][j].a9.timer = in.readSint16BE();
_actListArr[i][j].a9.objNumb = in.readSint16BE();
_actListArr[i][j].a9.newState = in.readByte();
break;
case INIT_PATH: // 10
_actListArr[i][j].a10.timer = in.readSint16BE();
_actListArr[i][j].a10.objNumb = in.readSint16BE();
_actListArr[i][j].a10.newPathType = in.readSint16BE();
_actListArr[i][j].a10.vxPath = in.readByte();
_actListArr[i][j].a10.vyPath = in.readByte();
break;
case COND_R: // 11
_actListArr[i][j].a11.timer = in.readSint16BE();
_actListArr[i][j].a11.objNumb = in.readSint16BE();
_actListArr[i][j].a11.stateReq = in.readByte();
_actListArr[i][j].a11.actPassIndex = in.readUint16BE();
_actListArr[i][j].a11.actFailIndex = in.readUint16BE();
break;
case TEXT: // 12
_actListArr[i][j].a12.timer = in.readSint16BE();
_actListArr[i][j].a12.stringIndex = in.readSint16BE();
break;
case SWAP_IMAGES: // 13
_actListArr[i][j].a13.timer = in.readSint16BE();
_actListArr[i][j].a13.obj1 = in.readSint16BE();
_actListArr[i][j].a13.obj2 = in.readSint16BE();
break;
case COND_SCR: // 14
_actListArr[i][j].a14.timer = in.readSint16BE();
_actListArr[i][j].a14.objNumb = in.readSint16BE();
_actListArr[i][j].a14.screenReq = in.readSint16BE();
_actListArr[i][j].a14.actPassIndex = in.readUint16BE();
_actListArr[i][j].a14.actFailIndex = in.readUint16BE();
break;
case AUTOPILOT: // 15
_actListArr[i][j].a15.timer = in.readSint16BE();
_actListArr[i][j].a15.obj1 = in.readSint16BE();
_actListArr[i][j].a15.obj2 = in.readSint16BE();
_actListArr[i][j].a15.dx = in.readByte();
_actListArr[i][j].a15.dy = in.readByte();
break;
case INIT_OBJ_SEQ: // 16
_actListArr[i][j].a16.timer = in.readSint16BE();
_actListArr[i][j].a16.objNumb = in.readSint16BE();
_actListArr[i][j].a16.seqIndex = in.readSint16BE();
break;
case SET_STATE_BITS: // 17
_actListArr[i][j].a17.timer = in.readSint16BE();
_actListArr[i][j].a17.objNumb = in.readSint16BE();
_actListArr[i][j].a17.stateMask = in.readSint16BE();
break;
case CLEAR_STATE_BITS: // 18
_actListArr[i][j].a18.timer = in.readSint16BE();
_actListArr[i][j].a18.objNumb = in.readSint16BE();
_actListArr[i][j].a18.stateMask = in.readSint16BE();
break;
case TEST_STATE_BITS: // 19
_actListArr[i][j].a19.timer = in.readSint16BE();
_actListArr[i][j].a19.objNumb = in.readSint16BE();
_actListArr[i][j].a19.stateMask = in.readSint16BE();
_actListArr[i][j].a19.actPassIndex = in.readUint16BE();
_actListArr[i][j].a19.actFailIndex = in.readUint16BE();
break;
case DEL_EVENTS: // 20
_actListArr[i][j].a20.timer = in.readSint16BE();
_actListArr[i][j].a20.actTypeDel = (action_t) in.readByte();
break;
case GAMEOVER: // 21
_actListArr[i][j].a21.timer = in.readSint16BE();
break;
case INIT_HH_COORD: // 22
_actListArr[i][j].a22.timer = in.readSint16BE();
_actListArr[i][j].a22.objNumb = in.readSint16BE();
break;
case EXIT: // 23
_actListArr[i][j].a23.timer = in.readSint16BE();
break;
case BONUS: // 24
_actListArr[i][j].a24.timer = in.readSint16BE();
_actListArr[i][j].a24.pointIndex = in.readSint16BE();
break;
case COND_BOX: // 25
_actListArr[i][j].a25.timer = in.readSint16BE();
_actListArr[i][j].a25.objNumb = in.readSint16BE();
_actListArr[i][j].a25.x1 = in.readSint16BE();
_actListArr[i][j].a25.y1 = in.readSint16BE();
_actListArr[i][j].a25.x2 = in.readSint16BE();
_actListArr[i][j].a25.y2 = in.readSint16BE();
_actListArr[i][j].a25.actPassIndex = in.readUint16BE();
_actListArr[i][j].a25.actFailIndex = in.readUint16BE();
break;
case SOUND: // 26
_actListArr[i][j].a26.timer = in.readSint16BE();
_actListArr[i][j].a26.soundIndex = in.readSint16BE();
break;
case ADD_SCORE: // 27
_actListArr[i][j].a27.timer = in.readSint16BE();
_actListArr[i][j].a27.objNumb = in.readSint16BE();
break;
case SUB_SCORE: // 28
_actListArr[i][j].a28.timer = in.readSint16BE();
_actListArr[i][j].a28.objNumb = in.readSint16BE();
break;
case COND_CARRY: // 29
