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authorEugene Sandulenko2010-08-17 09:28:20 +0000
committerEugene Sandulenko2010-08-17 09:28:20 +0000
commit06960d33e15bc80f9912fa92f11dd82388199bd6 (patch)
treeda4750e75d343227f9e522bbc1c5d983de831e85 /engines/hugo
parente075f0539568c5d14a61889a0233558376cdb5ce (diff)
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HUGO: Adding engine to the main tree
svn-id: r52137
Diffstat (limited to 'engines/hugo')
-rwxr-xr-xengines/hugo/detection.cpp234
-rwxr-xr-xengines/hugo/display.cpp509
-rwxr-xr-xengines/hugo/display.h109
-rwxr-xr-xengines/hugo/engine.cpp993
-rwxr-xr-xengines/hugo/engine.h43
-rwxr-xr-xengines/hugo/file.cpp924
-rwxr-xr-xengines/hugo/file.h86
-rwxr-xr-xengines/hugo/game.h880
-rwxr-xr-xengines/hugo/global.h55
-rwxr-xr-xengines/hugo/hugo.cpp1446
-rwxr-xr-xengines/hugo/hugo.h310
-rwxr-xr-xengines/hugo/intro.cpp187
-rwxr-xr-xengines/hugo/intro.h130
-rwxr-xr-xengines/hugo/inventory.cpp229
-rwxr-xr-xengines/hugo/inventory.h55
-rwxr-xr-xengines/hugo/module.mk24
-rwxr-xr-xengines/hugo/mouse.cpp309
-rwxr-xr-xengines/hugo/mouse.h53
-rwxr-xr-xengines/hugo/parser.cpp676
-rwxr-xr-xengines/hugo/parser.h95
-rwxr-xr-xengines/hugo/route.cpp509
-rwxr-xr-xengines/hugo/route.h84
-rwxr-xr-xengines/hugo/schedule.cpp677
-rwxr-xr-xengines/hugo/schedule.h85
-rwxr-xr-xengines/hugo/sound.cpp189
-rwxr-xr-xengines/hugo/sound.h63
-rwxr-xr-xengines/hugo/util.cpp215
-rwxr-xr-xengines/hugo/util.h63
28 files changed, 9232 insertions, 0 deletions
diff --git a/engines/hugo/detection.cpp b/engines/hugo/detection.cpp
new file mode 100755
index 0000000000..d780dda6d8
--- /dev/null
+++ b/engines/hugo/detection.cpp
@@ -0,0 +1,234 @@
+/* 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 "engines/advancedDetector.h"
+
+#include "hugo/hugo.h"
+#include "hugo/intro.h"
+
+namespace Hugo {
+
+struct HugoGameDescription {
+ ADGameDescription desc;
+ GameType gameType;
+};
+
+uint32 HugoEngine::getFeatures() const {
+ return _gameDescription->desc.flags;
+}
+
+static const PlainGameDescriptor hugoGames[] = {
+ // Games
+ {"hugo1", "Hugo 1: Hugo's House of Horrors"},
+ {"hugo2", "Hugo 2: Hugo's Mystery Adventure"},
+ {"hugo3", "Hugo 3: Hugo's Amazon Adventure"},
+
+ {0, 0}
+};
+
+static const HugoGameDescription gameDescriptions[] = {
+
+ // Hugo1 DOS
+ {
+ {
+ "hugo1", 0,
+ AD_ENTRY1s("house.art", "c9403b2fe539185c9fd569b6cc4ff5ca", 14811),
+ Common::EN_ANY,
+ Common::kPlatformPC,
+ ADGF_NO_FLAGS,
+ Common::GUIO_NONE
+ },
+ kGameTypeHugo1
+ },
+ // Hugo1 Windows
+ {
+ {
+ "hugo1", 0,
+ AD_ENTRY1s("objects.dat", "3ba0f108f7690a05a34c56a02fbe644a", 126488),
+ Common::EN_ANY,
+ Common::kPlatformWindows,
+ GF_PACKED,
+ Common::GUIO_NONE
+ },
+ kGameTypeHugo1
+ },
+ // Hugo2 DOS
+ {
+ {
+ "hugo2", 0,
+ AD_ENTRY1s("objects.dat", "88a718cc0ff2b3b25d49aaaa69d6d52c", 155240),
+ Common::EN_ANY,
+ Common::kPlatformPC,
+ GF_PACKED,
+ Common::GUIO_NONE
+ },
+ kGameTypeHugo2
+ },
+ // Hugo2 Windows
+ {
+ {
+ "hugo2", 0,
+ AD_ENTRY1s("objects.dat", "5df4ffc851e66a544c0e95e4e084a806", 158480),
+ Common::EN_ANY,
+ Common::kPlatformWindows,
+ GF_PACKED,
+ Common::GUIO_NONE
+ },
+ kGameTypeHugo2
+ },
+ // Hugo3 DOS
+ {
+ {
+ "hugo3", 0,
+ AD_ENTRY1s("objects.dat", "bb1b061538a445f2eb99b682c0f506cc", 136419),
+ Common::EN_ANY,
+ Common::kPlatformPC,
+ GF_PACKED,
+ Common::GUIO_NONE
+ },
+ kGameTypeHugo3
+ },
+ // Hugo3 Windows
+ {
+ {
+ "hugo3", 0,
+ AD_ENTRY1s("objects.dat", "c9a8af7aa14cc907434eecee3ddd06d3", 136638),
+ Common::EN_ANY,
+ Common::kPlatformWindows,
+ GF_PACKED,
+ Common::GUIO_NONE
+ },
+ kGameTypeHugo3
+ },
+
+ {AD_TABLE_END_MARKER, kGameTypeNone}
+};
+
+static const ADParams detectionParams = {
+ // Pointer to ADGameDescription or its superset structure
+ (const byte *)gameDescriptions,
+ // Size of that superset structure
+ sizeof(HugoGameDescription),
+ // Number of bytes to compute MD5 sum for
+ 5000,
+ // List of all engine targets
+ hugoGames,
+ // Structure for autoupgrading obsolete targets
+ 0,
+ // Name of single gameid (optional)
+ 0,
+ // List of files for file-based fallback detection (optional)
+ 0,
+ // Flags
+ 0,
+ // Additional GUI options (for every game}
+ Common::GUIO_NONE,
+ // Maximum directory depth
+ 1,
+ // List of directory globs
+ 0
+};
+
+class HugoMetaEngine : public AdvancedMetaEngine {
+public:
+ HugoMetaEngine() : AdvancedMetaEngine(detectionParams) {}
+
+ const char *getName() const {
+ return "Hugo Engine";
+ }
+
+ const char *getOriginalCopyright() const {
+ return "Hugo Engine (C) 1989-1997 David P. Gray";
+ }
+
+ bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const;
+
+ bool hasFeature(MetaEngineFeature f) const;
+};
+
+bool HugoMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *gd) const {
+ if (gd) {
+ *engine = new HugoEngine(syst, (const HugoGameDescription *)gd);
+ ((HugoEngine *)*engine)->initGame((const HugoGameDescription *)gd);
+ ((HugoEngine *)*engine)->initGamePart((const HugoGameDescription *)gd);
+ }
+ return gd != 0;
+}
+
+bool HugoMetaEngine::hasFeature(MetaEngineFeature f) const {
+ return false;
+}
+
+} // End of namespace Hugo
+
+#if PLUGIN_ENABLED_DYNAMIC(HUGO)
+REGISTER_PLUGIN_DYNAMIC(HUGO, PLUGIN_TYPE_ENGINE, Hugo::HugoMetaEngine);
+#else
+REGISTER_PLUGIN_STATIC(HUGO, PLUGIN_TYPE_ENGINE, Hugo::HugoMetaEngine);
+#endif
+
+namespace Hugo {
+
+void HugoEngine::initGame(const HugoGameDescription *gd) {
+ _gameType = gd->gameType;
+ _platform = gd->desc.platform;
+ _packedFl = (getFeatures() & GF_PACKED);
+}
+
+void HugoEngine::initGamePart(const HugoGameDescription *gd) {
+ char tmpStr[8];
+ _gameVariant = _gameType - 1 + (_platform == Common::kPlatformWindows ? 0 : 3);
+
+//Generate filenames
+ if (gd->desc.platform == Common::kPlatformWindows)
+ sprintf(tmpStr, "%s%c", gd->desc.gameid, 'w');
+ else
+ sprintf(tmpStr, "%s%c", gd->desc.gameid, 'd');
+
+ sprintf(_initFilename, "%s-00.SAV", tmpStr);
+ sprintf(_saveFilename, "%s-%s.SAV", tmpStr, "%d");
+
+ switch (_gameVariant) {
+ case 0:
+ _introHandler = new intro_1w(*this);
+ break;
+ case 1:
+ _introHandler = new intro_2w(*this);
+ break;
+ case 2:
+ _introHandler = new intro_3w(*this);
+ break;
+ case 3:
+ _introHandler = new intro_1d(*this);
+ break;
+ case 4:
+ _introHandler = new intro_2d(*this);
+ break;
+ case 5:
+ _introHandler = new intro_3d(*this);
+ break;
+ }
+}
+} // End of namespace Gob
diff --git a/engines/hugo/display.cpp b/engines/hugo/display.cpp
new file mode 100755
index 0000000000..fde97c8f00
--- /dev/null
+++ b/engines/hugo/display.cpp
@@ -0,0 +1,509 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// Display.c - DIB related code for HUGOWIN
+
+#include "common/system.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/display.h"
+#include "hugo/file.h"
+#include "hugo/util.h"
+
+namespace Hugo {
+
+#define CENTER -1 // Used to center text in x
+#define NUM_COLORS 16 // Num colors to save in palette
+#define DMAX 16 // Size of add/restore rect lists
+#define BMAX (DMAX * 2) // Size of dirty rect blit list
+
+#define INX(X, B) (X >= B->x && X <= B->x + B->dx)
+#define INY(Y, B) (Y >= B->y && Y <= B->y + B->dy)
+#define OVERLAP(A, B) ((INX(A->x, B) || INX(A->x + A->dx, B) || INX(B->x, A) || INX(B->x + B->dx, A)) && (INY(A->y, B) || INY(A->y + A->dy, B) || INY(B->y, A) || INY(B->y + B->dy, A)))
+
+struct rect_t { // Rectangle used in Display list
+ int16 x; // Position in dib
+ int16 y; // Position in dib
+ int16 dx; // width
+ int16 dy; // height
+};
+
+Screen::Screen(HugoEngine &vm) : _vm(vm) {
+
+}
+
+void Screen::createPal() {
+ debugC(1, kDebugDisplay, "createPal");
+
+ g_system->setPalette(_vm._palette, 0, NUM_COLORS);
+}
+
+// Translate from our 16-color palette to Windows logical palette index
+uint32 Screen::GetPalIndex(byte color) {
+ debugC(1, kDebugDisplay, "getPalIndex(%d)", color);
+
+ warning("STUB: GetPalIndex()");
+ return 0;
+ //return(PALETTEINDEX(ctab[color]));
+}
+
+// Create DIB headers and init palette
+void Screen::initDisplay() {
+ debugC(1, kDebugDisplay, "initDisplay");
+ // Create logical palette
+ createPal();
+}
+
+// Move an image from source to destination
+void Screen::moveImage(image_pt srcImage, uint16 x1, uint16 y1, uint16 dx, uint16 dy, uint16 width1, image_pt dstImage, uint16 x2, uint16 y2, uint16 width2) {
+ int16 wrap_src = width1 - dx; // Wrap to next src row
+ int16 wrap_dst = width2 - dx; // Wrap to next dst row
+ int16 x;
+
+ debugC(3, kDebugDisplay, "moveImage(srcImage, %d, %d, %d, %d, %d, dstImage, %d, %d, %d)", x1, y1, dx, dy, width1, x2, y2, width2);
+
+ srcImage += y1 * width1 + x1; // Offset into src image
+ dstImage += y2 * width2 + x2; // offset into dst image
+
+ while (dy--) { // For each row
+ for (x = dx; x--;) // For each column
+ *dstImage++ = *srcImage++;
+ srcImage += wrap_src; // Wrap to next line
+ dstImage += wrap_dst;
+ }
+}
+
+void Screen::displayBackground() {
+ debugC(1, kDebugDisplay, "displayBackground");
+
+ g_system->copyRectToScreen(_frontBuffer, 320, 0, 0, 320, 200);
+}
+
+// Blit the supplied rectangle from _frontBuffer to the screen
+void Screen::displayRect(int16 x, int16 y, int16 dx, int16 dy) {
+
+ /* TODO: Suppress this commented block if it's confirmed to be useless
+ // Find destination rectangle from current scaling
+ int16 sx = (int16)((int32)config.cx * x / XPIX);
+ int16 sy = (int16)((int32)config.cy * (y - DIBOFF_Y) / VIEW_DY);
+ int16 dsx = (int16)((int32)config.cx * dx / XPIX);
+ int16 dsy = (int16)((int32)config.cy * dy / VIEW_DY);
+ */
+ debugC(3, kDebugDisplay, "displayRect(%d, %d, %d, %d)", x, y, dx, dy);
+
+ g_system->copyRectToScreen(&_frontBuffer[x + y * 320], 320, x, y, dx, dy);
+}
+
+void Screen::remapPal(uint16 oldIndex, uint16 newIndex) {
+// Change a color by remapping supplied palette index with new index
+ debugC(1, kDebugDisplay, "Remap_pal(%d, %d)", oldIndex, newIndex);
+
+ warning("STUB: Remap_pal()");
+ //bminfo.bmiColors[oldIndex] = ctab[newIndex];
+}
+
+void Screen::savePal(Common::WriteStream *f) {
+ debugC(1, kDebugDisplay, "savePal");
+
+ warning("STUB: savePal()");
+ //fwrite(bminfo.bmiColors, sizeof(bminfo.bmiColors), 1, f);
+}
+
+void Screen::restorePal(Common::SeekableReadStream *f) {
+ debugC(1, kDebugDisplay, "restorePal");
+
+ warning("STUB: restorePal()");
+ //fread(bminfo.bmiColors, sizeof(bminfo.bmiColors), 1, f);
+}
+
+
+// Set the new background color
+void Screen::setBackgroundColor(long color) {
+ debugC(1, kDebugDisplay, "setBackgroundColor(%ld)", color);
+
+ // How??? Translate existing pixels in dib before objects rendered?
+}
+
+// Write the supplied character in the supplied color to x,y pixel coords
+void Screen::writeChar(int16 x, int16 y, char c, byte color) {
+ debugC(1, kDebugDisplay, "writeChar(%d, %d, %c, %d)", x, y, c, color);
+
+ warning("STUB: writeChar()");
+ // x = (int16)((long) x * config.cx / XPIX);
+ // y = (int16)((long) y * config.cy / YPIX);
+ // SetTextColor(hDC, GetPalIndex(color));
+ // TextOut(hDC, x, y, &c, 1);
+}
+
+// Clear prompt line for next command
+void Screen::clearPromptLine() {
+ debugC(1, kDebugDisplay, "clearPromptLine");
+}
+
+
+// Return the overlay state (Foreground/Background) of the currently
+// processed object by looking down the current column for an overlay
+// base bit set (in which case the object is foreground).
+overlayState_t Screen::findOvl(seq_t *seq_p, image_pt dst_p, uint16 y) {
+ debugC(4, kDebugDisplay, "findOvl");
+
+ for (; y < seq_p->lines; y++) { // Each line in object
+ image_pt ovb_p = _vm.getBaseBoundaryOverlay() + ((uint16)(dst_p - _frontBuffer) >> 3); // Ptr into overlay bits
+ if (*ovb_p & (0x80 >> ((uint16)(dst_p - _frontBuffer) & 7))) // Overlay bit is set
+ return FG; // Found a bit - must be foreground
+ dst_p += XPIX;
+ }
+
+ return BG; // No bits set, must be background
+}
+
+// Merge an object frame into _frontBuffer at sx, sy and update rectangle list.
+// If fore TRUE, force object above any overlay
+void Screen::displayFrame(int sx, int sy, seq_t *seq, bool foreFl) {
+ overlayState_t overlayState = UNDEF; // Overlay state of object
+ image_pt image; // Ptr to object image data
+ image_pt subFrontBuffer; // Ptr to offset in _frontBuffer
+ image_pt overlay; // Ptr to overlay data
+ int16 frontBufferwrap; // Wrap dst_p to next line
+ int16 imageWrap; // Wrap src_p to next line
+ uint16 x, y; // Index into object data
+
+ debugC(3, kDebugDisplay, "displayFrame(%d, %d, seq, %d)", sx, sy, (foreFl) ? 1 : 0);
+
+ image = seq->imagePtr; // Source ptr
+ subFrontBuffer = &_frontBuffer[sy * XPIX + sx]; // Destination ptr
+ overlay = &_vm.getFirstOverlay()[(sy * XPIX + sx) >> 3]; // Overlay ptr
+ frontBufferwrap = XPIX - seq->x2 - 1; // Wraps dest_p after each line
+ imageWrap = seq->bytesPerLine8 - seq->x2 - 1;
+
+ for (y = 0; y < seq->lines; y++) { // Each line in object
+ for (x = 0; x <= seq->x2; x++) {
+ if (*image) { // Non-transparent
+ overlay = _vm.getFirstOverlay() + ((uint16)(subFrontBuffer - _frontBuffer) >> 3); // Ptr into overlay bits
+ if (*overlay & (0x80 >> ((uint16)(subFrontBuffer - _frontBuffer) & 7))) { // Overlay bit is set
+ if (overlayState == UNDEF) // Overlay defined yet?
+ overlayState = findOvl(seq, subFrontBuffer, y);// No, find it.
+ if (foreFl || overlayState == FG) // Object foreground
+ *subFrontBuffer = *image; // Copy pixel
+ } else // No overlay
+ *subFrontBuffer = *image; // Copy pixel
+ }
+ image++;
+ subFrontBuffer++;
+ }
+ image += imageWrap;
+ subFrontBuffer += frontBufferwrap;
+ }
+
+ // Add this rectangle to the display list
+ displayList(D_ADD, sx, sy, seq->x2 + 1, seq->lines);
+}
+
+// Merge rectangles A,B leaving result in B
+void Screen::merge(rect_t *rectA, rect_t *rectB) {
+ debugC(6, kDebugDisplay, "merge");
+
+ int16 xa = rectA->x + rectA->dx; // Find x2,y2 for each rectangle
+ int16 xb = rectB->x + rectB->dx;
+ int16 ya = rectA->y + rectA->dy;
+ int16 yb = rectB->y + rectB->dy;
+
+ rectB->x = MIN(rectA->x, rectB->x); // Minimum x,y
+ rectB->y = MIN(rectA->y, rectB->y);
+ rectB->dx = MAX(xa, xb) - rectB->x; // Maximum dx,dy
+ rectB->dy = MAX(ya, yb) - rectB->y;
+}
+
+// Coalesce the rectangles in the restore/add list into one unified
+// blist. len is the sizes of alist or rlist. blen is current length
+// of blist. bmax is the max size of the blist. Note that blist can
+// have holes, in which case dx = 0. Returns used length of blist.
+int16 Screen::mergeLists(rect_t *list, rect_t *blist, int16 len, int16 blen, int16 bmax) {
+ int16 coalesce[BMAX]; // List of overlapping rects
+
+ debugC(4, kDebugDisplay, "mergeLists");
+
+ // Process the list
+ for (int16 a = 0; a < len; a++, list++) {
+ // Compile list of overlapping rectangles in blit list
+ int16 c = 0;
+ rect_t *bp = blist;
+ for (int16 b = 0; b < blen; b++, bp++)
+ if (bp->dx) // blist entry used
+ if (OVERLAP(list, bp))
+ coalesce[c++] = b;
+
+ // Any overlapping blit rects?
+ if (c == 0) // None, add a new entry
+ blist[blen++] = *list;
+ else { // At least one overlapping
+ // Merge add-list entry with first blist entry
+ bp = &blist[coalesce[0]];
+ merge(list, bp);
+
+ // Merge any more blist entries
+ while (--c) {
+ rect_t *cp = &blist[coalesce[c]];
+ merge(cp, bp);
+ cp->dx = 0; // Delete entry
+ }
+ }
+ }
+ return blen;
+}
+
+// Process the display list
+// Trailing args are int16 x,y,dx,dy for the D_ADD operation
+void Screen::displayList(dupdate_t update, ...) {
+ static int16 addIndex, restoreIndex; // Index into add/restore lists
+ static rect_t restoreList[DMAX]; // The restore list
+ static rect_t addList[DMAX]; // The add list
+ static rect_t blistList[BMAX]; // The blit list
+ int16 blitLength = 0; // Length of blit list
+ rect_t *p; // Ptr to dlist entry
+ va_list marker; // Args used for D_ADD operation
+
+ debugC(6, kDebugDisplay, "displayList");
+
+ switch (update) {
+ case D_INIT: // Init lists, restore whole screen
+ addIndex = restoreIndex = 0;
+ memcpy(_frontBuffer, _backBuffer, sizeof(_frontBuffer));
+ break;
+ case D_ADD: // Add a rectangle to list
+ if (addIndex >= DMAX) {
+ Utils::Warn(false, "Display list exceeded");
+ return;
+ }
+ va_start(marker, update); // Initialize variable arguments
+ p = &addList[addIndex];
+ p->x = va_arg(marker, int); // x
+ p->y = va_arg(marker, int); // y
+ p->dx = va_arg(marker, int); // dx
+ p->dy = va_arg(marker, int); // dy
+ va_end(marker); // Reset variable arguments
+ addIndex++;
+ break;
+ case D_DISPLAY: // Display whole list
+ // Don't blit if newscreen just loaded because _frontBuffer will
+ // get blitted via InvalidateRect() at end of this cycle
+ // and blitting here causes objects to appear too soon.
+ if (_vm.getGameStatus().newScreenFl) {
+ _vm.getGameStatus().newScreenFl = false;
+ break;
+ }
+
+ // Coalesce restore-list, add-list into combined blit-list
+ blitLength = mergeLists(restoreList, blistList, restoreIndex, blitLength, BMAX);
+ blitLength = mergeLists(addList, blistList, addIndex, blitLength, BMAX);
+
+ // Blit the combined blit-list
+ for (restoreIndex = 0, p = blistList; restoreIndex < blitLength; restoreIndex++, p++)
+ if (p->dx) // Marks a used entry
+ displayRect(p->x, p->y, p->dx, p->dy);
+ break;
+ case D_RESTORE: // Restore each rectangle
+ for (restoreIndex = 0, p = addList; restoreIndex < addIndex; restoreIndex++, p++) {
+ // Restoring from _backBuffer to _frontBuffer
+ restoreList[restoreIndex] = *p; // Copy add-list to restore-list
+ moveImage(_backBuffer, p->x, p->y, p->dx, p->dy, XPIX, _frontBuffer, p->x, p->y, XPIX);
+ }
+ addIndex = 0; // Reset add-list
+ break;
+ }
+}
+
+void Screen::writeChr(int sx, int sy, byte color, char *local_fontdata) {
+ /*
+ Write supplied character (font data) at sx,sy in supplied color
+ Font data as follows:
+
+ *(fontdata+1) = Font Height (pixels)
+ *(fontdata+1) = Font Width (pixels)
+ *(fontdata+x) = Font Bitmap (monochrome)
+ */
+
+ debugC(2, kDebugDisplay, "writeChr(%d, %d, %d, %d)", sx, sy, color, local_fontdata[0]);
+
+ byte height = local_fontdata[0];
+ byte width = 8; //local_fontdata[1];
+
+ //warning("STUB: writechr(sx %u, sy %u, color %u, height %u, width %u)", sx, sy, color, height, width);
+
+ // This can probably be optimized quite a bit...
