mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 14:14:43 +00:00
bd18e20f7d
- Move initNewScreenDisplay to display.cpp - Merge engine.cpp and hugo.cpp svn-id: r53468
2436 lines
78 KiB
C++
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
|