_actListArr[i][j].a29.timer = in.readSint16BE();
_actListArr[i][j].a29.objNumb = in.readSint16BE();
_actListArr[i][j].a29.actPassIndex = in.readUint16BE();
_actListArr[i][j].a29.actFailIndex = in.readUint16BE();
break;
case INIT_MAZE: // 30
_actListArr[i][j].a30.timer = in.readSint16BE();
_actListArr[i][j].a30.mazeSize = in.readByte();
_actListArr[i][j].a30.x1 = in.readSint16BE();
_actListArr[i][j].a30.y1 = in.readSint16BE();
_actListArr[i][j].a30.x2 = in.readSint16BE();
_actListArr[i][j].a30.y2 = in.readSint16BE();
_actListArr[i][j].a30.x3 = in.readSint16BE();
_actListArr[i][j].a30.x4 = in.readSint16BE();
_actListArr[i][j].a30.firstScreenIndex = in.readByte();
break;
case EXIT_MAZE: // 31
_actListArr[i][j].a31.timer = in.readSint16BE();
break;
case INIT_PRIORITY: // 32
_actListArr[i][j].a32.timer = in.readSint16BE();
_actListArr[i][j].a32.objNumb = in.readSint16BE();
_actListArr[i][j].a32.priority = in.readByte();
break;
case INIT_SCREEN: // 33
_actListArr[i][j].a33.timer = in.readSint16BE();
_actListArr[i][j].a33.objNumb = in.readSint16BE();
_actListArr[i][j].a33.screenIndex = in.readSint16BE();
break;
case AGSCHEDULE: // 34
_actListArr[i][j].a34.timer = in.readSint16BE();
_actListArr[i][j].a34.actIndex = in.readUint16BE();
break;
case REMAPPAL: // 35
_actListArr[i][j].a35.timer = in.readSint16BE();
_actListArr[i][j].a35.oldColorIndex = in.readSint16BE();
_actListArr[i][j].a35.newColorIndex = in.readSint16BE();
break;
case COND_NOUN: // 36
_actListArr[i][j].a36.timer = in.readSint16BE();
_actListArr[i][j].a36.nounIndex = in.readUint16BE();
_actListArr[i][j].a36.actPassIndex = in.readUint16BE();
_actListArr[i][j].a36.actFailIndex = in.readUint16BE();
break;
case SCREEN_STATE: // 37
_actListArr[i][j].a37.timer = in.readSint16BE();
_actListArr[i][j].a37.screenIndex = in.readSint16BE();
_actListArr[i][j].a37.newState = in.readByte();
break;
case INIT_LIPS: // 38
_actListArr[i][j].a38.timer = in.readSint16BE();
_actListArr[i][j].a38.lipsObjNumb = in.readSint16BE();
_actListArr[i][j].a38.objNumb = in.readSint16BE();
_actListArr[i][j].a38.dxLips = in.readByte();
_actListArr[i][j].a38.dyLips = in.readByte();
break;
case INIT_STORY_MODE: // 39
_actListArr[i][j].a39.timer = in.readSint16BE();
_actListArr[i][j].a39.storyModeFl = (in.readByte() == 1);
break;
case WARN: // 40
_actListArr[i][j].a40.timer = in.readSint16BE();
_actListArr[i][j].a40.stringIndex = in.readSint16BE();
break;
case COND_BONUS: // 41
_actListArr[i][j].a41.timer = in.readSint16BE();
_actListArr[i][j].a41.BonusIndex = in.readSint16BE();
_actListArr[i][j].a41.actPassIndex = in.readUint16BE();
_actListArr[i][j].a41.actFailIndex = in.readUint16BE();
break;
case TEXT_TAKE: // 42
_actListArr[i][j].a42.timer = in.readSint16BE();
_actListArr[i][j].a42.objNumb = in.readSint16BE();
break;
case YESNO: // 43
_actListArr[i][j].a43.timer = in.readSint16BE();
_actListArr[i][j].a43.promptIndex = in.readSint16BE();
_actListArr[i][j].a43.actYesIndex = in.readUint16BE();
_actListArr[i][j].a43.actNoIndex = in.readUint16BE();
break;
case STOP_ROUTE: // 44
_actListArr[i][j].a44.timer = in.readSint16BE();
break;
case COND_ROUTE: // 45
_actListArr[i][j].a45.timer = in.readSint16BE();
_actListArr[i][j].a45.routeIndex = in.readSint16BE();
_actListArr[i][j].a45.actPassIndex = in.readUint16BE();
_actListArr[i][j].a45.actFailIndex = in.readUint16BE();
break;
case INIT_JUMPEXIT: // 46
_actListArr[i][j].a46.timer = in.readSint16BE();
_actListArr[i][j].a46.jumpExitFl = (in.readByte() == 1);
break;
case INIT_VIEW: // 47
_actListArr[i][j].a47.timer = in.readSint16BE();
_actListArr[i][j].a47.objNumb = in.readSint16BE();
_actListArr[i][j].a47.viewx = in.readSint16BE();
_actListArr[i][j].a47.viewy = in.readSint16BE();
_actListArr[i][j].a47.direction = in.readSint16BE();
break;
case INIT_OBJ_FRAME: // 48