+ for (int y = 0; y < height; ++y)
+ for (int x = 0; x < width; ++x) {
+ int pixel = y * width + x;
+ int bitpos = pixel % 8;
+ int offset = pixel / 8;
+ byte bitTest = (1 << bitpos);
+ if ((local_fontdata[2 + offset] & bitTest) == bitTest)
+ _frontBuffer[(sy + y) * 320 + sx + x] = color;
+ //printf("offset: %u, bitpos %u\n", offset, bitpos);
+ }
+}
+
+// Returns height of characters in current font
+int16 Screen::fontHeight() {
+ debugC(2, kDebugDisplay, "fontHeight");
+
+ static int16 height[NUM_FONTS] = {5, 7, 8};
+ return(height[_fnt - FIRST_FONT]);
+}
+
+/* TODO: Suppress block if it's confirmed to be useless */
+// static int16 Char_len (char c) {
+// /* Returns length of single character in pixels */
+// return (*(_font[_fnt][c] + 1) + 1);
+// }
+
+
+// Returns length of supplied string in pixels
+int16 Screen::stringLength(char *s) {
+ int16 sum;
+ byte **fontArr = _font[_fnt];
+
+ debugC(2, kDebugDisplay, "stringLength(%s)", s);
+
+ for (sum = 0; *s; s++)
+ sum += *(fontArr[*s] + 1) + 1;
+
+ return(sum);
+}
+
+// Return x which would center supplied string
+int16 Screen::center(char *s) {
+ debugC(1, kDebugDisplay, "center(%s)", s);
+
+ return ((int16)((XPIX - stringLength(s)) >> 1));
+}
+
+// Write string at sx,sy in supplied color in current font
+// If sx == CENTER, center it
+void Screen::writeStr(int16 sx, int16 sy, char *s, byte color) {
+ byte **font = _font[_fnt];
+
+ debugC(2, kDebugDisplay, "writeStr(%d, %d, %s, %d)", sx, sy, s, color);
+
+ if (sx == CENTER)
+ sx = center(s);
+
+ for (; *s; s++) {
+ writeChr(sx, sy, color, (char *)font[*s]);
+ sx += *(font[*s] + 1) + 1;
+ }
+}
+
+// Shadowed version of writestr
+void Screen::shadowStr(int16 sx, int16 sy, char *s, byte color) {
+ debugC(1, kDebugDisplay, "shadowStr(%d, %d, %s, %d)", sx, sy, s, color);
+
+ if (sx == CENTER)
+ sx = center(s);
+
+ writeStr(sx + 1, sy + 1, s, _TBLACK);
+ writeStr(sx, sy, s, color);
+}
+
+// Load font file, construct font ptrs and reverse data bytes
+void Screen::loadFont(int16 fontId) {
+ byte height, width;
+ static bool fontLoadedFl[NUM_FONTS] = {0, 0, 0};
+
+ debugC(2, kDebugDisplay, "loadFont(%d)", fontId);
+
+ _fnt = fontId - FIRST_FONT; // Set current font number
+
+ if (fontLoadedFl[_fnt]) // If already loaded, return
+ return;
+
+ fontLoadedFl[_fnt] = true;
+ _vm.file().readUIFItem(fontId, _fontdata[_fnt]);
+
+ // Compile font ptrs. Note: First ptr points to height,width of font
+ _font[_fnt][0] = _fontdata[_fnt]; // Store height,width of fonts
+
+ int16 offset = 2; // Start at fontdata[2] ([0],[1] used for height,width)
+
+ // Setup the font array (127 characters)
+ for (int i = 1; i < 128; i++) {
+ _font[_fnt][i] = _fontdata[_fnt] + offset;
+ height = *(_fontdata[_fnt] + offset);
+ width = *(_fontdata[_fnt] + offset + 1);
+
+ int16 size = height * ((width + 7) >> 3);
+ for (int j = 0; j < size; j++)
+ Utils::reverseByte(&_fontdata[_fnt][offset + 2 + j]);
+
+ offset += 2 + size;
+ }
+
+ // for (i = 0; i < 128; ++i) {
+ // if( (char)i != 'f' && (char)i != '\\'){
+ // continue;
+ // }
+ // int myHeight = _font[_fnt][i][0];
+ // int myWidth = _font[_fnt][i][1];
+ // printf("\n\nFor the letter %c, (%u, %u):\n", i, myWidth, myHeight);
+ // for (int y = 0; y < myHeight; ++y) {
+ // for (int x = 0; x < 8; ++x) {
+ // int pixel = y * (8) + x;
+ // int bitpos = pixel % 8;
+ // int offset = pixel / 8;
+ // byte bitTest = (1 << bitpos);
+ // if ((_font[_fnt][i][2 + offset] & bitTest) == bitTest)
+ // printf("1");
+ // else
+ // printf("0");
+ // }
+ // printf("\n");
+ // }
+ // }
+}
+
+void Screen::userHelp() {
+// Introduce user to the game
+// DOS versions Only
+ Utils::Box(BOX_ANY , "F1 - Press F1 again\n"
+ " for instructions\n"
+ "F2 - Sound on/off\n"
+ "F3 - Recall last line\n"
+ "F4 - Save game\n"
+ "F5 - Restore game\n"
+ "F6 - Inventory\n"
+ "F8 - Turbo button\n"
+ "F9 - Boss button\n\n"
+ "ESC - Return to game");
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/display.h b/engines/hugo/display.h
new file mode 100755
index 0000000000..ceb87481b0
--- /dev/null
+++ b/engines/hugo/display.h
@@ -0,0 +1,109 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_DISPLAY_H
+#define HUGO_DISPLAY_H
+namespace Hugo {
+
+enum overlayState_t {UNDEF, FG, BG}; // Overlay state
+struct rect_t;
+
+class Screen {
+public:
+ Screen(HugoEngine &vm);
+
+ int16 fontHeight();
+ int16 stringLength(char *s);
+
+ void displayBackground();
+ void displayFrame(int sx, int sy, seq_t *seq, bool foreFl);
+ void displayList(dupdate_t update, ...);
+ void displayRect(int16 x, int16 y, int16 dx, int16 dy);
+ void initDisplay();
+ void loadFont(int16 fontId);
+ void moveImage(image_pt srcImage, uint16 x1, uint16 y1, uint16 dx, uint16 dy, uint16 width1, image_pt dstImage, uint16 x2, uint16 y2, uint16 width2);
+ void remapPal(uint16 oldIndex, uint16 newIndex);
+ void restorePal(Common::SeekableReadStream *f);
+ void savePal(Common::WriteStream *f);
+ void setBackgroundColor(long color);
+ void shadowStr(int16 sx, int16 sy, char *s, byte color);
+ void userHelp();
+ void writeChar(int16 x, int16 y, char c, byte color);
+ void writeStr(int16 sx, int16 sy, char *s, byte color);
+
+ icondib_t &getIconBuffer() {
+ return _iconBuffer;
+ }
+ viewdib_t &getBackBuffer() {
+ return _backBuffer;
+ }
+ viewdib_t &getBackBufferBackup() {
+ return _backBufferBackup;
+ }
+ viewdib_t &getFrontBuffer() {
+ return _frontBuffer;
+ }
+ viewdib_t &getGUIBuffer() {
+ return _GUIBuffer;
+ }
+
+private:
+ HugoEngine &_vm;
+
+ // Fonts used in dib (non-GDI)
+ byte _fnt; // Current font number
+ byte _fontdata[NUM_FONTS][FONTSIZE]; // Font data
+ byte *_font[NUM_FONTS][FONT_LEN]; // Ptrs to each char
+
+ viewdib_t _frontBuffer;
+ viewdib_t _backBuffer;
+ viewdib_t _GUIBuffer; // User interface images
+ viewdib_t _backBufferBackup; // Backup _backBuffer during inventory
+ icondib_t _iconBuffer; // Inventory icon DIB
+
+ void createPal();
+ overlayState_t findOvl(seq_t *seq_p, image_pt dst_p, uint16 y);
+ void merge(rect_t *rectA, rect_t *rectB);
+ int16 mergeLists(rect_t *list, rect_t *blist, int16 len, int16 blen, int16 bmax);
+ void writeChr(int sx, int sy, byte color, char *local_fontdata);
+ int16 center(char *s);
+
+// Also used in rout.cpp when DEBUG_ROUTE is defined
+ unsigned int GetPalIndex(byte color);
+
+// Useless ?
+ void clearPromptLine();
+
+};
+
+} // end of namespace Hugo
+#endif //HUGO_DISPLAY_H
diff --git a/engines/hugo/engine.cpp b/engines/hugo/engine.cpp
new file mode 100755
index 0000000000..ef93ef6279
--- /dev/null
+++ b/engines/hugo/engine.cpp
@@ -0,0 +1,993 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo 1-3 Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+#include "common/random.h"
+#include "common/EventRecorder.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/engine.h"
+#include "hugo/global.h"
+#include "hugo/file.h"
+#include "hugo/schedule.h"
+#include "hugo/display.h"
+#include "hugo/parser.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+#include "hugo/sound.h"
+
+namespace Hugo {
+
+#define EDGE 10 // Closest object can get to edge of screen
+#define EDGE2 (EDGE * 2) // Push object further back on edge collision
+#define SHIFT 8 // Place hero this far inside bounding box
+#define MAX_OBJECTS 128 // Used in Update_images()
+#define BOUND(X, Y) ((_boundary[Y * XBYTES + X / 8] & (0x80 >> X % 8)) != 0) // Boundary bit set
+
+config_t _config; // User's config
+maze_t _maze = {false, 0, 0, 0, 0, 0, 0, 0, 0}; // 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
+
+
+// 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 = false; // Don't 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.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) {
+ static int16 cx, cy; // Save window size, pos
+ int16 i;
+
+ 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.cx = VIEW_DX * 2; // Window view size
+ _config.cy = VIEW_DY * 2;
+
+// _config.wx = 0;
+// _config.wy = 0;
+
+ _config.musicVolume = 85; // Music volume %
+ _config.soundVolume = 100; // Sound volume %
+ initPlaylist(_config.playlist); // Initialize default tune playlist
+
+ HugoEngine::get().file().readBootFile(); // Read startup structure
+ HugoEngine::get().file().readConfig(); // Read user's saved config
+
+ cx = _config.cx; // Save these around OnFileNew()
+ cy = _config.cy;
+// wx = _config.wx;
+// wy = _config.wy;
+ break;
+ case RESET:
+ _config.cx = cx; // Restore cx, cy
+ _config.cy = cy;
+// _config.wx = wx;
+// _config.wy = wy;
+
+ // Find first tune and play it
+ for (i = 0; i < MAX_TUNES; i++)
+ if (_config.playlist[i]) {
+ sound().playMusic(i);
+ break;
+ }
+
+ HugoEngine::get().file().initSavedGame(); // Initialize saved game
+ break;
+ case RESTORE:
+ warning("Unhandled action RESTORE");
+ break;
+ }
+}
+void HugoEngine::initialize() {
+ debugC(1, kDebugEngine, "initialize");
+
+ sound().initSound(INSTALL);
+ HugoEngine::get().scheduler().initEventQueue(); // Init scheduler stuff
+ screen().initDisplay(); // Create Dibs and palette
+ HugoEngine::get().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");
+
+ sound().initSound(RESTORE);
+
+ HugoEngine::get().file().closeDatabaseFiles();
+ if (_status.recordFl || _status.playbackFl)
+ HugoEngine::get().file().closePlaybackFile();
+ freeObjects();
+}
+
+void HugoEngine::readObjectImages() {
+ debugC(1, kDebugEngine, "readObjectImages");
+
+ for (int i = 0; i < _numObj; i++)
+ HugoEngine::get().file().readImage(i, &_objects[i]);
+}
+
+// Read the uif image file (inventory icons)
+void HugoEngine::readUIFImages() {
+ debugC(1, kDebugEngine, "readUIFImages");
+
+ HugoEngine::get().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);
+
+ HugoEngine::get().file().readBackground(screenNum); // Scenery file
+ memcpy(screen().getBackBuffer(), screen().getFrontBuffer(), sizeof(screen().getFrontBuffer()));// Make a copy
+ HugoEngine::get().file().readOverlay(screenNum, _boundary, BOUNDARY); // Boundary file
+ HugoEngine::get().file().readOverlay(screenNum, _overlay, OVERLAY); // Overlay file
+ HugoEngine::get().file().readOverlay(screenNum, _ovlBase, OVLBASE); // Overlay base file
+}
+
+// Update all object positions. Process object 'local' events
+// including boundary events and collisions
+void HugoEngine::moveObjects() {
+ object_t *obj;
+ seq_t *currImage;
+ int x1, x2, y1, y2; // object coordinates
+ int dx, dy; // Allowable motion wrt boundary
+ char radius; // Radius for chase (8 bit signed)
+
+ 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++) {
+ obj = &_objects[i]; // Get pointer to object
+ currImage = obj->currImagePtr; // Get ptr to current image
+ if (obj->screenIndex == *_screen_p) {
+ switch (obj->pathType) {
+ case CHASE:
+ case CHASE2:
+ radius = obj->radius; // Default to object's radius
+ if (radius < 0) // If radius infinity, use closer value
+ radius = DX;
+
+ dx = _hero->x + _hero->currImagePtr->x1 - obj->x - currImage->x1;
+ 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++) {
+ 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.
+ currImage = obj->currImagePtr; // Get ptr to current image
+ x1 = obj->x + currImage->x1; // Left edge of object
+ x2 = obj->x + currImage->x2; // Right edge
+ y1 = obj->y + currImage->y1; // Top edge
+ y2 = obj->y + currImage->y2; // Bottom edge
+
+ if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ clearBoundary(x1, x2, y2); // Clear our own boundary
+ dx = deltaX(x1, x2, obj->vx, y2);
+ if (dx != obj->vx) {
+ // An object boundary collision!
+ boundaryCollision(obj);
+ obj->vx = 0;
+ }
+
+ 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++) {
+ obj = &_objects[i]; // Get pointer to object
+ 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
+ int b;
+
+ 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
+ if ((b = Utils::firstBit((byte)(_boundary[y + i] | _objBound[y + i]))) < 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
+ if ((b = Utils::lastBit((byte)(_boundary[y + i] | _objBound[y + i]))) < 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) {
+ int inc, i, j, b;
+
+ debugC(3, kDebugEngine, "deltaY(%d, %d, %d, %d)", x1, x2, vy, y);
+
+ if (vy == 0)
+ return(0); // Object stationary
+
+ inc = (vy > 0 ? 1 : -1);
+ for (j = y + inc; j != (y + vy + inc); j += inc) //Search by byte
+ for (i = x1 >> 3; i <= x2 >> 3; i++)
+ if (b = _boundary[j * XBYTES + i] | _objBound[j * XBYTES + i]) { // 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) {
+ byte *b; // ptr to boundary byte
+
+ debugC(5, kDebugEngine, "storeBoundary(%d, %d, %d)", x1, x2, y);
+
+ for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
+ 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) {
+ int i;
+ byte *b; // ptr to boundary byte
+
+ debugC(5, kDebugEngine, "clearBoundary(%d, %d, %d)", x1, x2, y);
+
+ for (i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
+ 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() {
+ seq_t *currImage;
+ int x1, x2, y1, y2; // hero coordinates
+
+ debugC(1, kDebugEngine, "processMaze");
+
+ //actlist alnewscr = {&aheroxy,&astophero,&aherostop,&anewscr,NULL};
+ //actlist_pt alist = &alnewscr[0];
+
+ currImage = _hero->currImagePtr; // Get ptr to current image
+ x1 = _hero->x + currImage->x1; // Left edge of object
+ x2 = _hero->x + currImage->x2; // Right edge
+ y1 = _hero->y + currImage->y1; // Top edge
+ y2 = _hero->y + currImage->y2; // Bottom edge
+
+ if (x1 < _maze.x1) {
+ // Exit west
+// anewscr.screen = *_screen_p - 1;
+ _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - 1;
+// aheroxy.x = _maze.x2 - SHIFT - (x2 - x1);
+ _actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1);
+// aheroxy.y = _hero_p->y;
+ _actListArr[_alNewscrIndex][0].a2.y = _hero->y;
+ _status.routeIndex = -1;
+ HugoEngine::get().scheduler().insertActionList(_alNewscrIndex);
+ } else if (x2 > _maze.x2) {
+ // Exit east
+// anewscr.screen = *_screen_p + 1;
+ _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + 1;
+// aheroxy.x = _maze.x1 + SHIFT;
+ _actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT;
+// aheroxy.y = _hero_p->y;
+ _actListArr[_alNewscrIndex][0].a2.y = _hero->y;
+ _status.routeIndex = -1;
+ HugoEngine::get().scheduler().insertActionList(_alNewscrIndex);
+ } else if (y1 < _maze.y1 - SHIFT) {
+ // Exit north
+// anewscr.screen = *_screen_p - _maze.size;
+ _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - _maze.size;
+// aheroxy.x = _maze.x3; // special offset for perspective
+ _actListArr[_alNewscrIndex][0].a2.x = _maze.x3;
+// aheroxy.y = _maze.y2 - SHIFT - (y2 - y1);
+ _actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1);
+ _status.routeIndex = -1;
+ HugoEngine::get().scheduler().insertActionList(_alNewscrIndex);
+ } else if (y2 > _maze.y2 - SHIFT / 2) {
+ // Exit south
+// anewscr.screen = *_screen_p + _maze.size;
+ _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + _maze.size;
+// aheroxy.x = _maze.x4; // special offset for perspective
+ _actListArr[_alNewscrIndex][0].a2.x = _maze.x4;
+// aheroxy.y = _maze.y1 + SHIFT;
+ _actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT;
+ _status.routeIndex = -1;
+ HugoEngine::get().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 y2comp(const void *a, const void *b) {
+ int ay2, by2;
+
+ debugC(6, kDebugEngine, "y2comp");
+
+ const object_t *p1 = &HugoEngine::get()._objects[*(const byte *)a];
+ const object_t *p2 = &HugoEngine::get()._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);
+
+ ay2 = p1->y + p1->currImagePtr->y2;
+ 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() {
+ int i, j, num_objs;
+ object_t *obj; // Pointer to object
+ seq_t *seqPtr; // Save curr_seq_p
+ byte objindex[MAX_OBJECTS]; // Array of indeces to objects
+
+ debugC(5, kDebugEngine, "updateImages");
+
+ // Initialise the index array to visible objects in current screen
+ for (i = 0, num_objs = 0; i < _numObj; i++) {
+ 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 (i = 0; i < num_objs; i++) {
+ 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:
+ 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 (i = 0; i < num_objs; i++) {
+ 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 (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
+ 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 (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) {
+ object_t *obj;
+ seq_t *curImage;
+ int16 objIndex = -1; // Index of found object
+ uint16 y2Max = 0; // Greatest y2
+ int i;
+
+ debugC(3, kDebugEngine, "findObject(%d, %d)", x, y);
+
+ // Check objects on screen
+ for (i = 0, obj = _objects; i < _numObj; i++, obj++) {
+ // Object must be in current screen and "useful"
+ if (obj->screenIndex == *_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) {
+ curImage = obj->currImagePtr;
+ // Object must have a visible image...
+ if (curImage != NULL && 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 == NULL && 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) {
+// bool found = false; // TRUE if we found a clear space
+ bool foundFl;
+ seq_t *curImage = obj->currImagePtr;
+ int16 x;
+ int16 y = obj->y + curImage->y2 - 1;
+
+ debugC(1, kDebugEngine, "findObjectSpace(obj, %d, %d)", *destx, *desty);
+
+// if (!found) // Try left rear corner
+ for (foundFl = true, *destx = x = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++)
+ if (BOUND(x, y))
+ foundFl = false;
+
+ if (!foundFl) // Try right rear corner
+ for (foundFl = true, *destx = x = 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
+ for (foundFl = true, y += 2, *destx = x = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++)
+ if (BOUND(x, y))
+ foundFl = false;
+
+ if (!foundFl) // Try right rear corner
+ for (foundFl = true, *destx = x = 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 NULL if none found.
+char *HugoEngine::useBG(char *name) {
+ int i;
+ objectList_t p = _backgroundObjects[*_screen_p];
+
+ debugC(1, kDebugEngine, "useBG(%s)", name);
+
+ for (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 (NULL);
+}
+
+// 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) {
+ object_t *obj = &_objects[objId]; // Ptr to object
+ uses_t *use; // Ptr to use entry
+ target_t *target; // Ptr to target entry
+ bool foundFl; // TRUE if found target entry
+ char *verb; // Background verb to use directly
+
+ debugC(1, kDebugEngine, "useObject(%d)", objId);
+
+ 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->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])) != NULL)
+ 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 (use = _uses; use->objId != _numObj; use++)
+ if (_status.inventoryObjId == use->objId) {
+ // Look for secondary object, if found use matching verb
+ for (foundFl = false, target = use->targets; _arrayNouns[target->nounIndex] != NULL; 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, HugoEngine::get()._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() {
+ object_t *obj;
+ seq_t *seq;
+
+ debugC(1, kDebugEngine, "freeObjects");
+
+ // Nothing to do if not allocated yet
+ if (_hero->seqList[0].seqPtr == NULL)
+ return;
+
+ // Free all sequence lists and image data
+ for (int i = 0; i < _numObj; i++) {
+ obj = &_objects[i];
+ for (int j = 0; j < obj->seqNumb; j++) { // for each sequence
+ seq = obj->seqList[j].seqPtr; // Free image
+ if (seq == NULL) // 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) {
+ uint16 *screenAct = _screenActs[screenNum];
+
+ debugC(1, kDebugEngine, "screenActions(%d)", screenNum);
+
+ if (screenAct) {
+ for (int i = 0; screenAct[i]; i++)
+ HugoEngine::get().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) {
+ int x, y, dx, dy;
+ char radius; // 8 bits signed
+ hotspot_t *hotspot;
+
+ debugC(1, kDebugEngine, "boundaryCollision");
+
+ if (obj == _hero) {
+ // Hotspots only relevant to HERO
+ if (obj->vx > 0)
+ x = obj->x + obj->currImagePtr->x2;
+ else
+ x = obj->x + obj->currImagePtr->x1;
+ y = obj->y + obj->currImagePtr->y2;
+
+ for (int i = 0; _hotspots[i].screenIndex >= 0; i++) {
+ hotspot = &_hotspots[i];
+ if (hotspot->screenIndex == obj->screenIndex)
+ if ((x >= hotspot->x1) && (x <= hotspot->x2) && (y >= hotspot->y1) && (y <= hotspot->y2)) {
+ HugoEngine::get().scheduler().insertActionList(hotspot->actIndex);
+ break;
+ }
+ }
+ } else {
+ // Check whether an object collided with HERO
+ dx = _hero->x + _hero->currImagePtr->x1 - obj->x - obj->currImagePtr->x1;
+ dy = _hero->y + _hero->currImagePtr->y2 - obj->y - obj->currImagePtr->y2;
+ // If object's radius is infinity, use a closer value
+ radius = obj->radius;
+ if (radius < 0)
+ radius = DX * 2;
+ if ((abs(dx) <= radius) && (abs(dy) <= radius))
+ HugoEngine::get().scheduler().insertActionList(obj->actIndex);
+ }
+}
+
+// Initialize screen components and display results
+void HugoEngine::initNewScreenDisplay() {
+ debugC(1, kDebugEngine, "initNewScreenDisplay");
+
+ screen().displayList(D_INIT);
+ screen().setBackgroundColor(_TBLACK);
+ screen().displayBackground();
+
+ // Stop premature object display in Display_list(D_DISPLAY)
+ _status.newScreenFl = true;
+}
+
+// Add up all the object values and all the bonus points
+void HugoEngine::calcMaxScore() {
+ int i;
+
+ debugC(1, kDebugEngine, "calcMaxScore");
+
+ for (i = 0; i < _numObj; i++)
+ _maxscore += _objects[i].objValue;
+
+ for (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, HugoEngine::get()._textEngine[kEsAdvertise]);
+ Utils::Box(BOX_ANY, "%s\n%s", _episode, COPYRIGHT);
+ _status.viewState = V_EXIT;
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/engine.h b/engines/hugo/engine.h
new file mode 100755
index 0000000000..fa4eba4fbb
--- /dev/null
+++ b/engines/hugo/engine.h
@@ -0,0 +1,43 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo 1-3 Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_ENGINE_H
+#define HUGO_ENGINE_H
+namespace Hugo {
+
+enum seqTextEngine {
+ // Strings used by the engine
+ kEsAdvertise = 0
+};
+
+} // end of namespace Hugo
+#endif // HUGO_ENGINE_H
diff --git a/engines/hugo/file.cpp b/engines/hugo/file.cpp
new file mode 100755
index 0000000000..0a20c8a67b
--- /dev/null
+++ b/engines/hugo/file.cpp
@@ -0,0 +1,924 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+#include "common/file.h"
+#include "common/savefile.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/file.h"
+#include "hugo/global.h"
+#include "hugo/schedule.h"
+#include "hugo/display.h"
+#include "hugo/util.h"
+
+namespace Hugo {
+FileManager::FileManager(HugoEngine &vm) : _vm(vm) {
+
+}
+
+byte *FileManager::convertPCC(byte *p, uint16 y, uint16 bpl, image_pt dataPtr) {
+// Convert 4 planes (RGBI) data to 8-bit DIB format
+// Return original plane data ptr
+ uint16 r, g, b, i; // Byte index within each plane
+ char bit; // Bit index within a byte
+
+ debugC(2, kDebugFile, "convertPCC(byte *p, %d, %d, image_pt data_p)", y, bpl);
+
+ dataPtr += y * bpl * 8; // Point to correct DIB line
+ for (r = 0, g = bpl, b = g + bpl, i = b + bpl; r < bpl; r++, g++, b++, i++) // Each byte in all planes
+ for (bit = 7; bit >= 0; bit--) // Each bit in byte
+ *dataPtr++ = (((p[r] >> bit & 1) << 0) |
+ ((p[g] >> bit & 1) << 1) |
+ ((p[b] >> bit & 1) << 2) |
+ ((p[i] >> bit & 1) << 3));
+ return p;
+}
+
+seq_t *FileManager::readPCX(Common::File &f, seq_t *seqPtr, byte *imagePtr, bool firstFl, const char *name) {
+// Read a pcx file of length len. Use supplied seq_p and image_p or
+// allocate space if NULL. Name used for errors. Returns address of seq_p
+// Set first TRUE to initialize b_index (i.e. not reading a sequential image in file).
+
+ struct { // Structure of PCX file header
+ byte mfctr, vers, enc, bpx;
+ uint16 x1, y1, x2, y2; // bounding box
+ uint16 xres, yres;
+ byte palette[48]; // EGA color palette
+ byte vmode, planes;
+ uint16 bytesPerLine; // Bytes per line
+ byte fill2[60];
+ } PCC_header; // Header of a PCC file
+
+ byte c, d; // code and data bytes from PCX file
+ byte pline[XPIX]; // Hold 4 planes of data
+ byte *p = pline; // Ptr to above
+ byte i; // PCX repeat count
+ uint16 bytesPerLine4; // BPL in 4-bit format
+ uint16 size; // Size of image
+ uint16 y = 0; // Current line index
+
+ debugC(1, kDebugFile, "readPCX(..., %s)", name);
+
+ // Read in the PCC header and check consistency
+ PCC_header.mfctr = f.readByte();
+ PCC_header.vers = f.readByte();
+ PCC_header.enc = f.readByte();
+ PCC_header.bpx = f.readByte();
+ PCC_header.x1 = f.readUint16LE();
+ PCC_header.y1 = f.readUint16LE();
+ PCC_header.x2 = f.readUint16LE();
+ PCC_header.y2 = f.readUint16LE();
+ PCC_header.xres = f.readUint16LE();
+ PCC_header.yres = f.readUint16LE();
+ f.read(PCC_header.palette, sizeof(PCC_header.palette));
+ PCC_header.vmode = f.readByte();
+ PCC_header.planes = f.readByte();
+ PCC_header.bytesPerLine = f.readUint16LE();
+ f.read(PCC_header.fill2, sizeof(PCC_header.fill2));
+
+ if (PCC_header.mfctr != 10)
+ Utils::Error(PCCH_ERR, name);
+
+ // Allocate memory for seq_t if NULL
+ if (seqPtr == NULL)
+ if ((seqPtr = (seq_t *)malloc(sizeof(seq_t))) == NULL)
+ Utils::Error(HEAP_ERR, name);
+
+ // Find size of image data in 8-bit DIB format
+ // Note save of x2 - marks end of valid data before garbage
+ bytesPerLine4 = PCC_header.bytesPerLine * 4; // 4-bit bpl
+ seqPtr->bytesPerLine8 = bytesPerLine4 * 2; // 8-bit bpl
+ seqPtr->lines = PCC_header.y2 - PCC_header.y1 + 1;
+ seqPtr->x2 = PCC_header.x2 - PCC_header.x1 + 1;
+ size = seqPtr->lines * seqPtr->bytesPerLine8;
+
+ // Allocate memory for image data if NULL
+ if (imagePtr == NULL)
+ if ((imagePtr = (byte *)malloc((size_t) size)) == NULL)
+ Utils::Error(HEAP_ERR, name);
+ seqPtr->imagePtr = imagePtr;
+
+ // Process the image data, converting to 8-bit DIB format
+ while (y < seqPtr->lines) {
+ c = f.readByte();
+ if ((c & REP_MASK) == REP_MASK) {
+ d = f.readByte(); // Read data byte
+ for (i = 0; i < (c & LEN_MASK); i++) {
+ *p++ = d;
+ if ((uint16)(p - pline) == bytesPerLine4)
+ p = convertPCC(pline, y++, PCC_header.bytesPerLine, imagePtr);
+ }
+ } else {
+ *p++ = c;
+ if ((uint16)(p - pline) == bytesPerLine4)
+ p = convertPCC(pline, y++, PCC_header.bytesPerLine, imagePtr);
+ }
+ }
+ return seqPtr;
+}
+
+void FileManager::readImage(int objNum, object_t *objPtr) {
+// Read object file of PCC images into object supplied
+ byte x, y, j, k;
+ uint16 x2; // Limit on x in image data
+ seq_t *seqPtr; // Ptr to sequence structure
+ image_pt dibPtr; // Ptr to DIB data
+ objBlock_t objBlock; // Info on file within database
+ bool firstFl = true; // Initializes pcx read function
+
+ debugC(1, kDebugFile, "readImage(%d, object_t *objPtr)", objNum);
+
+ if (!objPtr->seqNumb) // This object has no images
+ return;
+
+ if (_vm.isPacked()) {
+ _objectsArchive.seek((uint32)objNum * sizeof(objBlock_t), SEEK_SET);
+
+ objBlock.objOffset = _objectsArchive.readUint32LE();
+ objBlock.objLength = _objectsArchive.readUint32LE();
+
+ _objectsArchive.seek(objBlock.objOffset, SEEK_SET);
+ } else {
+ char *buf = (char *) malloc(2048 + 1); // Buffer for file access
+ strcat(strcat(strcpy(buf, _vm._picDir), _vm._arrayNouns[objPtr->nounIndex][0]), OBJEXT);
+ if (!_objectsArchive.open(buf)) {
+ warning("File %s not found, trying again with %s%s", buf, _vm._arrayNouns[objPtr->nounIndex][0], OBJEXT);
+ strcat(strcpy(buf, _vm._arrayNouns[objPtr->nounIndex][0]), OBJEXT);
+ if (!_objectsArchive.open(buf))
+ Utils::Error(FILE_ERR, buf);
+ }
+ }
+
+ // Now read the images into an images list
+ for (j = 0; j < objPtr->seqNumb; j++) { // for each sequence
+ for (k = 0; k < objPtr->seqList[j].imageNbr; k++) { // each image
+ if (k == 0) { // First image
+ // Read this image - allocate both seq and image memory
+ seqPtr = readPCX(_objectsArchive, NULL, NULL, firstFl, _vm._arrayNouns[objPtr->nounIndex][0]);
+ objPtr->seqList[j].seqPtr = seqPtr;
+ firstFl = false;
+ } else { // Subsequent image
+ // Read this image - allocate both seq and image memory
+ seqPtr->nextSeqPtr = readPCX(_objectsArchive, NULL, NULL, firstFl, _vm._arrayNouns[objPtr->nounIndex][0]);
+ seqPtr = seqPtr->nextSeqPtr;
+ }
+
+ // Compute the bounding box - x1, x2, y1, y2
+ // Note use of x2 - marks end of valid data in row
+ x2 = seqPtr->x2;
+ seqPtr->x1 = seqPtr->x2;
+ seqPtr->x2 = 0;
+ seqPtr->y1 = seqPtr->lines;
+ seqPtr->y2 = 0;
+ dibPtr = seqPtr->imagePtr;
+ for (y = 0; y < seqPtr->lines; y++, dibPtr += seqPtr->bytesPerLine8 - x2)
+ for (x = 0; x < x2; x++)
+ if (*dibPtr++) { // Some data found
+ if (x < seqPtr->x1)
+ seqPtr->x1 = x;
+ if (x > seqPtr->x2)
+ seqPtr->x2 = x;
+ if (y < seqPtr->y1)
+ seqPtr->y1 = y;
+ if (y > seqPtr->y2)
+ seqPtr->y2 = y;
+ }
+ }
+ seqPtr->nextSeqPtr = objPtr->seqList[j].seqPtr; // loop linked list to head
+ }
+
+ // Set the current image sequence to first or last
+ switch (objPtr->cycling) {
+ case INVISIBLE: // (May become visible later)
+ case ALMOST_INVISIBLE:
+ case NOT_CYCLING:
+ case CYCLE_FORWARD:
+ objPtr->currImagePtr = objPtr->seqList[0].seqPtr;
+ break;
+ case CYCLE_BACKWARD:
+ objPtr->currImagePtr = seqPtr;
+ break;
+ }
+
+ if (!_vm.isPacked())
+ _objectsArchive.close();
+}
+
+void FileManager::readBackground(int screenIndex) {
+// Read a PCX image into dib_a
+ seq_t seq; // Image sequence structure for Read_pcx
+ sceneBlock_t sceneBlock; // Read a database header entry
+
+ debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
+
+ if (_vm.isPacked()) {
+ _sceneryArchive.seek((uint32) screenIndex * sizeof(sceneBlock_t), SEEK_SET);
+
+ sceneBlock.scene_off = _sceneryArchive.readUint32LE();
+ sceneBlock.scene_len = _sceneryArchive.readUint32LE();
+ sceneBlock.b_off = _sceneryArchive.readUint32LE();
+ sceneBlock.b_len = _sceneryArchive.readUint32LE();
+ sceneBlock.o_off = _sceneryArchive.readUint32LE();
+ sceneBlock.o_len = _sceneryArchive.readUint32LE();
+ sceneBlock.ob_off = _sceneryArchive.readUint32LE();
+ sceneBlock.ob_len = _sceneryArchive.readUint32LE();
+
+ _sceneryArchive.seek(sceneBlock.scene_off, SEEK_SET);
+ } else {
+ char *buf = (char *) malloc(2048 + 1); // Buffer for file access
+ strcat(strcat(strcpy(buf, _vm._picDir), _vm._screenNames[screenIndex]), BKGEXT);
+ if (!_sceneryArchive.open(buf)) {
+ warning("File %s not found, trying again with %s.ART", buf, _vm._screenNames[screenIndex]);
+ strcat(strcpy(buf, _vm._screenNames[screenIndex]), ".ART");
+ if (!_sceneryArchive.open(buf))
+ Utils::Error(FILE_ERR, buf);
+ }
+ }
+
+ // Read the image into dummy seq and static dib_a
+ readPCX(_sceneryArchive, &seq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]);
+
+ if (!_vm.isPacked())
+ _sceneryArchive.close();
+}
+
+sound_pt FileManager::getSound(int16 sound, uint16 *size) {
+// Read sound (or music) file data. Call with SILENCE to free-up
+// any allocated memory. Also returns size of data
+
+ static sound_hdr_t s_hdr[MAX_SOUNDS]; // Sound lookup table
+ sound_pt soundPtr; // Ptr to sound data
+ Common::File fp; // Handle to SOUND_FILE
+// bool music = sound < NUM_TUNES; // TRUE if music, else sound file
+
+ debugC(1, kDebugFile, "getSound(%d, %d)", sound, *size);
+
+ // No more to do if SILENCE (called for cleanup purposes)
+ if (sound == _vm._soundSilence)
+ return(NULL);
+
+ // Open sounds file
+ if (!fp.open(SOUND_FILE)) {
+// Error(FILE_ERR, SOUND_FILE);
+ warning("Hugo Error: File not found %s", SOUND_FILE);
+ return(NULL);
+ }
+
+ // If this is the first call, read the lookup table
+ static bool has_read_header = false;
+ if (!has_read_header) {
+ if (fp.read(s_hdr, sizeof(s_hdr)) != sizeof(s_hdr))
+ Utils::Error(FILE_ERR, SOUND_FILE);
+ has_read_header = true;
+ }
+
+ *size = s_hdr[sound].size;
+ if (*size == 0)
+ Utils::Error(SOUND_ERR, SOUND_FILE);
+
+ // Allocate memory for sound or music, if possible
+ if ((soundPtr = (byte *)malloc(s_hdr[sound].size)) == 0) {
+ Utils::Warn(false, "Low on memory");
+ return(NULL);
+ }
+
+ // Seek to data and read it
+ fp.seek(s_hdr[sound].offset, SEEK_SET);
+ if (fp.read(soundPtr, s_hdr[sound].size) != s_hdr[sound].size)
+ Utils::Error(FILE_ERR, SOUND_FILE);
+
+ fp.close();
+
+ return soundPtr;
+}
+
+bool FileManager::fileExists(char *filename) {
+// Return whether file exists or not
+ Common::File f;
+ if (f.open(filename)) {
+ f.close();
+ return true;
+ }
+ return false;
+}
+
+void FileManager::readOverlay(int screenNum, image_pt image, ovl_t overlayType) {
+// Open and read in an overlay file, close file
+ uint32 i;
+ int16 j, k;
+ char data; // Must be 8 bits signed
+ image_pt tmpImage = image; // temp ptr to overlay file
+ sceneBlock_t sceneBlock; // Database header entry
+
+ debugC(1, kDebugFile, "readOverlay(%d, ...)", screenNum);
+
+ if (_vm.isPacked()) {
+ _sceneryArchive.seek((uint32)screenNum * sizeof(sceneBlock_t), SEEK_SET);
+
+ sceneBlock.scene_off = _sceneryArchive.readUint32LE();
+ sceneBlock.scene_len = _sceneryArchive.readUint32LE();
+ sceneBlock.b_off = _sceneryArchive.readUint32LE();
+ sceneBlock.b_len = _sceneryArchive.readUint32LE();
+ sceneBlock.o_off = _sceneryArchive.readUint32LE();
+ sceneBlock.o_len = _sceneryArchive.readUint32LE();
+ sceneBlock.ob_off = _sceneryArchive.readUint32LE();
+ sceneBlock.ob_len = _sceneryArchive.readUint32LE();
+
+ switch (overlayType) {
+ case BOUNDARY:
+ _sceneryArchive.seek(sceneBlock.b_off, SEEK_SET);
+ i = sceneBlock.b_len;
+ break;
+ case OVERLAY:
+ _sceneryArchive.seek(sceneBlock.o_off, SEEK_SET);
+ i = sceneBlock.o_len;
+ break;
+ case OVLBASE:
+ _sceneryArchive.seek(sceneBlock.ob_off, SEEK_SET);
+ i = sceneBlock.ob_len;
+ break;
+ default:
+ Utils::Error(FILE_ERR, "Bad ovl_type");
+ break;
+ }
+ if (i == 0) {
+ for (i = 0; i < OVL_SIZE; i++)
+ image[i] = 0;
+ return;
+ }
+ } else {
+ const char *ovl_ext[] = {".b", ".o", ".ob"};
+ char *buf = (char *) malloc(2048 + 1); // Buffer for file access
+
+ strcat(strcpy(buf, _vm._screenNames[screenNum]), ovl_ext[overlayType]);
+
+ if (!fileExists(buf)) {
+ for (i = 0; i < OVL_SIZE; i++)
+ image[i] = 0;
+ return;
+ }
+
+ if (!_sceneryArchive.open(buf))
+ Utils::Error(FILE_ERR, buf);
+
+// if (eof(f_scenery)) {
+// _lclose(f_scenery);
+// return;
+// }
+ }
+
+ switch (_vm._gameVariant) {
+ case 0: // Hugo 1 DOS and WIN don't pack data
+ case 3:
+ _sceneryArchive.read(tmpImage, OVL_SIZE);
+ break;
+ default:
+ // Read in the overlay file using MAC Packbits. (We're not proud!)
+ k = 0; // byte count
+ do {
+ data = _sceneryArchive.readByte(); // Read a code byte
+ if ((byte)data == 0x80) // Noop
+ k = k;
+ else if (data >= 0) { // Copy next data+1 literally
+ for (i = 0; i <= (byte)data; i++, k++)
+ *tmpImage++ = _sceneryArchive.readByte();
+ } else { // Repeat next byte -data+1 times
+ j = _sceneryArchive.readByte();
+
+ for (i = 0; i < (byte)(-data + 1); i++, k++)
+ *tmpImage++ = j;
+ }
+ } while (k < OVL_SIZE);
+ break;
+ }
+
+ if (!_vm.isPacked())
+ _sceneryArchive.close();
+}
+
+void FileManager::saveSeq(object_t *obj) {
+// Save sequence number and image number in given object
+ byte j, k;
+ seq_t *q;
+ bool found;
+
+ debugC(1, kDebugFile, "saveSeq");
+
+ for (j = 0, found = false; !found && (j < obj->seqNumb); j++) {
+ q = obj->seqList[j].seqPtr;
+ for (k = 0; !found && (k < obj->seqList[j].imageNbr); k++) {
+ if (obj->currImagePtr == q) {
+ found = true;
+ obj->curSeqNum = j;
+ obj->curImageNum = k;
+ } else
+ q = q->nextSeqPtr;
+ }
+ }
+}
+
+void FileManager::restoreSeq(object_t *obj) {
+// Set up cur_seq_p from stored sequence and image number in object
+ int j;
+ seq_t *q;
+
+ debugC(1, kDebugFile, "restoreSeq");
+
+ q = obj->seqList[obj->curSeqNum].seqPtr;
+ for (j = 0; j < obj->curImageNum; j++)
+ q = q->nextSeqPtr;
+ obj->currImagePtr = q;
+}
+
+void FileManager::saveGame(int16 slot, const char *descrip) {
+// Save game to supplied slot (-1 is INITFILE)
+ int i;
+ char path[256]; // Full path of saved game
+
+ debugC(1, kDebugFile, "saveGame(%d, %s)", slot, descrip);
+
+ // Get full path of saved game file - note test for INITFILE
+ if (slot == -1)
+ sprintf(path, "%s", _vm._initFilename);
+ else
+ sprintf(path, _vm._saveFilename, slot);
+
+ Common::WriteStream *out = 0;
+ if (!(out = _vm.getSaveFileManager()->openForSaving(path))) {
+ warning("Can't create file '%s', game not saved", path);
+ return;
+ }
+
+ // Write version. We can't restore from obsolete versions
+ out->write(&kSavegameVersion, sizeof(kSavegameVersion));
+
+ // Save description of saved game
+ out->write(descrip, DESCRIPLEN);
+
+ // Save objects
+ for (i = 0; i < _vm._numObj; i++) {
+ // Save where curr_seq_p is pointing to
+ saveSeq(&_vm._objects[i]);
+ out->write(&_vm._objects[i], sizeof(object_t));
+ }
+
+ const status_t &gameStatus = _vm.getGameStatus();
+
+ // Save whether hero image is swapped
+ out->write(&_vm._heroImage, sizeof(_vm._heroImage));
+
+ // Save score
+ int score = _vm.getScore();
+ out->write(&score, sizeof(score));
+
+ // Save story mode
+ out->write(&gameStatus.storyModeFl, sizeof(gameStatus.storyModeFl));
+
+ // Save jumpexit mode
+ out->write(&gameStatus.jumpExitFl, sizeof(gameStatus.jumpExitFl));
+
+ // Save gameover status
+ out->write(&gameStatus.gameOverFl, sizeof(gameStatus.gameOverFl));
+
+ // Save screen states
+ out->write(_vm._screenStates, sizeof(*_vm._screenStates) * _vm._numScreens);
+
+ // Save points table
+ out->write(_vm._points, sizeof(point_t) * _vm._numBonuses);
+
+ // Now save current time and all current events in event queue
+ _vm.scheduler().saveEvents(out);
+
+ // Save palette table
+ _vm.screen().savePal(out);
+
+ // Save maze status
+ out->write(&_maze, sizeof(maze_t));
+
+ out->finalize();
+
+ delete out;
+}
+
+void FileManager::restoreGame(int16 slot) {
+// Restore game from supplied slot number (-1 is INITFILE)
+ int i;
+ char path[256]; // Full path of saved game
+ object_t *p;
+ seqList_t seqList[MAX_SEQUENCES];
+// cmdList *cmds; // Save command list pointer
+ uint16 cmdIndex; // Save command list pointer
+// char ver[sizeof(VER)]; // Compare versions
+
+ debugC(1, kDebugFile, "restoreGame(%d)", slot);
+
+ // Initialize new-game status
+ _vm.initStatus();
+
+ // Get full path of saved game file - note test for INITFILE
+ if (slot == -1)
+ sprintf(path, "%s", _vm._initFilename);
+ else
+ sprintf(path, _vm._saveFilename, slot);
+
+ Common::SeekableReadStream *in = 0;
+ if (!(in = _vm.getSaveFileManager()->openForLoading(path)))
+ return;
+
+ // Check version, can't restore from different versions
+ int saveVersion;
+ in->read(&saveVersion, sizeof(saveVersion));
+ if (saveVersion != kSavegameVersion) {
+ Utils::Error(GEN_ERR, "Savegame of incompatible version");
+ return;
+ }
+
+ // Skip over description
+ in->seek(DESCRIPLEN, SEEK_CUR);
+
+ // If hero image is currently swapped, swap it back before restore
+ if (_vm._heroImage != HERO)
+ _vm.scheduler().swapImages(HERO, _vm._heroImage);
+
+ // Restore objects, retain current seqList which points to dynamic mem
+ // Also, retain cmnd_t pointers
+ for (i = 0; i < _vm._numObj; i++) {
+ p = &_vm._objects[i];
+ memcpy(seqList, p->seqList, sizeof(seqList_t));
+ cmdIndex = p->cmdIndex;
+ in->read(p, sizeof(object_t));
+ p->cmdIndex = cmdIndex;
+ memcpy(p->seqList, seqList, sizeof(seqList_t));
+ }
+
+ in->read(&_vm._heroImage, sizeof(_vm._heroImage));
+
+ // If hero swapped in saved game, swap it
+ if ((i = _vm._heroImage) != HERO)
+ _vm.scheduler().swapImages(HERO, _vm._heroImage);
+ _vm._heroImage = i;
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ int score;
+ in->read(&score, sizeof(score));
+ _vm.setScore(score);
+
+ in->read(&gameStatus.storyModeFl, sizeof(gameStatus.storyModeFl));
+ in->read(&gameStatus.jumpExitFl, sizeof(gameStatus.jumpExitFl));
+ in->read(&gameStatus.gameOverFl, sizeof(gameStatus.gameOverFl));
+ in->read(_vm._screenStates, sizeof(*_vm._screenStates) * _vm._numScreens);
+
+ // Restore points table
+ in->read(_vm._points, sizeof(point_t) * _vm._numBonuses);
+
+ // Restore ptrs to currently loaded objects
+ for (i = 0; i < _vm._numObj; i++)
+ restoreSeq(&_vm._objects[i]);
+
+ // Now restore time of the save and the event queue
+ _vm.scheduler().restoreEvents(in);
+
+ // Restore palette and change it if necessary
+ _vm.screen().restorePal(in);
+
+ // Restore maze status
+ in->read(&_maze, sizeof(maze_t));
+
+ delete in;
+}
+
+void FileManager::initSavedGame() {
+// Initialize the size of a saved game (from the fixed initial game).
+// If status.initsave is TRUE, or the initial saved game is not found,
+// force a save to create one. Normally the game will be shipped with
+// the initial game file but useful to force a write during development
+// when the size is changeable.
+// The net result is a valid INITFILE, with status.savesize initialized.