_actListArr[i][j].a48.timer = in.readSint16BE();
_actListArr[i][j].a48.objNumb = in.readSint16BE();
_actListArr[i][j].a48.seqIndex = in.readSint16BE();
_actListArr[i][j].a48.frameIndex = in.readSint16BE();
break;
case OLD_SONG: //49
_actListArr[i][j].a49.timer = in.readSint16BE();
_actListArr[i][j].a49.soundIndex = in.readUint16BE();
break;
default:
error("Engine - Unknown action type encountered: %d", _actListArr[i][j].a0.actType);
}
}
_actListArr[i][numSubElem].a0.actType = ANULL;
}
} else {
for (int i = 0; i < numElem; i++) {
numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++) {
numSubAct = in.readByte();
switch (numSubAct) {
case ANULL: // -1
break;
case ASCHEDULE: // 0
in.readSint16BE();
in.readUint16BE();
break;
case START_OBJ: // 1
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_OBJXY: // 2
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case PROMPT: // 3
in.readSint16BE();
in.readSint16BE();
numSubAct = in.readUint16BE();
for (int k = 0; k < numSubAct; k++)
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
in.readByte();
break;
case BKGD_COLOR: // 4
in.readSint16BE();
in.readUint32BE();
break;
case INIT_OBJVXY: // 5
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case INIT_CARRY: // 6
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_HF_COORD: // 7
in.readSint16BE();
in.readSint16BE();
break;
case NEW_SCREEN: // 8
in.readSint16BE();
in.readSint16BE();
break;
case INIT_OBJSTATE: // 9
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_PATH: // 10
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
break;
case COND_R: // 11
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readUint16BE();
in.readUint16BE();
break;
case TEXT: // 12
in.readSint16BE();
in.readSint16BE();
break;
case SWAP_IMAGES: // 13
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case COND_SCR: // 14
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case AUTOPILOT: // 15
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
break;
case INIT_OBJ_SEQ: // 16
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case SET_STATE_BITS: // 17
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case CLEAR_STATE_BITS: // 18
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case TEST_STATE_BITS: // 19
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case DEL_EVENTS: // 20
in.readSint16BE();
in.readByte();
break;
case GAMEOVER: // 21
in.readSint16BE();
break;
case INIT_HH_COORD: // 22
in.readSint16BE();
in.readSint16BE();
break;
case EXIT: // 23
in.readSint16BE();
break;
case BONUS: // 24
in.readSint16BE();
in.readSint16BE();
break;
case COND_BOX: // 25
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case SOUND: // 26
in.readSint16BE();
in.readSint16BE();
break;
case ADD_SCORE: // 27
in.readSint16BE();
in.readSint16BE();
break;
case SUB_SCORE: // 28
in.readSint16BE();
in.readSint16BE();
break;
case COND_CARRY: // 29
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case INIT_MAZE: // 30
in.readSint16BE();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case EXIT_MAZE: // 31
in.readSint16BE();
break;
case INIT_PRIORITY: // 32
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_SCREEN: // 33
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case AGSCHEDULE: // 34
in.readSint16BE();
in.readUint16BE();
break;
case REMAPPAL: // 35
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case COND_NOUN: // 36
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case SCREEN_STATE: // 37
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case INIT_LIPS: // 38
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
break;
case INIT_STORY_MODE: // 39
in.readSint16BE();
in.readByte();
break;
case WARN: // 40
in.readSint16BE();
in.readSint16BE();
break;
case COND_BONUS: // 41