+ Common::File f; // Handle of saved game file
+ char path[256]; // Full path of INITFILE
+
+ debugC(1, kDebugFile, "initSavedGame");
+
+ // Get full path of INITFILE
+ sprintf(path, "%s", _vm._initFilename);
+
+
+ // Force save of initial game
+ if (_vm.getGameStatus().initSaveFl)
+ saveGame(-1, "");
+
+ // If initial game doesn't exist, create it
+ Common::SeekableReadStream *in = 0;
+ if (!(in = _vm.getSaveFileManager()->openForLoading(path))) {
+ saveGame(-1, "");
+ if (!(in = _vm.getSaveFileManager()->openForLoading(path))) {
+ Utils::Error(WRITE_ERR, path);
+ return;
+ }
+ }
+
+ // Must have an open saved game now
+ _vm.getGameStatus().saveSize = in->size();
+ delete in;
+
+ // Check sanity - maybe disk full or path set to read-only drive?
+ if (_vm.getGameStatus().saveSize == -1)
+ Utils::Error(WRITE_ERR, path);
+}
+
+// Record and playback handling stuff:
+typedef struct {
+// int key; // Character
+ uint32 time; // Time at which character was pressed
+} pbdata_t;
+static pbdata_t pbdata;
+FILE *fpb;
+
+void FileManager::openPlaybackFile(bool playbackFl, bool recordFl) {
+ debugC(1, kDebugFile, "openPlaybackFile(%d, %d)", (playbackFl) ? 1 : 0, (recordFl) ? 1 : 0);
+
+ if (playbackFl) {
+ if (!(fpb = fopen(PBFILE, "r+b")))
+ Utils::Error(FILE_ERR, PBFILE);
+ } else if (recordFl)
+ fpb = fopen(PBFILE, "wb");
+ pbdata.time = 0; // Say no key available
+}
+
+void FileManager::closePlaybackFile() {
+ fclose(fpb);
+}
+
+void FileManager::openDatabaseFiles() {
+//TODO : HUGO 1 DOS uses _stringtData instead of a strings.dat
+//This should be tested adequately and should be handled by an error and not by a warning.
+ debugC(1, kDebugFile, "openDatabaseFiles");
+
+ if (!_stringArchive.open(STRING_FILE))
+// Error(FILE_ERR, STRING_FILE);
+ warning("Hugo Error: File not found %s", STRING_FILE);
+ if (_vm.isPacked()) {
+ if (!_sceneryArchive.open(SCENERY_FILE))
+ Utils::Error(FILE_ERR, SCENERY_FILE);
+ if (!_objectsArchive.open(OBJECTS_FILE))
+ Utils::Error(FILE_ERR, OBJECTS_FILE);
+ }
+}
+
+void FileManager::closeDatabaseFiles() {
+// TODO: stringArchive shouldn't be closed in Hugo 1 DOS
+ debugC(1, kDebugFile, "closeDatabaseFiles");
+
+ _stringArchive.close();
+ if (_vm.isPacked()) {
+ _sceneryArchive.close();
+ _objectsArchive.close();
+ }
+}
+
+char *FileManager::fetchString(int index) {
+//TODO : HUGO 1 DOS uses _stringtData instead of a strings.dat
+// Fetch string from file, decode and return ptr to string in memory
+ uint32 off1, off2;
+
+ debugC(1, kDebugFile, "fetchString(%d)", index);
+
+ // Get offset to string[index] (and next for length calculation)
+ _stringArchive.seek((uint32)index * sizeof(uint32), SEEK_SET);
+ if (_stringArchive.read((char *)&off1, sizeof(uint32)) == 0)
+ Utils::Error(FILE_ERR, "String offset");
+ if (_stringArchive.read((char *)&off2, sizeof(uint32)) == 0)
+ Utils::Error(FILE_ERR, "String offset");
+
+ // Check size of string
+ if ((off2 - off1) >= MAX_BOX)
+ Utils::Error(FILE_ERR, "Fetched string too long!");
+
+ // Position to string and read it into gen purpose _textBoxBuffer
+ _stringArchive.seek(off1, SEEK_SET);
+ if (_stringArchive.read(_textBoxBuffer, (uint16)(off2 - off1)) == 0)
+ Utils::Error(FILE_ERR, "Fetch_string");
+
+ // Null terminate, decode and return it
+ _textBoxBuffer[off2-off1] = '\0';
+ _vm.scheduler().decodeString(_textBoxBuffer);
+ return _textBoxBuffer;
+}
+
+void FileManager::printBootText() {
+// Read the encrypted text from the boot file and print it
+ Common::File ofp;
+ int i;
+ char *buf;
+
+ debugC(1, kDebugFile, "printBootText");
+
+ if (!ofp.open(BOOTFILE))
+ Utils::Error(FILE_ERR, BOOTFILE);
+
+ // Allocate space for the text and print it
+ buf = (char *)malloc(_boot.exit_len + 1);
+ if (buf) {
+ // Skip over the boot structure (already read) and read exit text
+ ofp.seek((long)sizeof(_boot), SEEK_SET);
+ if (ofp.read(buf, _boot.exit_len) != (size_t)_boot.exit_len)
+ Utils::Error(FILE_ERR, BOOTFILE);
+
+ // Decrypt the exit text, using CRYPT substring
+ for (i = 0; i < _boot.exit_len; i++)
+ buf[i] ^= CRYPT[i % strlen(CRYPT)];
+
+ buf[i] = '\0';
+ //Box(BOX_OK, buf_p);
+ //MessageBox(hwnd, buf_p, "License", MB_ICONINFORMATION);
+ warning("printBootText(): License: %s", buf);
+ }
+
+ free(buf);
+ ofp.close();
+}
+
+void FileManager::readBootFile() {
+// Reads boot file for program environment. Fatal error if not there or
+// file checksum is bad. De-crypts structure while checking checksum
+ byte checksum;
+ byte *p;
+ Common::File ofp;
+ uint32 i;
+
+ debugC(1, kDebugFile, "readBootFile");
+
+ if (!ofp.open(BOOTFILE))
+ Utils::Error(FILE_ERR, BOOTFILE);
+
+ if (ofp.size() < (int32)sizeof(_boot))
+ Utils::Error(FILE_ERR, BOOTFILE);
+
+ _boot.checksum = ofp.readByte();
+ _boot.registered = ofp.readByte();
+ ofp.read(_boot.pbswitch, sizeof(_boot.pbswitch));
+ ofp.read(_boot.distrib, sizeof(_boot.distrib));
+ _boot.exit_len = ofp.readUint16LE();
+
+ p = (byte *)&_boot;
+ for (i = 0, checksum = 0; i < sizeof(_boot); i++) {
+ checksum ^= p[i];
+ p[i] ^= CRYPT[i % strlen(CRYPT)];
+ }
+ ofp.close();
+
+ if (checksum)
+ Utils::Error(GEN_ERR, "Program startup file invalid");
+}
+
+void FileManager::readConfig() {
+// Read the user's config if it exists
+ Common::File f;
+ fpath_t path;
+ config_t tmpConfig = _config;
+
+ debugC(1, kDebugFile, "readConfig");
+
+ sprintf(path, "%s%s", _vm.getGameStatus().path, CONFIGFILE);
+ if (f.open(path)) {
+ // If config format changed, ignore it and use defaults
+ if (f.read(&_config, sizeof(_config)) != sizeof(_config))
+ _config = tmpConfig;
+
+ f.close();
+ }
+}
+
+void FileManager::writeConfig() {
+// Write the user's config
+ FILE *f;
+ fpath_t path;
+
+ debugC(1, kDebugFile, "writeConfig");
+
+ // Write user's config
+ // No error checking in case CD-ROM with no alternate path specified
+ sprintf(path, "%s%s", _vm.getGameStatus().path, CONFIGFILE);
+ if ((f = fopen(path, "w+")) != NULL)
+ fwrite(&_config, sizeof(_config), 1, f);
+
+ fclose(f);
+}
+
+uif_hdr_t *FileManager::getUIFHeader(uif_t id) {
+// Returns address of uif_hdr[id], reading it in if first call
+ static uif_hdr_t UIFHeader[MAX_UIFS]; // Lookup for uif fonts/images
+ static bool firstFl = true;
+ Common::File ip; // Image data file
+
+ debugC(1, kDebugFile, "getUIFHeader(%d)", id);
+
+ // Initialize offset lookup if not read yet
+ if (firstFl) {
+ firstFl = false;
+ // Open unbuffered to do far read
+ if (!ip.open(UIF_FILE))
+ Utils::Error(FILE_ERR, UIF_FILE);
+
+ if (ip.size() < (int32)sizeof(UIFHeader))
+ Utils::Error(FILE_ERR, UIF_FILE);
+
+ for (int i = 0; i < MAX_UIFS; ++i) {
+ UIFHeader[i].size = ip.readUint16LE();
+ UIFHeader[i].offset = ip.readUint32LE();
+ }
+
+ ip.close();
+ }
+ return &UIFHeader[id];
+}
+
+void FileManager::readUIFItem(int16 id, byte *buf) {
+// Read uif item into supplied buffer.
+ Common::File ip; // UIF_FILE handle
+ uif_hdr_t *UIFHeaderPtr; // Lookup table of items
+ seq_t seq; // Dummy seq_t for image data
+
+ debugC(1, kDebugFile, "readUIFItem(%d, ...)", id);
+
+ // Open uif file to read data
+ if (!ip.open(UIF_FILE))
+ Utils::Error(FILE_ERR, UIF_FILE);
+
+ // Seek to data
+ UIFHeaderPtr = getUIFHeader((uif_t)id);
+ ip.seek(UIFHeaderPtr->offset, SEEK_SET);
+
+ // We support pcx images and straight data
+ switch (id) {
+ case UIF_IMAGES: // Read uif images file
+ readPCX(ip, &seq, buf, true, UIF_FILE);
+ break;
+ default: // Read file data into supplied array
+ if (ip.read(buf, UIFHeaderPtr->size) != UIFHeaderPtr->size)
+ Utils::Error(FILE_ERR, UIF_FILE);
+ break;
+ }
+
+ ip.close();
+}
+
+void FileManager::instructions() {
+// Simple instructions given when F1 pressed twice in a row
+// Only in DOS versions
+#define HELPFILE "help.dat"
+#define EOP '#' /* Marks end of a page in help file */
+
+ Common::File f;
+ char line[1024], *wrkLine;
+ char readBuf[2];
+
+ wrkLine = line;
+ if (!f.open(UIF_FILE))
+ Utils::Error(FILE_ERR, HELPFILE);
+
+ while (f.read(readBuf, 1)) {
+ wrkLine[0] = readBuf[0];
+ do {
+ f.read(wrkLine, 1);
+ } while (*wrkLine++ != EOP);
+ wrkLine[-2] = '\0'; /* Remove EOP and previous CR */
+ Utils::Box(BOX_ANY, line);
+ f.read(wrkLine, 1); /* Remove CR after EOP */
+ }
+ f.close();
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/file.h b/engines/hugo/file.h
new file mode 100755
index 0000000000..50f4b505c3
--- /dev/null
+++ b/engines/hugo/file.h
@@ -0,0 +1,86 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_FILE_H
+#define HUGO_FILE_H
+
+namespace Hugo {
+
+class FileManager {
+public:
+ FileManager(HugoEngine &vm);
+
+
+ bool fileExists(char *filename);
+
+ char *fetchString(int index);
+
+ sound_pt getSound(short sound, uint16 *size);
+
+ void closePlaybackFile();
+ void closeDatabaseFiles();
+ void initSavedGame();
+ void instructions();
+ void openDatabaseFiles();
+ void readBackground(int screenIndex);
+ void readBootFile();
+ void readConfig();
+ void readImage(int objNum, object_t *objPtr);
+ void readOverlay(int screenNum, image_pt image, ovl_t overlayType);
+ void readUIFItem(short id, byte *buf);
+ void restoreGame(short slot);
+ void restoreSeq(object_t *obj);
+ void saveGame(short slot, const char *descrip);
+ void saveSeq(object_t *obj);
+ void writeConfig();
+
+private:
+ HugoEngine &_vm;
+
+ Common::File _stringArchive; /* Handle for string file */
+ Common::File _sceneryArchive; /* Handle for scenery file */
+ Common::File _objectsArchive; /* Handle for objects file */
+
+ byte *convertPCC(byte *p, uint16 y, uint16 bpl, image_pt data_p);
+ seq_t *readPCX(Common::File &f, seq_t *seqPtr, byte *imagePtr, bool firstFl, const char *name);
+ uif_hdr_t *getUIFHeader(uif_t id);
+
+//Strangerke : Not used?
+ void openPlaybackFile(bool playbackFl, bool recordFl);
+ void printBootText();
+// bool pkkey();
+// char pbget();
+};
+
+
+} // end of namespace Hugo
+#endif //HUGO_FILE_H
diff --git a/engines/hugo/game.h b/engines/hugo/game.h
new file mode 100755
index 0000000000..e2e685c193
--- /dev/null
+++ b/engines/hugo/game.h
@@ -0,0 +1,880 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_GAME_H
+#define HUGO_GAME_H
+
+#include "common/keyboard.h"
+
+namespace Common {
+class WriteStream;
+class SeekableReadStream;
+}
+
+namespace Hugo {
+
+// WARNING!! Run the program at least once before release to
+// generate the initial save file! (Using the -i cmd switch)
+// Set EPISODE_NUM & build. Build pictures.mak and run "Tools/Hugo N".
+// Copy helpedit\hugow_?.hlp to .\hugowin?.hlp
+// Type "PPG" in the game to enter cheat mode.
+
+#define DEBUG false // Allow me to do special things (EDIT, GOTO)
+#define STORY true // Skip any intro stuff if FALSE
+//#define DATABASE TRUE // Use database instead of individual files. Individual files are used by Hugo1 DOS!
+//#define BETA FALSE // Puts big msg in intro/about box
+#define EPISODE_NUM 1 // Episode we are building
+#define TITLE "Hugo for Windows"
+#define COPYRIGHT "Copyright © 1995-97, David P. Gray"
+// Started code on 04/01/95
+// Don't forget to update Hugowin.rc2 with version info
+//#define VER "1.0" // 10/01/95 Initial Release
+//#define VER "1.1" // 10/06/95 Restore system volume levels on exit
+//#define VER "v1.2"// 10/12/95 Added "background music" checkbox in volume dlg
+//#define VER "v1.3"// 10/23/95 Support game 1 as shareware
+//#define VER "v1.4"// 12/06/95 Faster graphics, logical palette
+#define VER "v1.5" // 10/07/97 Added order form, new web site
+
+// Game specific equates
+#define MAX_TUNES 16 // Max number of tunes
+#define NORMAL_TPS 9 // Number of ticks (frames) per second
+#define TURBO_TPS 16 // This many in turbo mode
+#define DX 5 // Num pixels moved in x by HERO per step
+#define DY 4 // Num pixels moved in y by HERO per step
+#define XBYTES 40 // number of bytes in a compressed line
+#define XPIX 320 // Width of pcx background file
+#define YPIX 200 // Height of pcx background file
+#define VIEW_DX XPIX // Width of window view
+#define VIEW_DY 184 // Height of window view
+#define INV_DX 32 // Width of an inventory icon
+#define INV_DY 32 // Height of inventory icon
+#define DIBOFF_Y 8 // Offset into dib SrcY (old status line area)
+#define OVL_SIZE (XBYTES * YPIX) // Size of an overlay file
+#define MAX_SEQUENCES 4 // Number of sequences of images in object
+#define MAX_CHARS (XBYTES - 2) // Max length of user input line
+#define NUM_ROWS 25 // Number of text lines in display
+#define MAX_BOX (MAX_CHARS * NUM_ROWS) // Max chars on screen
+#define DONT_CARE 0xFF // Any state allowed in command verb
+#define MAX_FPATH 256 // Max length of a full path name
+#define HERO_MAX_WIDTH 24 // Maximum width of hero
+#define HERO_MIN_WIDTH 16 // Minimum width of hero
+#define LOOK_NAME 1 // Index of name used in showing takeables
+#define TAKE_NAME 2 // Index of name used in confirming take
+#define TAKE_TEXT "Picked up the %s ok."
+#define REP_MASK 0xC0 // Top 2 bits mean a repeat code
+#define MAX_STRLEN 1024
+#define WARNLEN 512
+#define ERRLEN 512
+#define STEP_DY 8 // Pixels per step movement
+
+// Only for non-database
+#define BKGEXT ".PCX" // Extension of background files
+#define OBJEXT ".PIX" // Extension of object picture files
+#define NAME_LEN 12 // Max length of a DOS file name
+
+// Definitions of 'generic' commands: Max # depends on size of gencmd in
+// the object_t record since each requires 1 bit. Currently up to 16
+#define LOOK 1
+#define TAKE 2
+#define DROP 4
+#define LOOK_S 8 // Description depends on state of object
+
+// Macros:
+#define TPS (_config.turboFl ? TURBO_TPS : NORMAL_TPS)
+
+
+enum TEXTCOLORS {
+ _TBLACK, _TBLUE, _TGREEN, _TCYAN,
+ _TRED, _TMAGENTA, _TBROWN, _TWHITE,
+ _TGRAY, _TLIGHTBLUE, _TLIGHTGREEN, _TLIGHTCYAN,
+ _TLIGHTRED, _TLIGHTMAGENTA, _TLIGHTYELLOW, _TBRIGHTWHITE
+};
+
+#define CRYPT "Copyright 1992, David P Gray, Gray Design Associates"
+
+struct hugo_boot_t { // Common HUGO boot file
+ char checksum; // Checksum for boot structure (not exit text)
+ char registered; // TRUE if registered version, else FALSE
+ char pbswitch[8]; // Playback switch string
+ char distrib[32]; // Distributor branding string
+ uint16 exit_len; // Length of exit text (next in file)
+};
+
+#define MAX_UIFS 32 // Max possible uif items in hdr
+#define NUM_FONTS 3 // Number of dib fonts
+#define FIRST_FONT U_FONT5
+#define FONT_LEN 128 // Number of chars in font
+#define FONTSIZE 1200 // Max size of font data
+
+struct uif_hdr_t { // UIF font/image look up
+ uint16 size; // Size of uif item
+ uint32 offset; // Offset of item in file
+};
+
+enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS};
+
+// Game specific type definitions
+typedef byte *image_pt; // ptr to an object image (sprite)
+typedef byte *sound_pt; // ptr to sound (or music) data
+
+// Enumerate overlay file types
+enum ovl_t {BOUNDARY, OVERLAY, OVLBASE};
+
+// Enumerate error types
+enum {
+ GEN_ERR, FILE_ERR, WRITE_ERR, PCCH_ERR, HEAP_ERR, EVNT_ERR, SOUND_ERR
+ //MOUSE_ERR, VID_ERR, FONT_ERR, ARG_ERR, CHK_ERR, TIMER_ERR, VBX_ERR
+};
+
+// Enumerate ways of cycling a sequence of frames
+enum cycle_t {INVISIBLE, ALMOST_INVISIBLE, NOT_CYCLING, CYCLE_FORWARD, CYCLE_BACKWARD};
+
+// Enumerate sequence index matching direction of travel
+enum {RIGHT, LEFT, DOWN, _UP};
+
+// Channel requirement during sound effect
+enum stereo_t {BOTH_CHANNELS, RIGHT_CHANNEL, LEFT_CHANNEL};
+
+// Priority for sound effect
+enum priority_t {LOW_PRI, MED_PRI, HIGH_PRI};
+
+// Enumerate the different path types for an object
+enum path_t {
+ USER, // User has control of object via cursor keys
+ AUTO, // Computer has control, controlled by action lists
+ QUIET, // Computer has control and no commands allowed
+ CHASE, // Computer has control, object is chasing hero
+ CHASE2, // Same as CHASE, except keeps cycling when stationary
+ WANDER, // Computer has control, object is wandering randomly
+ WANDER2 // Same as WANDER, except keeps cycling when stationary
+};
+
+// Enumerate whether object is foreground, background or 'floating'
+// If floating, HERO can collide with it and fore/back ground is determined
+// by relative y-coord of object base. This is the general case.
+// If fore or background, no collisions can take place and object is either
+// behind or in front of all others, although can still be hidden by the
+// the overlay plane. OVEROVL means the object is FLOATING (to other
+// objects) but is never hidden by the overlay plane
+enum {FOREGROUND, BACKGROUND, FLOATING, OVEROVL};
+
+// Game view state machine
+enum vstate_t {V_IDLE, V_INTROINIT, V_INTRO, V_PLAY, V_INVENT, V_EXIT};
+
+enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
+
+// Ways to dismiss a text/prompt box
+enum box_t {BOX_ANY, BOX_OK, BOX_PROMPT, BOX_YESNO};
+
+// Standard viewport sizes
+enum wsize_t {SIZE_DEF, SIZE_1, SIZE_2, SIZE_3};
+
+// Display list functions
+enum dupdate_t {D_INIT, D_ADD, D_DISPLAY, D_RESTORE};
+
+// General device installation commands
+enum inst_t {INSTALL, RESTORE, RESET};
+
+// Inventory icon bar states
+enum istate_t {I_OFF, I_UP, I_DOWN, I_ACTIVE};
+
+// Actions for Process_inventory()
+enum invact_t {INV_INIT, INV_LEFT, INV_RIGHT, INV_GET};
+
+// Purpose of an automatic route
+enum go_t {GO_SPACE, GO_EXIT, GO_LOOK, GO_GET};
+
+// Following are points for achieving certain actions.
+struct point_t {
+ byte score; // The value of the point
+ bool scoredFl; // Whether scored yet
+};
+
+// Structure for initializing maze processing
+struct maze_t {
+ bool enabledFl; // TRUE when maze processing enabled
+ byte size; // Size of (square) maze matrix
+ int x1, y1, x2, y2; // maze hotspot bounding box
+ int x3, x4; // north, south x entry coordinates
+ byte firstScreenIndex; // index of first screen in maze
+};
+
+// Following defines the action types and action list
+enum action_t { // Parameters:
+ ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
+ ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
+ START_OBJ, // 1 - Object number
+ INIT_OBJXY, // 2 - Object number, x,y
+ PROMPT, // 3 - index of prompt & response string, ptrs to action
+ // lists. First if response matches, 2nd if not.