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case TEXT_TAKE: // 42
in.readSint16BE();
in.readSint16BE();
break;
case YESNO: // 43
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case STOP_ROUTE: // 44
in.readSint16BE();
break;
case COND_ROUTE: // 45
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readUint16BE();
break;
case INIT_JUMPEXIT: // 46
in.readSint16BE();
in.readByte();
break;
case INIT_VIEW: // 47
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case INIT_OBJ_FRAME: // 48
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
break;
case OLD_SONG: //49
in.readSint16BE();
in.readUint16BE();
break;
default:
error("Engine - Unknown action type encountered %d - variante %d pos %d.%d", numSubAct, varnt, i, j);
}
}
}
}
}
for (int varnt = 0; varnt < _numVariant; varnt++) {
if (varnt == _gameVariant) {
_tunesNbr = in.readByte();
_soundSilence = in.readByte();
_soundTest = in.readByte();
} else {
in.readByte();
in.readByte();
in.readByte();
}
}
//Read _defltTunes
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_maxInvent = numElem;
_defltTunes = (int16 *)malloc(sizeof(int16) * numElem);
for (int i = 0; i < numElem; i++)
_defltTunes[i] = in.readSint16BE();
} else {
for (int i = 0; i < numElem; i++)
in.readSint16BE();
}
}
//Read _screenStates size
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant) {
_screenStates = (byte *)malloc(sizeof(byte) * numElem);
for (int i = 0; i < numElem; i++)
_screenStates[i] = 0;
}
}
//Read look, take and drop special verbs indexes
for (int varnt = 0; varnt < _numVariant; varnt++) {
if (varnt == _gameVariant) {
_look = in.readUint16BE();
_take = in.readUint16BE();
_drop = in.readUint16BE();
} else {
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
}
}
//Read LASTOBJ
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant)
_numObj = numElem;
}
//Read kALnewscr used by maze (Hugo 2)
for (int varnt = 0; varnt < _numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _gameVariant)
_alNewscrIndex = numElem;
}
if (_gameVariant > 2) {
_arrayFontSize[0] = in.readUint16BE();
_arrayFont[0] = (byte *)malloc(sizeof(byte) * _arrayFontSize[0]);
for (int j = 0; j < _arrayFontSize[0]; j++)
_arrayFont[0][j] = in.readByte();
_arrayFontSize[1] = in.readUint16BE();
_arrayFont[1] = (byte *)malloc(sizeof(byte) * _arrayFontSize[1]);
for (int j = 0; j < _arrayFontSize[1]; j++)
_arrayFont[1][j] = in.readByte();
_arrayFontSize[2] = in.readUint16BE();
_arrayFont[2] = (byte *)malloc(sizeof(byte) * _arrayFontSize[2]);
for (int j = 0; j < _arrayFontSize[2]; j++)
_arrayFont[2][j] = in.readByte();
} else {
numElem = in.readUint16BE();
for (int j = 0; j < numElem; j++)
in.readByte();
numElem = in.readUint16BE();
for (int j = 0; j < numElem; j++)
in.readByte();
numElem = in.readUint16BE();
for (int j = 0; j < numElem; j++)
in.readByte();
}
return true;
}
char **HugoEngine::loadTextsVariante(Common::File &in, uint16 *arraySize) {
int numTexts;
int entryLen;
int len;
char **res = 0;
char *pos = 0;
for (int varnt = 0; varnt < _numVariant; varnt++) {
numTexts = in.readUint16BE();
entryLen = in.readUint16BE();
pos = (char *)malloc(entryLen);
if (varnt == _gameVariant) {
if (arraySize)
*arraySize = numTexts;
res = (char **)malloc(sizeof(char *) * numTexts);
res[0] = pos;
in.read(res[0], entryLen);
res[0] += DATAALIGNMENT;
} else {
in.read(pos, entryLen);
}
pos += DATAALIGNMENT;
for (int i = 1; i < numTexts; i++) {
pos -= 2;
len = READ_BE_UINT16(pos);
pos += 2 + len;
if (varnt == _gameVariant)
res[i] = pos;
}
}
return res;
}
uint16 **HugoEngine::loadLongArray(Common::File &in) {
uint16 **resArray = 0;
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;
for (int varnt = 0; varnt < _numVariant; varnt++) {
int numNouns = in.readUint16BE();
if (varnt == _gameVariant) {
resArray = (char ** *)malloc(sizeof(char **) * (numNouns + 1));
resArray[numNouns] = 0;
}
for (int i = 0; i < numNouns; i++) {
int numTexts = in.readUint16BE();
int entryLen = in.readUint16BE();
char *pos = (char *)malloc(entryLen);
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);
}
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;
}
}
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);
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.initSaveFl = true; // Force initial save
_status.storyModeFl = false; // Not in story mode
_status.gameOverFl = false; // Hero not knobbled yet
_status.recordFl = false; // Not record mode
_status.playbackFl = false; // Not playback mode
_status.demoFl = false; // Not demo mode
_status.textBoxFl = false; // Not processing a text box
// Strangerke - Not used ?
// _status.mmtime = false; // Multimedia timer support
_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
_status.saveSlot = 0; // Slot to save/restore game
_status.screenWidth = 0; // Desktop screen width
// Initialize every start of new game
_status.tick = 0; // Tick count
_status.saveTick = 0; // Time of last save
_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
}
// 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;
}
}
file().initSavedGame(); // Initialize saved game
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 (getGameType()) {
case kGameTypeHugo1:
_episode = "\"HUGO'S HOUSE OF HORRORS\"";
_picDir = "";
break;
case kGameTypeHugo2:
_episode = "\"Hugo's Mystery Adventure\"";
_picDir = "hugo2/";
break;
case kGameTypeHugo3:
_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();
if (_status.recordFl || _status.playbackFl)
file().closePlaybackFile();
freeObjects();
}
void HugoEngine::readObjectImages() {
debugC(1, kDebugEngine, "readObjectImages");
for (int i = 0; i < _numObj; i++)
file().readImage(i, &_objects[i]);
}
// Read the uif image file (inventory icons)
void HugoEngine::readUIFImages() {
debugC(1, kDebugEngine, "readUIFImages");
file().readUIFItem(UIF_IMAGES, screen().getGUIBuffer()); // Read all uif images
}
// 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
}
// Update all object positions. Process object 'local' events
// including boundary events and collisions
void HugoEngine::moveObjects() {
debugC(4, kDebugEngine, "moveObjects");
// If route mode enabled, do special route processing
if (_status.routeIndex >= 0)
route().processRoute();
// Perform any adjustments to velocity based on special path types
// and store all (visible) object baselines into the boundary file.
// Don't store foreground or background objects
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if (obj->screenIndex == *_screen_p) {
switch (obj->pathType) {
case CHASE:
case CHASE2: {
int8 radius = obj->radius; // Default to object's radius
if (radius < 0) // If radius infinity, use closer value
radius = DX;
// Allowable motion wrt boundary
int dx = _hero->x + _hero->currImagePtr->x1 - obj->x - currImage->x1;
int dy = _hero->y + _hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
if (abs(dx) <= radius)
obj->vx = 0;
else
obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
if (abs(dy) <= radius)
obj->vy = 0;
else
obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
// Set first image in sequence (if multi-seq object)
switch (obj->seqNumb) {
case 4:
if (!obj->vx) { // Got 4 directions
if (obj->vx != obj->oldvx) { // vx just stopped
if (dy >= 0)
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (dx > 0)
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
break;
case 3:
case 2:
if (obj->vx != obj->oldvx) { // vx just stopped
if (dx > 0) // Left & right only
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
break;
}
if (obj->vx || obj->vy)
obj->cycling = CYCLE_FORWARD;
else {
obj->cycling = NOT_CYCLING;
boundaryCollision(obj); // Must have got hero!