+ BKGD_COLOR, // 4 - new background color
+ INIT_OBJVXY, // 5 - Object number, vx, vy
+ INIT_CARRY, // 6 - Object number, carried status
+ INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates)
+ NEW_SCREEN, // 8 - New screen number
+ INIT_OBJSTATE, // 9 - Object number, new object state
+ INIT_PATH, // 10 - Object number, new path type
+ COND_R, // 11 - Conditional on object state - req state, 2 act_lists
+ TEXT, // 12 - Simple text box
+ SWAP_IMAGES, // 13 - Swap 2 object images
+ COND_SCR, // 14 - Conditional on current screen
+ AUTOPILOT, // 15 - Set object to home in on another (stationary) object
+ INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seq_p to
+ SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word
+ CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word
+ TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word
+ DEL_EVENTS, // 20 - Action type to delete all occurrences of
+ GAMEOVER, // 21 - Disable hero & commands. Game is over
+ INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates)
+ EXIT, // 23 - Exit game back to DOS
+ BONUS, // 24 - Get score bonus for an action
+ COND_BOX, // 25 - Conditional on object within bounding box
+ SOUND, // 26 - Set currently playing sound
+ ADD_SCORE, // 27 - Add object's value to current score
+ SUB_SCORE, // 28 - Subtract object's value from current score
+ COND_CARRY, // 29 - Conditional on carrying object
+ INIT_MAZE, // 30 - Start special maze hotspot processing
+ EXIT_MAZE, // 31 - Exit special maze processing
+ INIT_PRIORITY, // 32 - Initialize fbg field
+ INIT_SCREEN, // 33 - Initialise screen field of object
+ AGSCHEDULE, // 34 - Global schedule - lasts over new screen
+ REMAPPAL, // 35 - Remappe palette - palette index, color
+ COND_NOUN, // 36 - Conditional on noun appearing in line
+ SCREEN_STATE, // 37 - Set new screen state - used for comments
+ INIT_LIPS, // 38 - Position lips object for supplied object
+ INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type)
+ WARN, // 40 - Same as TEXT but can't dismiss box by typing
+ COND_BONUS, // 41 - Conditional on bonus having been scored
+ TEXT_TAKE, // 42 - Issue text box with "take" info string
+ YESNO, // 43 - Prompt user for Yes or No
+ STOP_ROUTE, // 44 - Skip any route in progress (hero still walks)
+ COND_ROUTE, // 45 - Conditional on route in progress
+ INIT_JUMPEXIT, // 46 - Initialize status.jumpexit
+ INIT_VIEW, // 47 - Initialize viewx, viewy, dir
+ INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seq_p to
+ OLD_SONG = 49 // Added by Strangerke - Set currently playing sound, old way: that is, using a string index instead of a reference in a file
+};
+
+
+struct act0 { // Type 0 - Schedule
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 actIndex; // Ptr to an action list
+};
+
+struct act1 { // Type 1 - Start an object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int cycleNumb; // Number of times to cycle
+ cycle_t cycle; // Direction to start cycling
+};
+
+struct act2 { // Type 2 - Initialise an object coords
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int x, y; // Coordinates
+};
+
+struct act3 { // Type 3 - Prompt user for text
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 promptIndex; // Index of prompt string
+ int *responsePtr; // Array of indexes to valid response
+ // string(s) (terminate list with -1)
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+ bool encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not
+};
+
+struct act4 { // Type 4 - Set new background color
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ long newBackgroundColor; // New color
+};
+
+struct act5 { // Type 5 - Initialise an object velocity
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int vx, vy; // velocity
+};
+
+struct act6 { // Type 6 - Initialise an object carrying
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ bool carriedFl; // carrying
+};
+
+struct act7 { // Type 7 - Initialise an object to hero's coords
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+};
+
+struct act8 { // Type 8 - switch to new screen
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int screenIndex; // The new screen number
+};
+
+struct act9 { // Type 9 - Initialise an object state
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ byte newState; // New state
+};
+
+struct act10 { // Type 10 - Initialise an object path type
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int newPathType; // New path type
+ char vxPath, vyPath; // Max delta velocities e.g. for CHASE
+};
+
+struct act11 { // Type 11 - Conditional on object's state
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ byte stateReq; // Required state
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act12 { // Type 12 - Simple text box
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int stringIndex; // Index (enum) of string in strings.dat
+};
+
+struct act13 { // Type 13 - Swap first object image with second
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int obj1; // Index of first object
+ int obj2; // 2nd
+};
+
+struct act14 { // Type 14 - Conditional on current screen
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The required object
+ int screenReq; // The required screen number
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act15 { // Type 15 - Home in on an object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int obj1; // The object number homing in
+ int obj2; // The object number to home in on
+ char dx, dy; // Max delta velocities
+};
+// Note: Don't set a sequence at time 0 of a new screen, it causes
+// problems clearing the boundary bits of the object! timer > 0 is safe
+struct act16 { // Type 16 - Set curr_seq_p to seq
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int seqIndex; // The index of seq array to set to
+};
+
+struct act17 { // Type 17 - SET obj individual state bits
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int stateMask; // The mask to OR with current obj state
+};
+
+struct act18 { // Type 18 - CLEAR obj individual state bits
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int stateMask; // The mask to ~AND with current obj state
+};
+
+struct act19 { // Type 19 - TEST obj individual state bits
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int stateMask; // The mask to AND with current obj state
+ uint16 actPassIndex; // Ptr to action list (all bits set)
+ uint16 actFailIndex; // Ptr to action list (not all set)
+};
+
+struct act20 { // Type 20 - Remove all events with this type of action
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ action_t actTypeDel; // The action type to remove
+};
+
+struct act21 { // Type 21 - Gameover. Disable hero & commands
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act22 { // Type 22 - Initialise an object to hero's coords
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+};
+
+struct act23 { // Type 23 - Exit game back to DOS
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act24 { // Type 24 - Get bonus score
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int pointIndex; // Index into points array
+};
+
+struct act25 { // Type 25 - Conditional on bounding box
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The required object number
+ int x1, y1, x2, y2; // The bounding box
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act26 { // Type 26 - Play a sound
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int16 soundIndex; // Sound index in data file
+};
+
+struct act27 { // Type 27 - Add object's value to score
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // object number
+};
+
+struct act28 { // Type 28 - Subtract object's value from score
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // object number
+};
+
+struct act29 { // Type 29 - Conditional on object carried
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The required object number
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act30 { // Type 30 - Start special maze processing
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ byte mazeSize; // Size of (square) maze
+ int x1, y1, x2, y2; // Bounding box of maze
+ int x3, x4; // Extra x points for perspective correction
+ byte firstScreenIndex; // First (top left) screen of maze
+};
+
+struct act31 { // Type 31 - Exit special maze processing
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act32 { // Type 32 - Init fbg field of object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ byte priority; // Value of foreground/background field
+};
+
+struct act33 { // Type 33 - Init screen field of object
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int screenIndex; // Screen number
+};
+
+struct act34 { // Type 34 - Global Schedule
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 actIndex; // Ptr to an action list
+};
+
+struct act35 { // Type 35 - Remappe palette
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int16 oldColorIndex; // Old color index, 0..15
+ int16 newColorIndex; // New color index, 0..15
+};
+
+struct act36 { // Type 36 - Conditional on noun mentioned
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 nounIndex; // The required noun (list)
+ uint16 actPassIndex; // Ptr to action list if success
+ uint16 actFailIndex; // Ptr to action list if failure
+};
+
+struct act37 { // Type 37 - Set new screen state
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int screenIndex; // The screen number
+ byte newState; // The new state
+};
+
+struct act38 { // Type 38 - Position lips
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int lipsObjNumb; // The LIPS object
+ int objNumb; // The object to speak
+ byte dxLips; // Relative offset of x
+ byte dyLips; // Relative offset of y
+};
+
+struct act39 { // Type 39 - Init story mode
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ bool storyModeFl; // New state of story_mode flag
+};
+
+struct act40 { // Type 40 - Unsolicited text box
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int stringIndex; // Index (enum) of string in strings.dat
+};
+
+struct act41 { // Type 41 - Conditional on bonus scored
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int BonusIndex; // Index into bonus list
+ uint16 actPassIndex; // Index of the action list if scored for the first time
+ uint16 actFailIndex; // Index of the action list if already scored
+};
+
+struct act42 { // Type 42 - Text box with "take" string
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object taken
+};
+
+struct act43 { // Type 43 - Prompt user for Yes or No
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int promptIndex; // index of prompt string
+ uint16 actYesIndex; // Ptr to action list if YES
+ uint16 actNoIndex; // Ptr to action list if NO
+};
+
+struct act44 { // Type 44 - Stop any route in progress
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+};
+
+struct act45 { // Type 45 - Conditional on route in progress
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int routeIndex; // Must be >= current status.rindex
+ uint16 actPassIndex; // Ptr to action list if en-route
+ uint16 actFailIndex; // Ptr to action list if not
+};
+
+struct act46 { // Type 46 - Init status.jumpexit
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ bool jumpExitFl; // New state of jumpexit flag
+};
+
+struct act47 { // Type 47 - Init viewx,viewy,dir
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object
+ int16 viewx; // object.viewx
+ int16 viewy; // object.viewy
+ int16 direction; // object.dir
+};
+
+struct act48 { // Type 48 - Set curr_seq_p to frame n
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ int objNumb; // The object number
+ int seqIndex; // The index of seq array to set to
+ int frameIndex; // The index of frame to set to
+};
+
+struct act49 { // Added by Strangerke - Type 79 - Play a sound (DOS way)
+ action_t actType; // The type of action
+ int timer; // Time to set off the action
+ uint16 soundIndex; // Sound index in string array
+};
+
+union act {
+ act0 a0;
+ act1 a1;
+ act2 a2;
+ act3 a3;
+ act4 a4;
+ act5 a5;
+ act6 a6;
+ act7 a7;
+ act8 a8;
+ act9 a9;
+ act10 a10;
+ act11 a11;
+ act12 a12;
+ act13 a13;
+ act14 a14;
+ act15 a15;
+ act16 a16;
+ act17 a17;
+ act18 a18;
+ act19 a19;
+ act20 a20;
+ act21 a21;
+ act22 a22;
+ act23 a23;
+ act24 a24;
+ act25 a25;
+ act26 a26;
+ act27 a27;
+ act28 a28;
+ act29 a29;
+ act30 a30;
+ act31 a31;
+ act32 a32;
+ act33 a33;
+ act34 a34;
+ act35 a35;
+ act36 a36;
+ act37 a37;
+ act38 a38;
+ act39 a39;
+ act40 a40;
+ act41 a41;
+ act42 a42;
+ act43 a43;
+ act44 a44;
+ act45 a45;
+ act46 a46;
+ act47 a47;
+ act48 a48;
+ act49 a49;
+};
+
+// The following determines how a verb is acted on, for an object
+struct cmd {
+ uint16 verbIndex; // the verb
+ uint16 reqIndex; // ptr to list of required objects
+ uint16 textDataNoCarryIndex; // ptr to string if any of above not carried
+ byte reqState; // required state for verb to be done
+ byte newState; // new states if verb done
+ uint16 textDataWrongIndex; // ptr to string if wrong state
+ uint16 textDataDoneIndex; // ptr to string if verb done
+ uint16 actIndex; // Ptr to action list if verb done
+};
+
+// The following is a linked list of images in an animation sequence
+// The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
+struct seq_t { // Linked list of images
+ byte *imagePtr; // ptr to image
+ uint16 bytesPerLine8; // bytes per line (8bits)
+ uint16 lines; // lines
+ uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box
+ seq_t *nextSeqPtr; // ptr to next record
+};
+
+// The following is an array of structures of above sequences
+struct seqList_t {
+ uint16 imageNbr; // Number of images in sequence
+ seq_t *seqPtr; // Ptr to sequence structure
+};
+
+// Following is definition of object attributes
+struct object_t {
+ uint16 nounIndex; // String identifying object
+ uint16 dataIndex; // String describing the object
+ uint16 *stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions
+ path_t pathType; // Describe path object follows
+ int vxPath, vyPath; // Delta velocities (e.g. for CHASE)
+ uint16 actIndex; // Action list to do on collision with hero
+ byte seqNumb; // Number of sequences in list
+ seq_t *currImagePtr; // Sequence image currently in use
+ seqList_t seqList[MAX_SEQUENCES]; // Array of sequence structure ptrs and lengths
+ cycle_t cycling; // Whether cycling, forward or backward
+ byte cycleNumb; // No. of times to cycle
+ byte frameInterval; // Interval (in ticks) between frames
+ byte frameTimer; // Decrementing timer for above
+ char radius; // Defines sphere of influence by hero
+ byte screenIndex; // Screen in which object resides
+ int x, y; // Current coordinates of object
+ int oldx, oldy; // Previous coordinates of object
+ char vx, vy; // Velocity
+ byte objValue; // Value of object
+ int genericCmd; // Bit mask of 'generic' commands for object
+ uint16 cmdIndex; // ptr to list of cmd structures for verbs
+ bool carriedFl; // TRUE if object being carried
+ byte state; // state referenced in cmd list
+ bool verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look
+ byte priority; // Whether object fore, background or floating
+ int16 viewx, viewy; // Position to view object from (or 0 or -1)
+ int16 direction; // Direction to view object from
+ byte curSeqNum; // Save which seq number currently in use
+ byte curImageNum; // Save which image of sequence currently in use
+ char oldvx; // Previous vx (used in wandering)
+ char oldvy; // Previous vy
+};
+
+// Following is structure of verbs and nouns for 'background' objects
+// These are objects that appear in the various screens, but nothing
+// interesting ever happens with them. Rather than just be dumb and say
+// "don't understand" we produce an interesting msg to keep user sane.
+struct background_t {
+ uint16 verbIndex;
+ uint16 nounIndex;
+ int commentIndex; // Index of comment produced on match
+ bool matchFl; // TRUE if noun must match when present
+ byte roomState; // "State" of room. Comments might differ.
+ byte bonusIndex; // Index of bonus score (0 = no bonus)
+};
+
+typedef background_t *objectList_t;
+
+typedef byte overlay_t[OVL_SIZE]; // Overlay file
+typedef byte viewdib_t[(long)XPIX *YPIX]; // Viewport dib
+typedef byte icondib_t[XPIX *INV_DY]; // Icon bar dib
+
+typedef char command_t[MAX_CHARS + 8]; // Command line (+spare for prompt,cursor)
+typedef char fpath_t[MAX_FPATH]; // File path
+
+// Structure to define an EXIT or other collision-activated hotspot
+struct hotspot_t {
+ int screenIndex; // Screen in which hotspot appears
+ int x1, y1, x2, y2; // Bounding box of hotspot
+ uint16 actIndex; // Actions to carry out if a 'hit'
+ int16 viewx, viewy, direction; // Used in auto-route mode
+};
+
+struct status_t { // Game status (not saved)
+ bool initSaveFl; // Force save of initial game
+ bool storyModeFl; // Game is telling story - no commands
+ bool gameOverFl; // Game is over - hero knobbled
+ bool playbackFl; // Game is in playback mode
+ bool recordFl; // Game is in record mode
+ bool demoFl; // Game is in demo mode
+ bool debugFl; // Game is in debug mode
+ bool textBoxFl; // Game is (halted) in text box
+// Strangerke - Not used ?
+// bool mmtimeFl; // Multimedia timer supported
+ bool lookFl; // Toolbar "look" button pressed
+ bool recallFl; // Toolbar "recall" button pressed
+ bool leftButtonFl; // Left mouse button pressed
+ bool rightButtonFl; // Right button pressed
+ bool newScreenFl; // New screen just loaded in dib_a
+ bool jumpExitFl; // Allowed to jump to a screen exit
+ bool godModeFl; // Allow DEBUG features in live version
+ bool helpFl; // Calling WinHelp (don't disable music)
+ uint32 tick; // Current time in ticks
+ uint32 saveTick; // Time of last save in ticks
+ vstate_t viewState; // View state machine
+ istate_t inventoryState; // Inventory icon bar state
+ int16 inventoryHeight; // Inventory icon bar height
+ int16 inventoryObjId; // Inventory object selected, or -1
+ int16 routeIndex; // Index into route list, or -1
+ go_t go_for; // Purpose of an automatic route
+ int16 go_id; // Index of exit of object walking to
+ fpath_t path; // Alternate path for saved files
+ long saveSize; // Size of a saved game
+ int16 saveSlot; // Current slot to save/restore game
+ int16 screenWidth; // Desktop screen width
+ int16 song; // Current song
+ int16 cx, cy; // Cursor position (dib coords)
+};
+
+struct config_t { // User's config (saved)
+ bool musicFl; // State of Music button/menu item
+ bool soundFl; // State of Sound button/menu item
+ bool turboFl; // State of Turbo button/menu item
+// int16 wx, wy; // Position of viewport
+ int16 cx, cy; // Size of viewport
+ bool backgroundMusicFl; // Continue music when task inactive
+ byte musicVolume; // Music volume percentage
+ byte soundVolume; // Sound volume percentage
+ bool playlist[MAX_TUNES]; // Tune playlist
+};
+
+struct target_t { // Secondary target for action
+ uint16 nounIndex; // Secondary object
+ uint16 verbIndex; // Action on secondary object
+};
+
+struct uses_t { // Define uses of certain objects
+ int16 objId; // Primary object
+ uint16 dataIndex; // String if no secondary object matches
+ target_t *targets; // List of secondary targets
+};
+
+// Global externs
+extern config_t _config; // User's config
+extern maze_t _maze; // Maze control structure
+extern hugo_boot_t _boot; // Boot info structure
+extern char _textBoxBuffer[]; // Useful box text buffer
+extern command_t _line; // Line of user text input
+
+/* Structure of scenery file lookup entry */
+struct sceneBlock_t {
+ uint32 scene_off;
+ uint32 scene_len;
+ uint32 b_off;
+ uint32 b_len;
+ uint32 o_off;
+ uint32 o_len;
+ uint32 ob_off;
+ uint32 ob_len;
+};
+
+/* Structure of object file lookup entry */
+struct objBlock_t {
+ uint32 objOffset;
+ uint32 objLength;
+};
+
+#include "common/pack-start.h" // START STRUCT PACKING
+struct sound_hdr_t { // Sound file lookup entry
+ uint16 size; // Size of sound data in bytes
+ uint32 offset; // Offset of sound data in file
+} PACKED_STRUCT;
+#include "common/pack-end.h" // END STRUCT PACKING
+
+}
+
+#endif
diff --git a/engines/hugo/global.h b/engines/hugo/global.h
new file mode 100755
index 0000000000..fc39474ad6
--- /dev/null
+++ b/engines/hugo/global.h
@@ -0,0 +1,55 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+namespace Hugo {
+
+#define HERO 0 // In all enums, HERO is the first element
+
+#define DESCRIPLEN 32 /* Length of description string */
+#define MAX_SOUNDS 64 /* Max number of sounds */
+#define BOOTFILE "HUGO.BSF" /* Name of boot structure file */
+#define CONFIGFILE "CONFIG.DAT" /* Name of config file */
+#define LEN_MASK 0x3F /* Lower 6 bits are length */
+#define PBFILE "playback.dat"
+
+/* Name scenery and objects picture databases */
+#define SCENERY_FILE "scenery.dat"
+#define OBJECTS_FILE "objects.dat"
+#define STRING_FILE "strings.dat"
+#define SOUND_FILE "sounds.dat"
+
+/* User interface database (Windows Only) */
+#define UIF_FILE "uif.dat"
+
+static const int kSavegameVersion = 1;
+} // Namespace Hugo
+
diff --git a/engines/hugo/hugo.cpp b/engines/hugo/hugo.cpp
new file mode 100755
index 0000000000..2221ebd77b
--- /dev/null
+++ b/engines/hugo/hugo.cpp
@@ -0,0 +1,1446 @@
+/* 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/events.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/sound.h"
+#include "hugo/intro.h"
+
+#include "engines/util.h"
+
+namespace Hugo {
+
+HugoEngine *HugoEngine::s_Engine = NULL;
+
+overlay_t HugoEngine::_boundary;
+overlay_t HugoEngine::_overlay;
+overlay_t HugoEngine::_ovlBase;
+overlay_t HugoEngine::_objBound;
+
+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");
+
+ _fileManager = new FileManager(*this);
+ _scheduler = new Scheduler(*this);
+ _screen = new Screen(*this);
+ _mouseHandler = new MouseHandler(*this);
+ _inventoryHandler = new InventoryHandler(*this);
+ _parser = new Parser(*this);
+ _route = new Route(*this);
+ _soundHandler = new SoundHandler(*this);
+}
+
+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);
+}
+
+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);
+
+ 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;
+
+ bool doQuitFl = false;
+
+ while (!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:
+ doQuitFl = true;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ return Common::kNoError;
+}
+
+void HugoEngine::initMachine() {
+ 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();
+ 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
+ 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
+ parser().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;
+ break;
+ }
+}
+
+bool HugoEngine::loadHugoDat() {
+ Common::File in;
+ int numElem, numSubElem, numSubAct;
+ char buf[256];
+ int majVer, minVer;
+
+ 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
+ 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;
+ }
+
+ majVer = in.readByte();
+ 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 = loadTexts(in);
+
+ // Read x_intro and y_intro
+ _introXSize = in.readUint16BE();
+ _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();
+ }
+
+ // 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();
+ }
+ }
+ }
+
+ //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.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.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;
+ }
+
+ 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);
+ } 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;
+ uint16 *resRow = 0;
+ uint16 dummy, numRows, numElems;
+
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numRows = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ resArray = (uint16 **)malloc(sizeof(uint16 *) * (numRows + 1));
+ resArray[numRows] = 0;
+ }
+ for (int i = 0; i < numRows; i++) {
+ numElems = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ 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++)
+ dummy = in.readUint16BE();
+ }
+ }
+ }
+ return resArray;
+}
+
+char ***HugoEngine::loadTextsArray(Common::File &in) {
+ int numNouns;
+ int numTexts;
+ int entryLen;
+ int len;
+ char ***resArray = 0;
+ char **res = 0;
+ char *pos = 0;
+
+ for (int varnt = 0; varnt < _numVariant; varnt++) {
+ numNouns = in.readUint16BE();
+ if (varnt == _gameVariant) {
+ resArray = (char ** *)malloc(sizeof(char **) * (numNouns + 1));
+ resArray[numNouns] = 0;
+ }
+ for (int i = 0; i < numNouns; i++) {
+ numTexts = in.readUint16BE();
+ entryLen = in.readUint16BE();
+ pos = (char *)malloc(entryLen);
+ if (varnt == _gameVariant) {
+ res = (char **)malloc(sizeof(char *) * numTexts);
+ res[0] = pos;
+ in.read(res[0], entryLen);
+ } else {
+ in.read(pos, entryLen);
+ }
+
+ pos += DATAALIGNMENT;
+
+ for (int j = 0; j < numTexts; j++) {
+ if (varnt == _gameVariant)
+ res[j] = pos;
+
+ pos -= 2;
+ 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;
+ char *pos = 0;
+ int len;
+
+ entryLen = in.readUint16BE();
+ pos = (char *)malloc(entryLen);
+
+ in.read(pos, entryLen);
+
+ pos += DATAALIGNMENT;
+ res[0] = pos;
+
+ for (int i = 1; i < numTexts; i++) {
+ pos -= 2;
+ 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);
+}
+
+
+} // End of namespace Hugo
diff --git a/engines/hugo/hugo.h b/engines/hugo/hugo.h
new file mode 100755
index 0000000000..21705b1070
--- /dev/null
+++ b/engines/hugo/hugo.h
@@ -0,0 +1,310 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef HUGO_H
+#define HUGO_H
+
+#include "engines/engine.h"
+#include "common/file.h"
+
+// This include is here temporarily while the engine is being refactored.
+#include "hugo/game.h"
+
+#define HUGO_DAT_VER_MAJ 0 // 1 byte
+#define HUGO_DAT_VER_MIN 16 // 1 byte
+#define DATAALIGNMENT 4
+
+namespace Common {
+class RandomSource;
+}
+
+namespace Hugo {
+enum GameType {
+ kGameTypeNone = 0,
+ kGameTypeHugo1,
+ kGameTypeHugo2,
+ kGameTypeHugo3
+};
+
+enum HugoebugChannels {
+ kDebugSchedule = 1 << 0,
+ kDebugEngine = 1 << 1,
+ kDebugDisplay = 1 << 2,
+ kDebugMouse = 1 << 3,
+ kDebugParser = 1 << 4,
+ kDebugFile = 1 << 5,
+ kDebugRoute = 1 << 6,
+ kDebugInventory = 1 << 7
+};
+
+enum HugoGameFeatures {
+ GF_PACKED = (1 << 0) // Database
+};
+
+struct HugoGameDescription;
+
+class FileManager;
+class Scheduler;
+class Screen;
+class MouseHandler;
+class InventoryHandler;
+class Parser;
+class Route;
+class SoundHandler;
+class IntroHandler;
+
+class HugoEngine : public Engine {
+public:
+ HugoEngine(OSystem *syst, const HugoGameDescription *gd);
+ ~HugoEngine();
+
+ byte _numVariant;
+ byte _gameVariant;
+ byte _maxInvent;
+ byte _numBonuses;
+ byte _soundSilence;
+ byte _soundTest;
+ byte _tunesNbr;
+ uint16 _numScreens;
+
+ object_t *_hero;
+ byte *_screen_p;
+ byte _heroImage;
+
+ byte *_palette;
+ byte *_introX;
+ byte *_introY;
+ byte *_screenStates;
+ char **_textData;
+ char **_stringtData;
+ char **_screenNames;
+ char **_textEngine;
+ char **_textIntro;
+ char **_textMouse;
+ char **_textParser;
+ char **_textSchedule;
+ char **_textUtil;
+ char ***_arrayNouns;
+ char ***_arrayVerbs;
+ uint16 **_arrayReqs;
+ hotspot_t *_hotspots;
+ int16 *_invent;
+ uses_t *_uses;
+ background_t *_catchallList;
+ background_t **_backgroundObjects;
+ point_t *_points;
+ cmd **_cmdList;
+ uint16 **_screenActs;
+ object_t *_objects;
+ act **_actListArr;
+ int16 *_defltTunes;
+ uint16 _look;
+ uint16 _take;
+ uint16 _drop;
+ uint16 _numObj;
+ uint16 _alNewscrIndex;
+
+ Common::RandomSource *_rnd;
+
+ const char *_episode;
+ const char *_picDir;
+
+ char _initFilename[20];
+ char _saveFilename[20];
+
+ const HugoGameDescription *_gameDescription;
+ uint32 getFeatures() const;
+
+ GameType getGameType() const;
+ Common::Platform getPlatform() const;
+ bool isPacked() const;
+
+ // Temporary, until the engine is fully objectified.