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
break;
}
case WANDER2:
case WANDER:
if (!_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval
obj->vx = _rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
obj->vy = _rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
// Set first image in sequence (if multi-seq object)
if (obj->seqNumb > 1) {
if (!obj->vx && (obj->seqNumb >= 4)) {
if (obj->vx != obj->oldvx) { // vx just stopped
if (obj->vy > 0)
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (obj->vx > 0)
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
}
if (obj->vx || obj->vy)
obj->cycling = CYCLE_FORWARD;
break;
default:
; // Really, nothing
}
// Store boundaries
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
}
}
// Move objects, allowing for boundaries
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
if ((obj->screenIndex == *_screen_p) && (obj->vx || obj->vy)) {
// Only process if it's moving
// Do object movement. Delta_x,y return allowed movement in x,y
// to move as close to a boundary as possible without crossing it.
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
// object coordinates
int x1 = obj->x + currImage->x1; // Left edge of object
int x2 = obj->x + currImage->x2; // Right edge
int y1 = obj->y + currImage->y1; // Top edge
int y2 = obj->y + currImage->y2; // Bottom edge
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
int dx = deltaX(x1, x2, obj->vx, y2);
if (dx != obj->vx) {
// An object boundary collision!
boundaryCollision(obj);
obj->vx = 0;
}
int dy = deltaY(x1, x2, obj->vy, y2);
if (dy != obj->vy) {
// An object boundary collision!
boundaryCollision(obj);
obj->vy = 0;
}
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
storeBoundary(x1, x2, y2); // Re-store our own boundary
obj->x += dx; // Update object position
obj->y += dy;
// Don't let object go outside screen
if (x1 < EDGE)
obj->x = EDGE2;
if (x2 > (XPIX - EDGE))
obj->x = XPIX - EDGE2 - (x2 - x1);
if (y1 < EDGE)
obj->y = EDGE2;
if (y2 > (YPIX - EDGE))
obj->y = YPIX - EDGE2 - (y2 - y1);
if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2))
obj->cycling = NOT_CYCLING;
}
}
// Clear all object baselines from the boundary file.
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if ((obj->screenIndex == *_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
}
// If maze mode is enabled, do special maze processing
if (_maze.enabledFl)
processMaze();
}
// 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;
}
}
// Maze mode is enabled. Check to see whether hero has crossed the maze
// bounding box, if so, go to the next room */
void HugoEngine::processMaze() {
debugC(1, kDebugEngine, "processMaze");
seq_t *currImage = _hero->currImagePtr; // Get ptr to current image
// hero coordinates
int x1 = _hero->x + currImage->x1; // Left edge of object
int x2 = _hero->x + currImage->x2; // Right edge
int y1 = _hero->y + currImage->y1; // Top edge
int y2 = _hero->y + currImage->y2; // Bottom edge
if (x1 < _maze.x1) {
// Exit west
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - 1;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1);
_actListArr[_alNewscrIndex][0].a2.y = _hero->y;
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
} else if (x2 > _maze.x2) {
// Exit east
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + 1;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT;
_actListArr[_alNewscrIndex][0].a2.y = _hero->y;
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
} else if (y1 < _maze.y1 - SHIFT) {
// Exit north
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - _maze.size;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x3;
_actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1);
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
} else if (y2 > _maze.y2 - SHIFT / 2) {
// Exit south
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + _maze.size;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x4;
_actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT;
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
}
}
// Compare function for the quicksort. The sort is to order the objects in
// increasing vertical position, using y+y2 as the baseline
// Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0
int HugoEngine::y2comp(const void *a, const void *b) {
debugC(6, kDebugEngine, "y2comp");
const object_t *p1 = &s_Engine->_objects[*(const byte *)a];
const object_t *p2 = &s_Engine->_objects[*(const byte *)b];
if (p1 == p2)
// Why does qsort try the same indexes?
return 0;
if (p1->priority == BACKGROUND)
return -1;
if (p2->priority == BACKGROUND)
return 1;
if (p1->priority == FOREGROUND)
return 1;
if (p2->priority == FOREGROUND)
return -1;
int ay2 = p1->y + p1->currImagePtr->y2;
int by2 = p2->y + p2->currImagePtr->y2;
return ay2 - by2;
}
// Draw all objects on screen as follows:
// 1. Sort 'FLOATING' objects in order of y2 (base of object)
// 2. Display new object frames/positions in dib
// Finally, cycle any animating objects to next frame
void HugoEngine::updateImages() {
debugC(5, kDebugEngine, "updateImages");
// Initialise the index array to visible objects in current screen
int num_objs = 0;
byte objindex[MAX_OBJECTS]; // Array of indeces to objects
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i];
if ((obj->screenIndex == *_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
objindex[num_objs++] = i;
}
// Sort the objects into increasing y+y2 (painter's algorithm)
qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
// Add each visible object to display list
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
// Count down inter-frame timer
if (obj->frameTimer)
obj->frameTimer--;
if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible
switch (obj->cycling) {
case NOT_CYCLING:
screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
break;
case CYCLE_FORWARD:
if (obj->frameTimer) // Not time to see next frame yet
screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
else
screen().displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL);
break;
case CYCLE_BACKWARD: {
seq_t *seqPtr = obj->currImagePtr;
if (!obj->frameTimer) { // Show next frame
while (seqPtr->nextSeqPtr != obj->currImagePtr)
seqPtr = seqPtr->nextSeqPtr;
}
screen().displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL);
break;
}
default:
break;
}
}
}
// Cycle any animating objects
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
if (obj->cycling != INVISIBLE) {
// Only if it's visible
if (obj->cycling == ALMOST_INVISIBLE)
obj->cycling = INVISIBLE;
// Now Rotate to next picture in sequence
switch (obj->cycling) {
case NOT_CYCLING:
break;
case CYCLE_FORWARD:
if (!obj->frameTimer) {
// Time to step to next frame
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
// Find out if this is last frame of sequence
// If so, reset frame_timer and decrement n_cycle
if (obj->frameInterval || obj->cycleNumb) {
obj->frameTimer = obj->frameInterval;
for (int j = 0; j < obj->seqNumb; j++) {
if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
obj->cycling = NOT_CYCLING;
}
}
}
}
}
break;
case CYCLE_BACKWARD: {
if (!obj->frameTimer) {
// Time to step to prev frame
seq_t *seqPtr = obj->currImagePtr;
while (obj->currImagePtr->nextSeqPtr != seqPtr)
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
// Find out if this is first frame of sequence
// If so, reset frame_timer and decrement n_cycle
if (obj->frameInterval || obj->cycleNumb) {
obj->frameTimer = obj->frameInterval;
for (int j = 0; j < obj->seqNumb; j++) {
if (obj->currImagePtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
obj->cycling = NOT_CYCLING;
}
}
}
}
}
break;
}
default:
break;
}
obj->oldx = obj->x;
obj->oldy = obj->y;
}
}
}
// Return object index of the topmost object under the cursor, or -1 if none
// Objects are filtered if not "useful"
int16 HugoEngine::findObject(uint16 x, uint16 y) {
debugC(3, kDebugEngine, "findObject(%d, %d)", x, y);
int16 objIndex = -1; // Index of found object
uint16 y2Max = 0; // Greatest y2
object_t *obj = _objects;
// Check objects on screen
for (int i = 0; i < _numObj; i++, obj++) {
// Object must be in current screen and "useful"
if (obj->screenIndex == *_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) {
seq_t *curImage = obj->currImagePtr;
// Object must have a visible image...
if (curImage != 0 && obj->cycling != INVISIBLE) {
// If cursor inside object
if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) {
// If object is closest so far
if (obj->y + curImage->y2 > y2Max) {
y2Max = obj->y + curImage->y2;
objIndex = i; // Found an object!
}
}
} else {
// ...or a dummy object that has a hotspot rectangle
if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) {
// If cursor inside special rectangle
if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) {
// If object is closest so far
if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) {
y2Max = obj->oldy + obj->vyPath - 1;
objIndex = i; // Found an object!