+ static HugoEngine &get() {
+ assert(s_Engine != NULL);
+ return *s_Engine;
+ }
+
+ FileManager &file() {
+ return *_fileManager;
+ }
+ Scheduler &scheduler() {
+ return *_scheduler;
+ }
+ Screen &screen() {
+ return *_screen;
+ }
+ MouseHandler &mouse() {
+ return *_mouseHandler;
+ }
+ InventoryHandler &inventory() {
+ return *_inventoryHandler;
+ }
+ Parser &parser() {
+ return *_parser;
+ }
+ Route &route() {
+ return *_route;
+ }
+ SoundHandler &sound() {
+ return *_soundHandler;
+ }
+ IntroHandler &intro() {
+ return *_introHandler;
+ }
+
+ void initGame(const HugoGameDescription *gd);
+ void initGamePart(const HugoGameDescription *gd);
+ bool loadHugoDat();
+
+ int getMouseX() const {
+ return _mouseX;
+ }
+ int getMouseY() const {
+ return _mouseY;
+ }
+
+ void initStatus();
+ void readObjectImages();
+ void readUIFImages();
+ void updateImages();
+ void moveObjects();
+ void useObject(int16 objId);
+ bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
+ int16 findObject(uint16 x, uint16 y);
+ void lookObject(object_t *obj);
+ void storeBoundary(int x1, int x2, int y);
+ void clearBoundary(int x1, int x2, int y);
+ void endGame();
+ void readScreenFiles(int screen);
+ void setNewScreen(int screen);
+ void initNewScreenDisplay();
+ void screenActions(int screen);
+ void shutdown();
+
+ overlay_t &getBoundaryOverlay() {
+ return _boundary;
+ }
+ overlay_t &getObjectBoundaryOverlay() {
+ return _objBound;
+ }
+ overlay_t &getBaseBoundaryOverlay() {
+ return _ovlBase;
+ }
+ overlay_t &getFirstOverlay() {
+ return _overlay;
+ }
+
+ status_t &getGameStatus() {
+ return _status;
+ }
+
+ int getScore() const {
+ return _score;
+ }
+ void setScore(int newScore) {
+ _score = newScore;
+ }
+ void adjustScore(int adjustment) {
+ _score += adjustment;
+ }
+ int getMaxScore() const {
+ return _maxscore;
+ }
+ void setMaxScore(int newScore) {
+ _maxscore = newScore;
+ }
+ byte getIntroSize() {
+ return _introXSize;
+ }
+
+protected:
+
+ // Engine APIs
+ Common::Error run();
+
+private:
+ int _mouseX;
+ int _mouseY;
+ byte _paletteSize;
+ byte _introXSize;
+ status_t _status; // Game status structure
+
+ static HugoEngine *s_Engine;
+
+// The following are bit plane display overlays which mark travel boundaries,
+// foreground stationary objects and baselines for those objects (used to
+// determine foreground/background wrt moving objects)
+
+// Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without.
+// Needs more investigation. Alignment issues?
+
+ static overlay_t _boundary; // Boundary overlay file
+ static overlay_t _overlay; // First overlay file
+ static overlay_t _ovlBase; // First overlay base file
+ static overlay_t _objBound; // Boundary file marks object baselines
+
+ GameType _gameType;
+ Common::Platform _platform;
+ bool _packedFl;
+
+ FileManager *_fileManager;
+ Scheduler *_scheduler;
+ Screen *_screen;
+ MouseHandler *_mouseHandler;
+ InventoryHandler *_inventoryHandler;
+ Parser *_parser;
+ Route *_route;
+ SoundHandler *_soundHandler;
+ IntroHandler *_introHandler;
+
+ int _score; // Holds current score
+ int _maxscore; // Holds maximum score
+
+ char **loadTextsVariante(Common::File &in, uint16 *arraySize);
+ char ***loadTextsArray(Common::File &in);
+ uint16 **loadLongArray(Common::File &in);
+ char **loadTexts(Common::File &in);
+ void freeTexts(char **ptr);
+
+ void initPlaylist(bool playlist[MAX_TUNES]);
+ void initConfig(inst_t action);
+ void initialize();
+ int deltaX(int x1, int x2, int vx, int y);
+ int deltaY(int x1, int x2, int vy, int y);
+ void processMaze();
+ //int y2comp (const void *a, const void *b);
+ char *useBG(char *name);
+ void freeObjects();
+ void boundaryCollision(object_t *obj);
+ void calcMaxScore();
+
+ void initMachine();
+ void runMachine();
+};
+
+} // End of namespace Hugo
+
+#endif // Hugo_H
diff --git a/engines/hugo/intro.cpp b/engines/hugo/intro.cpp
new file mode 100755
index 0000000000..eac0339660
--- /dev/null
+++ b/engines/hugo/intro.cpp
@@ -0,0 +1,187 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/intro.h"
+#include "hugo/file.h"
+#include "hugo/display.h"
+#include "hugo/util.h"
+
+
+namespace Hugo {
+
+IntroHandler::IntroHandler(HugoEngine &vm) : _vm(vm) {
+}
+
+IntroHandler::~IntroHandler() {
+}
+
+intro_1w::intro_1w(HugoEngine &vm) : IntroHandler(_vm) {
+}
+
+intro_1w::~intro_1w() {
+}
+
+void intro_1w::preNewGame() {
+ // Auto-start a new game
+ _vm.file().restoreGame(-1);
+ _vm.getGameStatus().viewState = V_INTROINIT;
+}
+
+void intro_1w::introInit() {
+}
+
+bool intro_1w::introPlay() {
+ return true;
+}
+
+intro_2w::intro_2w(HugoEngine &vm) : IntroHandler(_vm) {
+}
+
+intro_2w::~intro_2w() {
+}
+
+void intro_2w::preNewGame() {
+}
+
+void intro_2w::introInit() {
+}
+
+bool intro_2w::introPlay() {
+ return true;
+}
+
+intro_3w::intro_3w(HugoEngine &vm) : IntroHandler(_vm) {
+}
+
+intro_3w::~intro_3w() {
+}
+
+void intro_3w::preNewGame() {
+}
+
+void intro_3w::introInit() {
+// Hugo 3 - show map and set up for introPlay()
+//#if STORY
+ _vm.file().readBackground(INTRO_2_FILE);
+ _vm.screen().displayBackground();
+ introTicks = 0;
+//#endif
+}
+
+bool intro_3w::introPlay() {
+ byte introSize = _vm.getIntroSize();
+
+// Hugo 3 - Preamble screen before going into game. Draws path of Hugo's plane.
+// Called every tick. Returns TRUE when complete
+//TODO : Add proper check of story mode
+//#if STORY
+// SetBkMode(TRANSPARENT);
+ if (introTicks < introSize) {
+ // Scale viewport x_intro,y_intro to screen (offsetting y)
+ _vm.screen().writeChar(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, 'x', _TBRIGHTWHITE);
+
+ // Text boxes at various times
+ switch (introTicks) {
+ case 4:
+ Utils::Box(BOX_OK, _vm._textIntro[kIntro1]);
+ break;
+ case 9:
+ Utils::Box(BOX_OK, _vm._textIntro[kIntro2]);
+ break;
+ case 35:
+ Utils::Box(BOX_OK, _vm._textIntro[kIntro3]);
+ break;
+ }
+ }
+
+ return (++introTicks >= introSize);
+//#else //STORY
+// return true;
+//#endif //STORY
+}
+
+intro_1d::intro_1d(HugoEngine &vm) : IntroHandler(_vm) {
+}
+
+intro_1d::~intro_1d() {
+}
+
+void intro_1d::preNewGame() {
+}
+
+void intro_1d::introInit() {
+}
+
+bool intro_1d::introPlay() {
+ warning("STUB: intro_1d::introPlay()");
+ return true;
+}
+//TODO : Add code for intro H2 DOS
+intro_2d::intro_2d(HugoEngine &vm) : IntroHandler(_vm) {
+}
+
+intro_2d::~intro_2d() {
+}
+
+void intro_2d::preNewGame() {
+}
+
+void intro_2d::introInit() {
+}
+
+bool intro_2d::introPlay() {
+ return true;
+}
+
+//TODO : Add code for intro H3 DOS
+intro_3d::intro_3d(HugoEngine &vm) : IntroHandler(_vm) {
+}
+
+intro_3d::~intro_3d() {
+}
+
+void intro_3d::preNewGame() {
+}
+
+void intro_3d::introInit() {
+}
+
+bool intro_3d::introPlay() {
+ return true;
+}
+
+} // end of namespace Hugo
+
diff --git a/engines/hugo/intro.h b/engines/hugo/intro.h
new file mode 100755
index 0000000000..202507f975
--- /dev/null
+++ b/engines/hugo/intro.h
@@ -0,0 +1,130 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef INTRO_H
+#define INTRO_H
+
+namespace Hugo {
+// TODO : Remove this enum. Only used in Hugo 3w intro.
+// Enumerate picture files. All screens must have an entry here, in order
+enum screenid_3w {
+ CRASH, WEB, BRIDGE_3w, BRIDGE2, CLIFFTOP, WFALL,
+ WFALL_B, WBASE, STREAM_3w, STREAM2, PATH_UL, VILLAGE,
+ HUT_OUT, HUT_IN, GARDEN_3w, OLDMAN_3w, CLIFF, SLOPE,
+ CAMP, SUNSET, TURN, PLANE, MAP, PATH,
+ CAVE, FINTRO, NUM_PICS
+};
+#define INTRO_2_FILE MAP
+
+enum seqTextIntro {
+ kIntro1 = 0,
+ kIntro2 = 1,
+ kIntro3 = 2
+};
+
+class IntroHandler {
+public:
+ IntroHandler(HugoEngine &vm);
+ virtual ~IntroHandler();
+
+ virtual void preNewGame() = 0;
+ virtual void introInit() = 0;
+ virtual bool introPlay() = 0;
+
+protected:
+ HugoEngine &_vm;
+ int16 introTicks; // Count calls to introPlay()
+};
+
+class intro_1w : public IntroHandler {
+public:
+ intro_1w(HugoEngine &vm);
+ ~intro_1w();
+
+ void preNewGame();
+ void introInit();
+ bool introPlay();
+};
+
+class intro_1d : public IntroHandler {
+public:
+ intro_1d(HugoEngine &vm);
+ ~intro_1d();
+
+ void preNewGame();
+ void introInit();
+ bool introPlay();
+};
+
+class intro_2w : public IntroHandler {
+public:
+ intro_2w(HugoEngine &vm);
+ ~intro_2w();
+
+ void preNewGame();
+ void introInit();
+ bool introPlay();
+};
+
+class intro_2d : public IntroHandler {
+public:
+ intro_2d(HugoEngine &vm);
+ ~intro_2d();
+
+ void preNewGame();
+ void introInit();
+ bool introPlay();
+};
+
+class intro_3w : public IntroHandler {
+public:
+ intro_3w(HugoEngine &vm);
+ ~intro_3w();
+
+ void preNewGame();
+ void introInit();
+ bool introPlay();
+};
+
+class intro_3d : public IntroHandler {
+public:
+ intro_3d(HugoEngine &vm);
+ ~intro_3d();
+
+ void preNewGame();
+ void introInit();
+ bool introPlay();
+};
+
+
+} // Namespace Hugo
+#endif
diff --git a/engines/hugo/inventory.cpp b/engines/hugo/inventory.cpp
new file mode 100755
index 0000000000..1988e9b1cb
--- /dev/null
+++ b/engines/hugo/inventory.cpp
@@ -0,0 +1,229 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+
+#include "hugo/hugo.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"
+
+namespace Hugo {
+
+#define MAX_DISP (XPIX / INV_DX) // Max icons displayable
+
+InventoryHandler::InventoryHandler(HugoEngine &vm) : _vm(vm) {
+}
+
+// Construct the inventory scrollbar in dib_i
+// imageTotNumb is total number of inventory icons
+// displayNumb is number requested for display
+// scrollFl is TRUE if scroll arrows required
+// firstObjId is index of first (scrolled) inventory object to display
+void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, bool scrollFl, int16 firstObjId) {
+ int16 ux, uy, ix; // Coordinates of icons
+
+ debugC(1, kDebugInventory, "constructInventory(%d, %d, %d, %d)", imageTotNumb, displayNumb, (scrollFl) ? 0 : 1, firstObjId);
+
+ // Clear out icon buffer
+ memset(_vm.screen().getIconBuffer(), 0, sizeof(_vm.screen().getIconBuffer()));
+
+ // If needed, copy arrows - reduce number of icons displayable
+ if (scrollFl) { // Display at first and last icon positions
+ _vm.screen().moveImage(_vm.screen().getGUIBuffer(), 0, 0, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), 0, 0, XPIX);
+ _vm.screen().moveImage(_vm.screen().getGUIBuffer(), INV_DX, 0, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), INV_DX *(MAX_DISP - 1), 0, XPIX);
+ displayNumb = MIN(displayNumb, MAX_DISP - NUM_ARROWS);
+ } else // No, override first index - we can show 'em all!
+ firstObjId = 0;
+
+ // Copy inventory icons to remaining positions
+ int16 displayed = 0;
+ int16 carried = 0;
+ for (int16 i = 0; i < imageTotNumb; i++) {
+ if (_vm._objects[_vm._invent[i]].carriedFl) {
+ // Check still room to display and past first scroll index
+ if (displayed < displayNumb && carried >= firstObjId) {
+ // Compute source coordinates in dib_u
+ ux = (i + NUM_ARROWS) * INV_DX % XPIX;
+ uy = (i + NUM_ARROWS) * INV_DX / XPIX * INV_DY;
+
+ // Compute dest coordinates in dib_i
+ ix = ((scrollFl) ? displayed + 1 : displayed) * INV_DX;
+ displayed++; // Count number displayed
+
+ // Copy the icon
+ _vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), ix, 0, XPIX);
+ }
+ carried++; // Count number carried
+ }
+ }
+}
+
+// Process required action for inventory
+// Returns objId under cursor (or -1) for INV_GET
+int16 InventoryHandler::processInventory(invact_t action, ...) {
+ static int16 firstIconId = 0; // Index of first icon to display
+ int16 i, j;
+ int16 objId = -1; // Return objid under cursor
+ int16 imageNumb; // Total number of inventory items
+ int displayNumb; // Total number displayed/carried
+ int16 cursorx, cursory; // Current cursor position
+ bool scrollFl; // TRUE if scroll arrows needed
+ va_list marker; // Args used for D_ADD operation
+
+ debugC(1, kDebugInventory, "processInventory(invact_t action, ...)");
+
+ // Compute total number and number displayed, i.e. number carried
+ for (imageNumb = 0, displayNumb = 0; imageNumb < _vm._maxInvent && _vm._invent[imageNumb] != -1; imageNumb++)
+ if (_vm._objects[_vm._invent[imageNumb]].carriedFl)
+ displayNumb++;
+
+ // Will we need the scroll arrows?
+ scrollFl = displayNumb > MAX_DISP;
+
+ switch (action) {
+ case INV_INIT: // Initialize inventory display
+ constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
+ break;
+ case INV_LEFT: // Scroll left by one icon
+ firstIconId = MAX(0, firstIconId - 1);
+ constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
+ break;
+ case INV_RIGHT: // Scroll right by one icon
+ firstIconId = MIN(displayNumb, firstIconId + 1);
+ constructInventory(imageNumb, displayNumb, scrollFl, firstIconId);
+ break;
+ case INV_GET: // Return object id under cursor
+ // Get cursor position from variable argument list
+ va_start(marker, action); // Initialize variable arguments
+ cursorx = va_arg(marker, int); // Cursor x
+ cursory = va_arg(marker, int); // Cursor y
+ va_end(marker); // Reset variable arguments
+
+ cursory -= DIBOFF_Y; // Icon bar is at true zero
+ if (cursory > 0 && cursory < INV_DY) { // Within icon bar?
+ i = cursorx / INV_DX; // Compute icon index
+ if (scrollFl) // Scroll buttons displayed
+ if (i == 0) // Left scroll button
+ objId = LEFT_ARROW;
+ else {
+ if (i == MAX_DISP - 1) // Right scroll button
+ objId = RIGHT_ARROW;
+ else // Adjust for scroll
+ i += firstIconId - 1; // i is icon index
+ }
+
+ // If not an arrow, find object id - limit to valid range
+ if (objId == -1 && i < displayNumb)
+ // Find objid by counting # carried objects == i+1
+ for (j = 0, i++; i > 0 && j < _vm._numObj; j++)
+ if (_vm._objects[j].carriedFl)
+ if (--i == 0)
+ objId = j;
+ }
+ break;
+ }
+ return objId; // For the INV_GET action
+}
+
+void InventoryHandler::runInventory() {
+ status_t &gameStatus = _vm.getGameStatus();
+
+ debugC(1, kDebugInventory, "runInventory");
+
+// Process inventory state machine
+ switch (gameStatus.inventoryState) {
+ case I_OFF: // Icon bar off screen
+ break;
+ case I_UP: // Icon bar moving up
+ gameStatus.inventoryHeight -= STEP_DY; // Move the icon bar up
+ if (gameStatus.inventoryHeight <= 0) // Limit travel
+ gameStatus.inventoryHeight = 0;
+
+ // Move visible portion to _frontBuffer, restore uncovered portion, display results
+ _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm.screen().moveImage(_vm.screen().getBackBufferBackup(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX, STEP_DY, XPIX, _vm.screen().getFrontBuffer(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX);
+ _vm.screen().displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight + STEP_DY);
+
+ if (gameStatus.inventoryHeight == 0) { // Finished moving up?
+ // Yes, restore dibs and exit back to game state machine
+ _vm.screen().moveImage(_vm.screen().getBackBufferBackup(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBuffer(), 0, 0, XPIX);
+ _vm.screen().moveImage(_vm.screen().getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getFrontBuffer(), 0, 0, XPIX);
+ _vm.updateImages(); // Add objects back into display list for restore
+ gameStatus.inventoryState = I_OFF;
+ gameStatus.viewState = V_PLAY;
+ }
+ break;
+ case I_DOWN: // Icon bar moving down
+ // If this is the first step, initialize dib_i
+ // and get any icon/text out of _frontBuffer
+ if (gameStatus.inventoryHeight == 0) {
+ processInventory(INV_INIT); // Initialize dib_i
+ _vm.screen().displayList(D_RESTORE); // Restore _frontBuffer
+ _vm.updateImages(); // Rebuild _frontBuffer without icons/text
+ _vm.screen().displayList(D_DISPLAY); // Blit display list to screen
+ }
+
+ gameStatus.inventoryHeight += STEP_DY; // Move the icon bar down
+ if (gameStatus.inventoryHeight >= INV_DY) // Limit travel
+ gameStatus.inventoryHeight = INV_DY;
+
+ // Move visible portion to _frontBuffer, display results
+ _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm.screen().displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight);
+
+ if (gameStatus.inventoryHeight == INV_DY) { // Finished moving down?
+ // Yes, prepare view dibs for special inventory display since
+ // we can't refresh objects while icon bar overlayed...
+ // 1. Save backing store _backBuffer in temporary dib_c
+ // 2. Make snapshot of _frontBuffer the new _backBuffer backing store
+ // 3. Reset the display list
+ _vm.screen().moveImage(_vm.screen().getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBufferBackup(), 0, 0, XPIX);
+ _vm.screen().moveImage(_vm.screen().getFrontBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBuffer(), 0, 0, XPIX);
+ _vm.screen().displayList(D_INIT);
+ gameStatus.inventoryState = I_ACTIVE;
+ }
+ break;
+ case I_ACTIVE: // Inventory active
+ _vm.parser().charHandler(); // Still allow commands
+ _vm.screen().displayList(D_RESTORE); // Restore previous background
+ _vm.mouse().mouseHandler(); // Mouse activity - adds to display list
+ _vm.screen().displayList(D_DISPLAY); // Blit the display list to screen
+ break;
+ }
+}
+
+} // End of namespace Hugo
diff --git a/engines/hugo/inventory.h b/engines/hugo/inventory.h
new file mode 100755
index 0000000000..e04d1ba187
--- /dev/null
+++ b/engines/hugo/inventory.h
@@ -0,0 +1,55 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_INVENTORY_H
+#define HUGO_INVENTORY_H
+namespace Hugo {
+
+#define NUM_ARROWS 2 // Number of arrows (left/right)
+#define LEFT_ARROW -2 // Cursor over Left arrow in inventory icon bar
+#define RIGHT_ARROW -3 // Cursor over Right arrow in inventory icon bar
+
+class InventoryHandler {
+public:
+ InventoryHandler(HugoEngine &vm);
+
+ int16 processInventory(invact_t action, ...);
+ void runInventory();
+
+private:
+ HugoEngine &_vm;
+
+ void constructInventory(int16 imageTotNumb, int displayNumb, bool scrollFl, int16 firstObjId);
+};
+
+} // end of namespace Hugo
+#endif // HUGO_INVENTORY_H
diff --git a/engines/hugo/module.mk b/engines/hugo/module.mk
new file mode 100755
index 0000000000..f7aa45a2c2
--- /dev/null
+++ b/engines/hugo/module.mk
@@ -0,0 +1,24 @@
+MODULE := engines/hugo
+
+MODULE_OBJS := \
+ detection.o \
+ display.o \
+ engine.o \
+ file.o \
+ hugo.o \
+ intro.o \
+ inventory.o \
+ mouse.o \
+ parser.o \
+ route.o \
+ schedule.o \
+ sound.o \
+ util.o
+
+# This module can be built as a plugin
+ifeq ($(ENABLE_HUGO), DYNAMIC_PLUGIN)
+PLUGIN := 1
+endif
+
+# Include common rules
+include $(srcdir)/rules.mk
diff --git a/engines/hugo/mouse.cpp b/engines/hugo/mouse.cpp
new file mode 100755
index 0000000000..581a455469
--- /dev/null
+++ b/engines/hugo/mouse.cpp
@@ -0,0 +1,309 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// mouse.cpp : Handle all mouse activity
+
+#include "common/system.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/mouse.h"
+#include "hugo/global.h"
+#include "hugo/schedule.h"
+#include "hugo/display.h"
+#include "hugo/inventory.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+
+namespace Hugo {
+
+#define EXIT_HOTSPOT -4 // Cursor over Exit hotspot
+#define CURSOR_NAME 2 // Index of name used under cursor
+#define CURSOR_NOCHAR '~' // Don't show name of object under cursor
+#define SX_OFF 10 // Cursor offset to name string
+#define SY_OFF -2 // Cursor offset to name string
+#define IX_OFF 8 // Cursor to icon image (dib coords)
+#define IY_OFF 10 // Cursor to icon image (dib coords)
+
+enum seqTextMouse {
+ kMsNoWayText = 0,
+ kMsExit = 1
+};
+
+MouseHandler::MouseHandler(HugoEngine &vm) : _vm(vm) {
+}
+
+// Shadow-blit supplied string into dib_a at cx,cy and add to display list
+void MouseHandler::cursorText(char *buffer, int16 cx, int16 cy, uif_t fontId, int16 color) {
+
+ debugC(1, kDebugMouse, "cursorText(%s, %d, %d, %d, %d)", buffer, cx, cy, fontId, color);
+
+ if (_vm.getPlatform() == Common::kPlatformWindows)
+ _vm.screen().loadFont(fontId);
+
+ // Find bounding rect for string
+ int16 sdx = _vm.screen().stringLength(buffer);
+ int16 sdy = _vm.screen().fontHeight() + 1; // + 1 for shadow
+ int16 sx = (cx < XPIX / 2) ? cx + SX_OFF : cx - sdx - SX_OFF / 2;
+ int16 sy = cy + SY_OFF;
+
+ // Display the string and add rect to display list
+ _vm.screen().shadowStr(sx, sy, buffer, _TBRIGHTWHITE);
+ _vm.screen().displayList(D_ADD, sx, sy, sdx, sdy);
+}
+
+
+// Find the exit hotspot containing cx, cy.
+// Return hotspot index or -1 if not found.
+int16 MouseHandler::findExit(int16 cx, int16 cy) {
+ int i;
+ hotspot_t *hotspot;
+
+ debugC(2, kDebugMouse, "findExit(%d, %d)", cx, cy);
+
+ for (i = 0, hotspot = _vm._hotspots; hotspot->screenIndex >= 0; i++, hotspot++)
+ if (hotspot->screenIndex == *_vm._screen_p)
+ if (cx >= hotspot->x1 && cx <= hotspot->x2 && cy >= hotspot->y1 && cy <= hotspot->y2)
+ return(i);
+ return(-1);
+}
+
+// Process a mouse right click at coord cx, cy over object objid
+void MouseHandler::processRightClick(int16 objId, int16 cx, int16 cy) {
+ object_t *obj;
+ int16 x, y;
+ bool foundFl = false; // TRUE if route found to object
+
+ debugC(1, kDebugMouse, "Process_rclick(%d, %d, %d)", objId, cx, cy);
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
+ return;
+
+ // Check if this was over iconbar
+ if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y) { // Clicked over iconbar object
+ if (gameStatus.inventoryObjId == -1)
+ gameStatus.inventoryObjId = objId; // Not using so select new object
+ else if (gameStatus.inventoryObjId == objId)
+ gameStatus.inventoryObjId = -1; // Same icon - deselect it
+ else
+ _vm.useObject(objId); // Use status.objid on object
+ } else { // Clicked over viewport object
+ obj = &_vm._objects[objId];
+ switch (obj->viewx) { // Where to walk to
+ case -1: // Walk to object position
+ if (_vm.findObjectSpace(obj, &x, &y))
+ foundFl = _vm.route().startRoute(GO_GET, objId, x, y);
+ if (!foundFl) // Can't get there, try to use from here
+ _vm.useObject(objId);
+ break;
+ case 0: // Immediate use
+ _vm.useObject(objId); // Pick up or use object
+ break;
+ default: // Walk to view point if possible
+ if (!_vm.route().startRoute(GO_GET, objId, obj->viewx, obj->viewy))
+ if (_vm._hero->cycling == INVISIBLE) // If invisible do
+ _vm.useObject(objId); // immediate use
+ else
+ Utils::Box(BOX_ANY, _vm._textMouse[kMsNoWayText]); // Can't get there
+ break;
+ }
+ }
+}
+
+// Process a left mouse click over:
+// 1. An icon - show description
+// 2. An object - walk to and show description
+// 3. An icon scroll arrow - scroll the iconbar
+// 4. Nothing - attempt to walk there
+// 5. Exit - walk to exit hotspot
+void MouseHandler::processLeftClick(int16 objId, int16 cx, int16 cy) {
+ int16 i, x, y;
+ object_t *obj;
+ bool foundFl = false; // TRUE if route found to object
+
+ debugC(1, kDebugMouse, "Process_lclick(%d, %d, %d)", objId, cx, cy);
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
+ return;
+
+ switch (objId) {
+ case -1: // Empty space - attempt to walk there
+ _vm.route().startRoute(GO_SPACE, 0, cx, cy);
+ break;
+ case LEFT_ARROW: // A scroll arrow - scroll the iconbar
+ case RIGHT_ARROW:
+ // Scroll the iconbar and display results
+ _vm.inventory().processInventory(objId == LEFT_ARROW ? INV_LEFT : INV_RIGHT);
+ _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getBackBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm.screen().displayList(D_ADD, 0, DIBOFF_Y, XPIX, INV_DY);
+ break;
+ case EXIT_HOTSPOT: // Walk to exit hotspot
+ i = findExit(cx, cy);
+ x = _vm._hotspots[i].viewx;
+ y = _vm._hotspots[i].viewy;
+ if (x >= 0) { // Hotspot refers to an exit
+ // Special case of immediate exit
+ if (gameStatus.jumpExitFl) {
+ // Get rid of iconbar if necessary
+ if (gameStatus.inventoryState != I_OFF)
+ gameStatus.inventoryState = I_UP;
+ _vm.scheduler().insertActionList(_vm._hotspots[i].actIndex);
+ } else { // Set up route to exit spot
+ if (_vm._hotspots[i].direction == Common::KEYCODE_RIGHT)
+ x -= HERO_MAX_WIDTH;
+ else if (_vm._hotspots[i].direction == Common::KEYCODE_LEFT)
+ x += HERO_MAX_WIDTH;
+ if (!_vm.route().startRoute(GO_EXIT, i, x, y))
+ Utils::Box(BOX_ANY, _vm._textMouse[kMsNoWayText]); // Can't get there
+ }
+
+ // Get rid of any attached icon
+ gameStatus.inventoryObjId = -1;
+ }
+ break;
+ default: // Look at an icon or object
+ obj = &_vm._objects[objId];
+
+ // Over iconbar - immediate description
+ if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y)
+ _vm.lookObject(obj);
+ else {
+ switch (obj->viewx) { // Clicked over viewport object
+ case -1: // Walk to object position
+ if (_vm.findObjectSpace(obj, &x, &y))
+ foundFl = _vm.route().startRoute(GO_LOOK, objId, x, y);
+ if (!foundFl) // Can't get there, immediate description
+ _vm.lookObject(obj);
+ break;
+ case 0: // Immediate description
+ _vm.lookObject(obj);
+ break;
+ default: // Walk to view point if possible
+ if (!_vm.route().startRoute(GO_LOOK, objId, obj->viewx, obj->viewy))
+ if (_vm._hero->cycling == INVISIBLE) // If invisible do
+ _vm.lookObject(obj); // immediate decription
+ else
+ Utils::Box(BOX_ANY, _vm._textMouse[kMsNoWayText]); // Can't get there
+ break;
+ }
+ }
+ break;
+ }
+}
+
+// Process mouse activity
+void MouseHandler::mouseHandler() {
+ int16 iconId; // Find index of dragged icon
+ int iconx, icony; // Icon position (in dib_a)
+ int16 ux, uy; // Icon position (in dib_u)
+ int16 objId = -1; // Current source object
+ char *name; // Name of object to display
+
+ debugC(2, kDebugMouse, "mouseHandler");
+
+ int16 cx = _vm.getMouseX();
+ int16 cy = _vm.getMouseY();
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ gameStatus.cx = cx; // Save cursor coords
+ gameStatus.cy = cy;
+
+ // Don't process if outside client area
+ if (cx < 0 || cx > XPIX || cy < DIBOFF_Y || cy > VIEW_DY + DIBOFF_Y)
+ return;
+
+ // Display dragged inventory icon if one currently selected
+ if (gameStatus.inventoryObjId != -1) {
+ // Find index of icon
+ for (iconId = 0; iconId < _vm._maxInvent; iconId++)
+ if (gameStatus.inventoryObjId == _vm._invent[iconId])
+ break;
+
+ // Compute source coordinates in dib_u
+ ux = (iconId + NUM_ARROWS) * INV_DX % XPIX;
+ uy = (iconId + NUM_ARROWS) * INV_DX / XPIX * INV_DY;
+
+ // Compute destination coordinates in dib_a
+ iconx = cx + IX_OFF;
+ icony = cy + IY_OFF;
+ iconx = MAX(iconx, 0); // Keep within dib_a bounds
+ iconx = MIN(iconx, XPIX - INV_DX);
+ icony = MAX(icony, 0);
+ icony = MIN(icony, YPIX - INV_DY);
+
+ // Copy the icon and add to display list
+ _vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), iconx, icony, XPIX);
+ _vm.screen().displayList(D_ADD, iconx, icony, INV_DX, INV_DY);
+ }
+
+ // Process cursor over an object or icon
+ if (gameStatus.inventoryState == I_ACTIVE) // Check inventory icon bar first
+ objId = _vm.inventory().processInventory(INV_GET, cx, cy);
+ if (objId == -1) // No match, check rest of view
+ objId = _vm.findObject(cx, cy);
+ if (objId >= 0) { // Got a match
+ // Display object name next to cursor (unless CURSOR_NOCHAR)
+ // Note test for swapped hero name
+ name = _vm._arrayNouns[_vm._objects[objId == HERO ? _vm._heroImage : objId].nounIndex][CURSOR_NAME];
+ if (name[0] != CURSOR_NOCHAR)
+ cursorText(name, cx, cy, U_FONT8, _TBRIGHTWHITE);
+
+ // Process right click over object in view or iconbar
+ if (gameStatus.rightButtonFl)
+ processRightClick(objId, cx, cy);
+ }
+
+ // Process cursor over an exit hotspot
+ if (objId == -1) {
+ int i = findExit(cx, cy);
+ if (i != -1 && _vm._hotspots[i].viewx >= 0) {
+ objId = EXIT_HOTSPOT;
+ cursorText(_vm._textMouse[kMsExit], cx, cy, U_FONT8, _TBRIGHTWHITE);
+ }
+ }
+
+ // Left click over icon, object or to move somewhere
+ if (gameStatus.leftButtonFl)
+ processLeftClick(objId, cx, cy);
+
+ // Clear mouse click states
+ gameStatus.leftButtonFl = false;
+ gameStatus.rightButtonFl = false;
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/mouse.h b/engines/hugo/mouse.h
new file mode 100755
index 0000000000..79b4bc3ef8
--- /dev/null
+++ b/engines/hugo/mouse.h
@@ -0,0 +1,53 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_MOUSE_H
+#define HUGO_MOUSE_H
+namespace Hugo {
+
+class MouseHandler {
+public:
+ MouseHandler(HugoEngine &vm);
+
+ void mouseHandler();
+
+private:
+ HugoEngine &_vm;
+
+ void cursorText(char *buffer, int16 cx, int16 cy, uif_t fontId, int16 color);
+ int16 findExit(int16 cx, int16 cy);
+ void processRightClick(int16 objId, int16 cx, int16 cy);
+ void processLeftClick(int16 objId, int16 cx, int16 cy);
+};
+
+} // end of namespace Hugo
+#endif //HUGO_MOUSE_H
diff --git a/engines/hugo/parser.cpp b/engines/hugo/parser.cpp
new file mode 100755
index 0000000000..f9800af2cc
--- /dev/null
+++ b/engines/hugo/parser.cpp
@@ -0,0 +1,676 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// parser.c - handles all keyboard/command input
+
+#include "common/system.h"
+#include "common/keyboard.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/parser.h"
+#include "hugo/global.h"
+#include "hugo/file.h"
+#include "hugo/schedule.h"
+#include "hugo/display.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+#include "hugo/sound.h"
+
+namespace Hugo {
+
+#define BLINKS 2 // Cursor blinks per second
+#define CX(X) LOWORD(X)
+#define CY(Y) HIWORD(Y)
+
+Parser::Parser(HugoEngine &vm) :
+ _vm(vm), _putIndex(0), _getIndex(0) {
+}
+
+void Parser::keyHandler(uint16 nChar, uint16 nFlags) {
+ status_t &gameStatus = _vm.getGameStatus();
+ bool repeatedFl = (nFlags & 0x4000); // TRUE if key is a repeat
+
+ debugC(1, kDebugParser, "keyHandler(%d, %d)", nChar, nFlags);
+
+// Process key down event - called from OnKeyDown()
+ switch (nChar) { // Set various toggle states
+ case Common::KEYCODE_ESCAPE: // Escape key, may want to QUIT
+ if (gameStatus.inventoryState == I_ACTIVE) // Remove inventory, if displayed
+ gameStatus.inventoryState = I_UP;
+ gameStatus.inventoryObjId = -1; // Deselect any dragged icon
+ break;
+ case Common::KEYCODE_END:
+ case Common::KEYCODE_HOME:
+ case Common::KEYCODE_LEFT:
+ case Common::KEYCODE_RIGHT:
+ case Common::KEYCODE_UP:
+ case Common::KEYCODE_DOWN:
+ if (!repeatedFl) {
+ gameStatus.routeIndex = -1; // Stop any automatic route
+ _vm.route().setWalk(nChar); // Direction of hero travel
+ }
+ break;
+ case Common::KEYCODE_F1: // User Help (DOS)
+ if (repeatedFl) {
+ _vm.file().instructions();
+ nChar = '\0';
+ } else
+ _vm.screen().userHelp();
+ break;
+ case Common::KEYCODE_F2: // Toggle sound
+ case Common::KEYCODE_F3: // Repeat last line
+ case Common::KEYCODE_F4: // Save game
+ case Common::KEYCODE_F5: // Restore game
+ case Common::KEYCODE_F6: // Inventory
+ case Common::KEYCODE_F8: // Turbo mode
+ case Common::KEYCODE_F9: // Boss button
+ warning("STUB: KeyHandler() - F2-F9 (DOS)");
+ break;
+ default: // Any other key
+ if (!gameStatus.storyModeFl) { // Keyboard disabled
+ // Add printable keys to ring buffer
+
+ uint16 bnext = _putIndex + 1;
+ if (bnext >= sizeof(_ringBuffer))
+ bnext = 0;
+ if (bnext != _getIndex) {
+ _ringBuffer[_putIndex] = nChar;
+ _putIndex = bnext;
+ }
+ }
+ break;
+ }
+}
+
+// Add any new chars to line buffer and display them.
+// If CR pressed, pass line to Line_handler()
+void Parser::charHandler() {
+ static int16 lineIndex = 0; // Index into line
+ static uint32 tick = 0; // For flashing cursor
+ static char cursor = '_';
+ char c;
+ static command_t cmdLine; // Build command line
+ status_t &gameStatus = _vm.getGameStatus();
+// Strangerke : Useless ?
+// bool updateFl = (_getIndex != _putIndex); // TRUE if any chars processed
+// command_t status_line; // Includes prompt, cursor
+
+//Strangerke : Useless ?
+// bool updateFl = (_getIndex != _putIndex); // TRUE if any chars processed
+ //command_t status_line; // Includes prompt, cursor
+
+ debugC(4, kDebugParser, "charHandler");
+
+ // Check for one or more characters in ring buffer
+ while (_getIndex != _putIndex) {
+ c = _ringBuffer[_getIndex++];
+ if (_getIndex >= sizeof(_ringBuffer))
+ _getIndex = 0;
+
+ switch (c) {
+ case Common::KEYCODE_BACKSPACE: // Rubout key
+ if (lineIndex)
+ cmdLine[--lineIndex] = '\0';
+ break;
+ case Common::KEYCODE_RETURN: // EOL, pass line to line handler
+ if (lineIndex && (_vm._hero->pathType != QUIET)) {
+ // Remove inventory bar if active
+ if (gameStatus.inventoryState == I_ACTIVE)
+ gameStatus.inventoryState = I_UP;
+ // Call Line handler and reset line
+ command(cmdLine);
+ cmdLine[lineIndex = 0] = '\0';
+ }
+ break;
+ default: // Normal text key, add to line
+ if (lineIndex >= MAX_CHARS) {
+ //MessageBeep(MB_ICONASTERISK);
+ warning("STUB: MessageBeep(MB_ICONASTERISK);");
+ } else if (isprint(c)) {
+ cmdLine[lineIndex++] = c;
+ cmdLine[lineIndex] = '\0';
+ }
+ break;
+ }
+ }
+
+ // See if time to blink cursor, set cursor character
+ if ((tick++ % (TPS / BLINKS)) == 0) {
+// Strangerke : Useless ?
+// updateFl = true; // Force an update
+ cursor = cursor == '_' ? ' ' : '_';
+ }
+
+ // See if recall button pressed
+ if (gameStatus.recallFl) {
+ // Copy previous line to current cmdline
+ gameStatus.recallFl = false;
+ strcpy(cmdLine, _line);
+ lineIndex = strlen(cmdLine);
+ }
+
+ sprintf(_statusLine, ">%s%c", cmdLine, cursor);
+ sprintf(_scoreLine, "Score: %d of %d", _vm.getScore(), _vm.getMaxScore());
+
+ // See if "look" button pressed
+ if (gameStatus.lookFl) {
+ command("look around");
+ gameStatus.lookFl = false;
+ }
+}
+
+void Parser::drawStatusText() {
+ debugC(4, kDebugParser, "drawStatusText");
+
+ if (_vm.getPlatform() == Common::kPlatformWindows)
+ _vm.screen().loadFont(U_FONT8);
+ uint16 sdx = _vm.screen().stringLength(_statusLine);
+ uint16 sdy = _vm.screen().fontHeight() + 1; // + 1 for shadow
+ uint16 posX = 0;
+ uint16 posY = YPIX - sdy;
+ // Display the string and add rect to display list
+ _vm.screen().writeStr(posX, posY, _statusLine, _TLIGHTYELLOW);
+ _vm.screen().displayList(D_ADD, posX, posY, sdx, sdy);
+
+ sdx = _vm.screen().stringLength(_scoreLine);
+ posY = 0;
+ _vm.screen().writeStr(posX, posY, _scoreLine, _TCYAN);
+ _vm.screen().displayList(D_ADD, posX, posY, sdx, sdy);
+}
+
+// Perform an immediate command. Takes parameters a la sprintf
+// Assumes final string will not overrun line[] length
+void Parser::command(const char *format, ...) {
+ va_list marker;
+
+ debugC(1, kDebugParser, "Command(%s, ...)", format);
+
+ va_start(marker, format);
+ vsprintf(_line, format, marker);
+ va_end(marker);
+
+ lineHandler();
+}
+
+char *Parser::strlwr(char *buffer) {
+ char *result = buffer;
+
+ debugC(1, kDebugParser, "strlwr(%s)", buffer);
+
+ while (*buffer != '\0') {
+ if (isupper(*buffer))
+ *buffer = tolower(*buffer);
+ buffer++;
+ }
+
+ return result;
+}
+
+// Parse the user's line of text input. Generate events as necessary
+void Parser::lineHandler() {
+ char *noun, *verb; // ptrs to noun and verb strings
+// int i;
+ object_t *obj;
+ char farComment[XBYTES * 5] = ""; // hold 5 line comment if object not nearby
+ char contextComment[XBYTES * 5] = ""; // Unused comment for context objects
+ status_t &gameStatus = _vm.getGameStatus();
+
+
+ debugC(1, kDebugParser, "lineHandler");
+
+ // Toggle God Mode
+ if (!strncmp(_line, "PPG", 3)) {
+ _vm.sound().playSound(!_vm._soundTest, BOTH_CHANNELS, HIGH_PRI);
+ gameStatus.godModeFl ^= 1;
+ return;
+ }
+
+ strlwr(_line); // Convert to lower case
+
+ // God Mode cheat commands:
+ // goto <screen> Takes hero to named screen
+ // fetch <object name> Hero carries named object
+ // fetch all Hero carries all possible objects
+ // find <object name> Takes hero to screen containing named object
+ if (DEBUG || gameStatus.godModeFl) {
+ // Special code to allow me to go straight to any screen
+ if (strstr(_line, "goto"))
+ for (int i = 0; i < _vm._numScreens; i++)
+ if (!strcmp(&_line[strlen("goto") + 1], _vm._screenNames[i])) {
+ _vm.scheduler().newScreen(i);
+ return;
+ }
+
+ // Special code to allow me to get objects from anywhere
+ if (strstr(_line, "fetch all")) {
+ for (int i = 0; i < _vm._numObj; i++)
+ if (_vm._objects[i].genericCmd & TAKE)
+ takeObject(&_vm._objects[i]);
+ return;
+ }
+
+ if (strstr(_line, "fetch")) {
+ for (int i = 0; i < _vm._numObj; i++)
+ if (!strcmp(&_line[strlen("fetch") + 1], _vm._arrayNouns[_vm._objects[i].nounIndex][0])) {
+ takeObject(&_vm._objects[i]);
+ return;
+ }
+ }
+
+ // Special code to allow me to goto objects
+ if (strstr(_line, "find"))
+ for (int i = 0; i < _vm._numObj; i++)
+ if (!strcmp(&_line[strlen("find") + 1], _vm._arrayNouns[_vm._objects[i].nounIndex][0])) {
+ _vm.scheduler().newScreen(_vm._objects[i].screenIndex);
+ return;
+ }
+ }
+
+ // Special meta commands
+ // EXIT/QUIT
+ if (!strcmp("exit", _line) || strstr(_line, "quit")) {
+ Utils::Box(BOX_ANY, _vm._textParser[kTBExit]);
+ return;
+ }
+
+ // SAVE/RESTORE
+ if (!strcmp("save", _line) && gameStatus.viewState == V_PLAY) {
+ _vm.file().saveGame(gameStatus.saveSlot, "Current game");
+ return;
+ }
+
+ if (!strcmp("restore", _line) && gameStatus.viewState == V_PLAY || gameStatus.viewState == V_IDLE) {
+ _vm.file().restoreGame(gameStatus.saveSlot);
+ _vm.scheduler().restoreScreen(*_vm._screen_p);
+ gameStatus.viewState = V_PLAY;
+ return;
+ }
+
+ // Empty line
+ if (*_line == '\0') // Empty line
+ return;
+ if (strspn(_line, " ") == strlen(_line)) // Nothing but spaces!
+ return;
+
+ if (gameStatus.gameOverFl) {
+ // No commands allowed!
+ Utils::gameOverMsg();
+ return;
+ }
+
+ // Test for nearby objects referenced explicitly
+ for (int i = 0; i < _vm._numObj; i++) {
+ obj = &_vm._objects[i];
+ if (isWordPresent(_vm._arrayNouns[obj->nounIndex]))
+ if (isObjectVerb(obj, _line, farComment) || isGenericVerb(obj, _line, farComment))
+ return;
+ }
+
+ // Test for nearby objects that only require a verb
+ // Note comment is unused if not near.
+ for (int i = 0; i < _vm._numObj; i++) {
+ obj = &_vm._objects[i];
+ if (obj->verbOnlyFl)
+ if (isObjectVerb(obj, _line, contextComment) || isGenericVerb(obj, _line, contextComment))
+ return;
+ }
+
+ // No objects match command line, try background and catchall commands
+ if (isBackgroundWord(_vm._backgroundObjects[*_vm._screen_p], _line))
+ return;
+ if (isCatchallVerb(_vm._backgroundObjects[*_vm._screen_p], _line))
+ return;
+ if (isBackgroundWord(_vm._catchallList, _line))
+ return;
+ if (isCatchallVerb(_vm._catchallList, _line))
+ return;
+
+ // If a not-near comment was generated, print it
+ if (*farComment != '\0') {
+ Utils::Box(BOX_ANY, farComment);
+ return;
+ }
+
+ // Nothing matches. Report recognition success to user.
+ verb = findVerb(_line);
+ noun = findNoun(_line);
+ if (verb == _vm._arrayVerbs[_vm._look][0] && _maze.enabledFl) {
+ Utils::Box(BOX_ANY, _vm._textParser[kTBMaze]);
+ showTakeables();
+ } else if (verb && noun) // A combination I didn't think of
+ Utils::Box(BOX_ANY, _vm._textParser[kTBNoPoint]);
+ else if (noun)
+ Utils::Box(BOX_ANY, _vm._textParser[kTBNoun]);
+ else if (verb)
+ Utils::Box(BOX_ANY, _vm._textParser[kTBVerb]);
+ else
+ Utils::Box(BOX_ANY, _vm._textParser[kTBEh]);
+}
+
+// Search for matching verb/noun pairs in background command list
+// Print text for possible background object. Return TRUE if match found
+bool Parser::isBackgroundWord(objectList_t obj, char *line) {
+ debugC(1, kDebugParser, "isBackgroundWord(object_list_t obj, %s)", line);
+
+ for (int i = 0; obj[i].verbIndex != 0; i++)
+ if (isWordPresent(_vm._arrayVerbs[obj[i].verbIndex]) &&
+ isWordPresent(_vm._arrayNouns[obj[i].nounIndex]) &&
+ ((obj[i].roomState == DONT_CARE) ||
+ (obj[i].roomState == _vm._screenStates[*_vm._screen_p]))) {
+ Utils::Box(BOX_ANY, _vm.file().fetchString(obj[i].commentIndex));
+ _vm.scheduler().processBonus(obj[i].bonusIndex);
+ return true;
+ }
+ return false;
+}
+
+// Search for matching verbs in background command list.