}
}
}
}
}
}
return objIndex;
}
// Find a clear space around supplied object that hero can walk to
bool HugoEngine::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) {
debugC(1, kDebugEngine, "findObjectSpace(obj, %d, %d)", *destx, *desty);
seq_t *curImage = obj->currImagePtr;
int16 y = obj->y + curImage->y2 - 1;
bool foundFl = true;
// Try left rear corner
for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) {
if (BOUND(x, y))
foundFl = false;
}
if (!foundFl) { // Try right rear corner
foundFl = true;
for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) {
if (BOUND(x, y))
foundFl = false;
}
}
if (!foundFl) { // Try left front corner
foundFl = true;
y += 2;
for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) {
if (BOUND(x, y))
foundFl = false;
}
}
if (!foundFl) { // Try right rear corner
foundFl = true;
for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) {
if (BOUND(x, y))
foundFl = false;
}
}
*desty = y;
return foundFl;
}
// 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;
}
// If status.objid = -1, pick up objid, else use status.objid on objid,
// if objid can't be picked up, use it directly
void HugoEngine::useObject(int16 objId) {
debugC(1, kDebugEngine, "useObject(%d)", objId);
char *verb; // Background verb to use directly
object_t *obj = &_objects[objId]; // Ptr to object
if (_status.inventoryObjId == -1) {
// Get or use objid directly
if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item
sprintf(_line, "%s %s", _arrayVerbs[_take][0], _arrayNouns[obj->nounIndex][0]);
else if (obj->genericCmd & LOOK) // Look item
sprintf(_line, "%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]);
else if (obj->genericCmd & DROP) // Drop item
sprintf(_line, "%s %s", _arrayVerbs[_drop][0], _arrayNouns[obj->nounIndex][0]);
else if (obj->cmdIndex != 0) // Use non-collectible item if able
sprintf(_line, "%s %s", _arrayVerbs[_cmdList[obj->cmdIndex][1].verbIndex][0], _arrayNouns[obj->nounIndex][0]);
else if ((verb = useBG(_arrayNouns[obj->nounIndex][0])) != 0)
sprintf(_line, "%s %s", verb, _arrayNouns[obj->nounIndex][0]);
else
return; // Can't use object directly
} else {
// Use status.objid on objid
// Default to first cmd verb
sprintf(_line, "%s %s %s", _arrayVerbs[_cmdList[_objects[_status.inventoryObjId].cmdIndex][1].verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]);
// Check valid use of objects and override verb if necessary
for (uses_t *use = _uses; use->objId != _numObj; use++) {
if (_status.inventoryObjId == use->objId) {
// Look for secondary object, if found use matching verb
bool foundFl = false;
for (target_t *target = use->targets; _arrayNouns[target->nounIndex] != 0; target++)
if (_arrayNouns[target->nounIndex][0] == _arrayNouns[obj->nounIndex][0]) {
foundFl = true;
sprintf(_line, "%s %s %s", _arrayVerbs[target->verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]);
}
// No valid use of objects found, print failure string
if (!foundFl) {
// Deselect dragged icon if inventory not active
if (_status.inventoryState != I_ACTIVE)
_status.inventoryObjId = -1;
Utils::Box(BOX_ANY, "%s", _textData[use->dataIndex]);
return;
}
}
}
}
if (_status.inventoryState == I_ACTIVE) // If inventory active, remove it
_status.inventoryState = I_UP;
_status.inventoryObjId = -1; // Deselect any dragged icon
parser().lineHandler(); // and process command
}
// Issue "Look at <object>" command
// Note special case of swapped hero image
void HugoEngine::lookObject(object_t *obj) {
debugC(1, kDebugEngine, "lookObject");
if (obj == _hero)
// Hero swapped - look at other
obj = &_objects[_heroImage];
parser().command("%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]);
}
// Free all object images
void HugoEngine::freeObjects() {
debugC(1, kDebugEngine, "freeObjects");
// Nothing to do if not allocated yet
if (_hero->seqList[0].seqPtr == 0)
return;
// Free all sequence lists and image data
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i];
for (int j = 0; j < obj->seqNumb; j++) { // for each sequence
seq_t *seq = obj->seqList[j].seqPtr; // Free image
if (seq == 0) // Failure during database load
break;
do {
free(seq->imagePtr);
seq = seq->nextSeqPtr;
} while (seq != obj->seqList[j].seqPtr);
free(seq); // Free sequence record
}
}
}
// 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
for (int i = HERO + 1; i < _numObj; i++) { // Any others
if (_objects[i].carriedFl) // being carried
_objects[i].screenIndex = screenNum;
}
}
// 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");
for (int i = 0; i < _numObj; i++)
_maxscore += _objects[i].objValue;
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;
}
} // End of namespace Hugo