+// Noun is not required. Return TRUE if match found
+// Note that if the background command list has match set TRUE then do not
+// print text if there are any recognizable nouns in the command line
+bool Parser::isCatchallVerb(objectList_t obj, char *line) {
+ debugC(1, kDebugParser, "isCatchallVerb(object_list_t obj, %s)", line);
+
+ for (int i = 0; obj[i].verbIndex != 0; i++)
+ if (isWordPresent(_vm._arrayVerbs[obj[i].verbIndex]) && obj[i].nounIndex == 0 &&
+ (!obj[i].matchFl || !findNoun(line)) &&
+ ((obj[i].roomState == DONT_CARE) ||
+ (obj[i].roomState == _vm._screenStates[*_vm._screen_p]))) {
+ Utils::Box(BOX_ANY, _vm.file().fetchString(obj[i].commentIndex));
+ _vm.scheduler().processBonus(obj[i].bonusIndex);
+
+ // If this is LOOK (without a noun), show any takeable objects
+ if (*(_vm._arrayVerbs[obj[i].verbIndex]) == _vm._arrayVerbs[_vm._look][0])
+ showTakeables();
+
+ return(true);
+ }
+ return false;
+}
+
+// Test whether hero is close to object. Return TRUE or FALSE
+// If object not near, return suitable comment; may be another object close
+// If radius is -1, treat radius as infinity
+// Verb is included to determine correct comment if not near
+bool Parser::isNear(object_t *obj, char *verb, char *comment) {
+ debugC(1, kDebugParser, "isNear(object_t *obj, %s, %s)", verb, comment);
+
+ if (obj->carriedFl) // Object is being carried
+ return(true);
+
+ if (obj->screenIndex != *_vm._screen_p) {
+ // Not in same screen
+ if (obj->objValue)
+ strcpy(comment, _vm._textParser[kCmtAny1]);
+ else
+ strcpy(comment, _vm._textParser[kCmtAny2]);
+ return(false);
+ }
+
+ if (obj->cycling == INVISIBLE)
+ if (obj->seqNumb) {
+ // There is an image
+ strcpy(comment, _vm._textParser[kCmtAny3]);
+ return(false);
+ } else
+ // No image, assume visible
+ if ((obj->radius < 0) ||
+ ((abs(obj->x - _vm._hero->x) <= obj->radius) &&
+ (abs(obj->y - _vm._hero->y - _vm._hero->currImagePtr->y2) <= obj->radius)))
+ return(true);
+ else {
+ // User is not close enough
+ if (obj->objValue && (verb != _vm._arrayVerbs[_vm._take][0]))
+ strcpy(comment, _vm._textParser[kCmtAny1]);
+ else
+ strcpy(comment, _vm._textParser[kCmtClose]);
+ return(false);
+ }
+
+ if ((obj->radius < 0) ||
+ ((abs(obj->x - _vm._hero->x) <= obj->radius) &&
+ (abs(obj->y + obj->currImagePtr->y2 - _vm._hero->y - _vm._hero->currImagePtr->y2) <= obj->radius)))
+ return(true);
+ else {
+ // User is not close enough
+ if (obj->objValue && (verb != _vm._arrayVerbs[_vm._take][0]))
+ strcpy(comment, _vm._textParser[kCmtAny1]);
+ else
+ strcpy(comment, _vm._textParser[kCmtClose]);
+ return(false);
+ }
+ return true;
+}
+
+// Locate any member of object name list appearing in command line
+bool Parser::isWordPresent(char **wordArr) {
+ debugC(1, kDebugParser, "isWordPresent(%s)", wordArr[0]);
+
+ if (wordArr != NULL) {
+ for (int i = 0; strlen(wordArr[i]); i++)
+ if (strstr(_line, wordArr[i]))
+ return(true);
+ }
+
+ return false;
+}
+
+// Locate word in list of nouns and return ptr to first string in noun list
+char *Parser::findNoun(char *line) {
+ debugC(1, kDebugParser, "findNoun(%s)", line);
+
+ for (int i = 0; _vm._arrayNouns[i]; i++)
+ for (int j = 0; strlen(_vm._arrayNouns[i][j]); j++)
+ if (strstr(line, _vm._arrayNouns[i][j]))
+ return(_vm._arrayNouns[i][0]);
+ return NULL;
+}
+
+// Locate word in list of verbs and return ptr to first string in verb list
+char *Parser::findVerb(char *line) {
+ debugC(1, kDebugParser, "findVerb(%s)", line);
+
+ for (int i = 0; _vm._arrayVerbs[i]; i++)
+ for (int j = 0; strlen(_vm._arrayVerbs[i][j]); j++)
+ if (strstr(line, _vm._arrayVerbs[i][j]))
+ return(_vm._arrayVerbs[i][0]);
+ return NULL;
+}
+
+// Describe any takeable objects visible in this screen
+void Parser::showTakeables() {
+ object_t *obj;
+
+ debugC(1, kDebugParser, "showTakeables");
+
+ for (int j = 0; j < _vm._numObj; j++) {
+ obj = &_vm._objects[j];
+ if ((obj->cycling != INVISIBLE) &&
+ (obj->screenIndex == *_vm._screen_p) &&
+ (((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) {
+ sprintf(_textBoxBuffer, "You can also see:\n%s.", _vm._arrayNouns[obj->nounIndex][LOOK_NAME]);
+ Utils::Box(BOX_ANY, _textBoxBuffer);
+ }
+ }
+}
+
+// Do all things necessary to carry an object
+void Parser::takeObject(object_t *obj) {
+ debugC(1, kDebugParser, "takeObject(object_t *obj)");
+
+ obj->carriedFl = true;
+ if (obj->seqNumb) { // Don't change if no image to display
+ obj->cycling = INVISIBLE;
+ if (_vm.getPlatform() != Common::kPlatformWindows)
+ warning("takeObject : DOS version should use ALMOST_INVISIBLE");
+ }
+ _vm.adjustScore(obj->objValue);
+
+ if (obj->seqNumb > 0) // If object has an image, force walk to dropped
+ obj->viewx = -1; // (possibly moved) object next time taken!
+ Utils::Box(BOX_ANY, TAKE_TEXT, _vm._arrayNouns[obj->nounIndex][TAKE_NAME]);
+}
+
+// Do all necessary things to drop an object
+void Parser::dropObject(object_t *obj) {
+ debugC(1, kDebugParser, "dropObject(object_t *obj)");
+
+ obj->carriedFl = false;
+ obj->screenIndex = *_vm._screen_p;
+ if ((obj->seqNumb > 1) || (obj->seqList[0].imageNbr > 1))
+ obj->cycling = CYCLE_FORWARD;
+ else
+ obj->cycling = NOT_CYCLING;
+ obj->x = _vm._hero->x - 1;
+ obj->y = _vm._hero->y + _vm._hero->currImagePtr->y2 - 1;
+ obj->y = (obj->y + obj->currImagePtr->y2 < YPIX) ? obj->y : YPIX - obj->currImagePtr->y2 - 10;
+ _vm.adjustScore(-obj->objValue);
+ Utils::Box(BOX_ANY, _vm._textParser[kTBOk]);
+}
+
+// Test whether command line contains one of the generic actions
+bool Parser::isGenericVerb(object_t *obj, char *line, char *comment) {
+ debugC(1, kDebugParser, "isGenericVerb(object_t *obj, %s, %s)", line, comment);
+
+ if (!obj->genericCmd)
+ return false;
+
+ // Following is equivalent to switch, but couldn't do one
+ if (isWordPresent(_vm._arrayVerbs[_vm._look]) && isNear(obj, _vm._arrayVerbs[_vm._look][0], comment)) {
+ // Test state-dependent look before general look
+ if ((obj->genericCmd & LOOK_S) == LOOK_S) {
+ Utils::Box(BOX_ANY, _vm._textData[obj->stateDataIndex[obj->state]]);
+ warning("isGenericVerb: use of state dependant look - To be validated");
+ } else {
+ if ((LOOK & obj->genericCmd) == LOOK)
+ if (_vm._textData[obj->dataIndex])
+ Utils::Box(BOX_ANY, _vm._textData[obj->dataIndex]);
+ else
+ return(false);
+ else
+ Utils::Box(BOX_ANY, _vm._textParser[kTBUnusual]);
+ }
+ } else if (isWordPresent(_vm._arrayVerbs[_vm._take]) && isNear(obj, _vm._arrayVerbs[_vm._take][0], comment)) {
+ if (obj->carriedFl)
+ Utils::Box(BOX_ANY, _vm._textParser[kTBHave]);
+ else if ((TAKE & obj->genericCmd) == TAKE)
+ takeObject(obj);
+ else if (obj->cmdIndex != 0) // No comment if possible commands
+ return false;
+ else if (!obj->verbOnlyFl && (TAKE & obj->genericCmd) == TAKE) // Make sure not taking object in context!
+ Utils::Box(BOX_ANY, _vm._textParser[kTBNoUse]);
+ else
+ return false;
+ } else if (isWordPresent(_vm._arrayVerbs[_vm._drop])) {
+ if (!obj->carriedFl && ((DROP & obj->genericCmd) == DROP))
+ Utils::Box(BOX_ANY, _vm._textParser[kTBDontHave]);
+ else if (obj->carriedFl && ((DROP & obj->genericCmd) == DROP))
+ dropObject(obj);
+ else if (obj->cmdIndex == 0)
+ Utils::Box(BOX_ANY, _vm._textParser[kTBNeed]);
+ else
+ return false;
+ } else // It was not a generic cmd
+ return false;
+
+ return true;
+}
+
+// Return TRUE if object being carried by hero
+bool Parser::isCarrying(uint16 wordIndex) {
+ debugC(1, kDebugParser, "isCarrying(%d)", wordIndex);
+
+ for (int i = 0; i < _vm._numObj; i++)
+ if ((wordIndex == _vm._objects[i].nounIndex) && _vm._objects[i].carriedFl)
+ return true;
+ return false;
+}
+
+// Test whether command line contains a verb allowed by this object.
+// If it does, and the object is near and passes the tests in the command
+// list then carry out the actions in the action list and return TRUE
+bool Parser::isObjectVerb(object_t *obj, char *line, char *comment) {
+ int i;
+ cmd *cmnd;
+ char *verb;
+ uint16 *reqs;
+ uint16 cmdIndex;
+
+ debugC(1, kDebugParser, "isObjectVerb(object_t *obj, %s, %s)", line, comment);
+
+ // First, find matching verb in cmd list
+ cmdIndex = obj->cmdIndex; // ptr to list of commands
+ if (cmdIndex == 0) // No commands for this obj
+ return false;
+
+ for (i = 0; _vm._cmdList[cmdIndex][i].verbIndex != 0; i++) // For each cmd
+ if (isWordPresent(_vm._arrayVerbs[_vm._cmdList[cmdIndex][i].verbIndex])) // Was this verb used?
+ break;
+ if (_vm._cmdList[cmdIndex][i].verbIndex == 0) // No verbs used.
+ return false;
+
+ // Verb match found. Check if object is Near
+ verb = *_vm._arrayVerbs[_vm._cmdList[cmdIndex][i].verbIndex];
+ if (!isNear(obj, verb, comment))
+ return(false);
+
+ // Check all required objects are being carried
+ cmnd = &_vm._cmdList[cmdIndex][i]; // ptr to struct cmd
+ if (cmnd->reqIndex) { // At least 1 thing in list
+ reqs = _vm._arrayReqs[cmnd->reqIndex]; // ptr to list of required objects
+ for (i = 0; reqs[i]; i++) // for each obj
+ if (!isCarrying(reqs[i])) {
+ Utils::Box(BOX_ANY, _vm._textData[cmnd->textDataNoCarryIndex]);
+ return true;
+ }
+ }
+
+ // Required objects are present, now check state is correct
+ if ((obj->state != cmnd->reqState) && (cmnd->reqState != DONT_CARE)) {
+ Utils::Box(BOX_ANY, _vm._textData[cmnd->textDataWrongIndex]);
+ return true;
+ }
+
+ // Everything checked. Change the state and carry out any actions
+ if (cmnd->reqState != DONT_CARE) // Don't change new state if required state didn't care
+ obj->state = cmnd->newState;
+ Utils::Box(BOX_ANY, _vm._textData[cmnd->textDataDoneIndex]);
+ _vm.scheduler().insertActionList(cmnd->actIndex);
+
+ // See if any additional generic actions
+ if ((verb == _vm._arrayVerbs[_vm._look][0]) || (verb == _vm._arrayVerbs[_vm._take][0]) || (verb == _vm._arrayVerbs[_vm._drop][0]))
+ isGenericVerb(obj, line, comment);
+ return true;
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/parser.h b/engines/hugo/parser.h
new file mode 100755
index 0000000000..0bfbe32715
--- /dev/null
+++ b/engines/hugo/parser.h
@@ -0,0 +1,95 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_PARSER_H
+#define HUGO_PARSER_H
+namespace Hugo {
+
+enum seqTextParser {
+ kTBExit = 0,
+ kTBMaze = 1,
+ kTBNoPoint = 2,
+ kTBNoun = 3,
+ kTBVerb = 4,
+ kTBEh = 5,
+ kTBUnusual = 6,
+ kTBHave = 7,
+ kTBNoUse = 8,
+ kTBDontHave = 9,
+ kTBNeed = 10,
+ kTBOk = 11,
+ kCmtAny1 = 12,
+ kCmtAny2 = 13,
+ kCmtAny3 = 14,
+ kCmtClose = 15
+};
+
+class Parser {
+public:
+ Parser(HugoEngine &vm);
+
+ bool isWordPresent(char **wordArr);
+
+ void charHandler();
+ void command(const char *format, ...);
+ void drawStatusText();
+ void keyHandler(uint16 nChar, uint16 nFlags);
+ void lineHandler();
+
+private:
+ HugoEngine &_vm;
+
+ char _ringBuffer[32]; // Ring buffer
+ uint16 _putIndex;
+ uint16 _getIndex; // Index into ring buffer
+
+ command_t _statusLine;
+ command_t _scoreLine;
+
+ bool isBackgroundWord(objectList_t obj, char *line);
+ bool isCarrying(uint16 wordIndex);
+ bool isCatchallVerb(objectList_t obj, char *line);
+ bool isGenericVerb(object_t *obj, char *line, char *comment);
+ bool isNear(object_t *obj, char *verb, char *comment);
+ bool isObjectVerb(object_t *obj, char *line, char *comment);
+
+ char *findNoun(char *line);
+ char *findVerb(char *line);
+ char *strlwr(char *buffer);
+
+ void dropObject(object_t *obj);
+ void showTakeables();
+ void takeObject(object_t *obj);
+};
+
+} // end of namespace Hugo
+#endif //HUGO_PARSER_H
diff --git a/engines/hugo/route.cpp b/engines/hugo/route.cpp
new file mode 100755
index 0000000000..88208e0034
--- /dev/null
+++ b/engines/hugo/route.cpp
@@ -0,0 +1,509 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// Find shortest route from hero to destination
+
+#include "common/system.h"
+
+#include "hugo/hugo.h"
+#include "hugo/game.h"
+#include "hugo/route.h"
+#include "hugo/global.h"
+
+namespace Hugo {
+Route::Route(HugoEngine &vm) : _vm(vm) {
+}
+
+// Face hero in new direction, based on cursor key input by user.
+void Route::setDirection(uint16 keyCode) {
+ object_t *obj = _vm._hero; // Pointer to hero object
+
+ debugC(1, kDebugRoute, "setDirection(%d)", keyCode);
+
+ // Set first image in sequence
+ switch (keyCode) {
+ case Common::KEYCODE_UP:
+ obj->currImagePtr = obj->seqList[_UP].seqPtr;
+ break;
+ case Common::KEYCODE_DOWN:
+ obj->currImagePtr = obj->seqList[DOWN].seqPtr;
+ break;
+ case Common::KEYCODE_LEFT:
+ obj->currImagePtr = obj->seqList[LEFT].seqPtr;
+ break;
+ case Common::KEYCODE_RIGHT:
+ obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
+ break;
+ case Common::KEYCODE_HOME:
+ obj->currImagePtr = obj->seqList[LEFT].seqPtr;
+ break;
+ case Common::KEYCODE_END:
+ obj->currImagePtr = obj->seqList[LEFT].seqPtr;
+ break;
+// case Common::KEYCODE_PRIOR:
+// obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
+// break;
+// case Common::KEYCODE_NEXT:
+// obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
+// break;
+ }
+}
+
+// Set hero walking, based on cursor key input by user.
+// Hitting same key twice will stop hero.
+void Route::setWalk(uint16 direction) {
+ object_t *obj = _vm._hero; // Pointer to hero object
+ static uint16 oldDirection = 0; // Last direction char
+
+ debugC(1, kDebugRoute, "setWalk(%d)", direction);
+
+ if (_vm.getGameStatus().storyModeFl || obj->pathType != USER) // Make sure user has control
+ return;
+
+ if (!obj->vx && !obj->vy)
+ oldDirection = 0; // Fix for consistant restarts
+
+ if (direction != oldDirection) {
+ // Direction has changed
+ setDirection(direction); // Face new direction
+ obj->vx = obj->vy = 0;
+ switch (direction) { // And set correct velocity
+ case Common::KEYCODE_UP:
+ obj->vy = -DY;
+ break;
+ case Common::KEYCODE_DOWN:
+ obj->vy = DY;
+ break;
+ case Common::KEYCODE_LEFT:
+ obj->vx = -DX;
+ break;
+ case Common::KEYCODE_RIGHT:
+ obj->vx = DX;
+ break;
+ case Common::KEYCODE_HOME:
+ obj->vx = -DX;
+ obj->vy = -DY / 2;
+ break;
+ case Common::KEYCODE_END:
+ obj->vx = -DX;
+ obj->vy = DY / 2;
+ break;
+// case Common::KEYCODE_PRIOR:
+// obj->vx = DX;
+// obj->vy = -DY / 2;
+// break;
+// case Common::KEYCODE_NEXT:
+// obj->vx = DX;
+// obj->vy = DY / 2;
+// break;
+ }
+ oldDirection = direction;
+ obj->cycling = CYCLE_FORWARD;
+ } else {
+ // Same key twice - halt hero
+ obj->vy = 0;
+ obj->vx = 0;
+ oldDirection = 0;
+ obj->cycling = NOT_CYCLING;
+ }
+}
+
+// Recursive algorithm! Searches from hero to dest_x, dest_y
+// Find horizontal line segment about supplied point and recursively
+// find line segments for each point above and below that segment.
+// When destination point found in segment, start surfacing and leave
+// a trail in segment[] from destination back to hero.
+//
+// Note: there is a bug which allows a route through a 1-pixel high
+// narrow gap if between 2 segments wide enough for hero. To work
+// around this, make sure any narrow gaps are 2 or more pixels high.
+// An example of this was the blocking guard in Hugo1/Dead-End.
+void Route::segment(int16 x, int16 y) {
+ int16 x1, x2; // Range of segment
+// Note use of static - can't waste stack
+ static image_pt p; // Ptr to _boundaryMap[y]
+ static segment_t *seg_p; // Ptr to segment
+
+ debugC(1, kDebugRoute, "segment(%d, %d)", x, y);
+
+ // Bomb out if stack exhausted
+ // Vinterstum: Is this just a safeguard, or actually used?
+ //_fullStackFl = _stackavail () < 256;
+ _fullStackFl = false;
+
+ // Find and fill on either side of point
+ p = _boundaryMap[y];
+ for (x1 = x; x1 > 0; x1--)
+ if (p[x1] == 0) {
+#if DEBUG_ROUTE
+ SetPixel(hDC, (int16)((long)config.cx * x1 / XPIX), (int16)((long)config.cy *(y - DIBOFF_Y) / VIEW_DY), GetPalIndex(_TLIGHTMAGENTA));
+#endif
+ p[x1] = kMapFill;
+ } else
+ break;
+ for (x2 = x + 1; x2 < XPIX; x2++)
+ if (p[x2] == 0) {
+#if DEBUG_ROUTE
+ SetPixel(hDC, (int16)((long)config.cx * x2 / XPIX), (int16)((long)config.cy *(y - DIBOFF_Y) / VIEW_DY), GetPalIndex(_TLIGHTGREEN));
+#endif
+ p[x2] = kMapFill;
+ } else
+ break;
+ x1++;
+ x2--;
+
+ // Discard path if not wide enough for hero - dead end
+ if (_heroWidth > x2 - x1 + 1)
+ return;
+
+ // Have we found the destination yet?
+ if (y == _destY && x1 <= _destX && x2 >= _destX)
+ _routeFoundFl = true;
+
+ // Bounds check y in case no boundary around screen
+ if (y <= 0 || y >= YPIX - 1)
+ return;
+#if FALSE
+ // Find all segments above and below current
+ if (hero_p->x < x1 || hero_p->x + HERO_MAX_WIDTH > x2) {
+ // Hero x not in segment, search x1..x2
+ // Find all segments above current
+ for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
+ if (_boundaryMap[y - 1][x] == 0)
+ segment(x, y - 1);
+
+ // Find all segments below current
+ for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
+ if (_boundaryMap[y + 1][x] == 0)
+ segment(x, y + 1);
+ }
+#endif
+ if (_vm._hero->x < x1) {
+ // Hero x not in segment, search x1..x2
+ // Find all segments above current
+ for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
+ if (_boundaryMap[y - 1][x] == 0)
+ segment(x, y - 1);
+
+ // Find all segments below current
+ for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
+ if (_boundaryMap[y + 1][x] == 0)
+ segment(x, y + 1);
+ } else if (_vm._hero->x + HERO_MAX_WIDTH > x2) {
+ // Hero x not in segment, search x1..x2
+ // Find all segments above current
+ for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--)
+ if (_boundaryMap[y - 1][x] == 0)
+ segment(x, y - 1);
+
+ // Find all segments below current
+ for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--)
+ if (_boundaryMap[y + 1][x] == 0)
+ segment(x, y + 1);
+ } else {
+ // Organize search around hero x position - this gives
+ // better chance for more direct route.
+ for (x = _vm._hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
+ if (_boundaryMap[y - 1][x] == 0)
+ segment(x, y - 1);
+ for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm._hero->x; x++)
+ if (_boundaryMap[y - 1][x] == 0)
+ segment(x, y - 1);
+ for (x = _vm._hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++)
+ if (_boundaryMap[y + 1][x] == 0)
+ segment(x, y + 1);
+ for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm._hero->x; x++)
+ if (_boundaryMap[y + 1][x] == 0)
+ segment(x, y + 1);
+ }
+
+ // If found, surface, leaving trail back to hero
+ if (_routeFoundFl) {
+ // Bomb out if too many segments (leave one spare)
+ if (_segmentNumb >= kMaxSeg - 1)
+ _fullSegmentFl = true;
+ else {
+ // Create segment
+ seg_p = &_segment[_segmentNumb];
+ seg_p->y = y;
+ seg_p->x1 = x1;
+ seg_p->x2 = x2;
+ _segmentNumb++;
+ }
+ }
+}
+
+// Create and return ptr to new node. Initialize with previous node.
+// Returns NULL if MAX_NODES exceeded
+Point *Route::newNode() {
+ debugC(1, kDebugRoute, "newNode");
+
+ if (_routeListIndex >= kMaxNodes) // Too many nodes
+ return(NULL); // Incomplete route - failure
+ _routeListIndex++;
+ _route[_routeListIndex] = _route[_routeListIndex - 1]; // Initialize with previous node
+ return(&_route[_routeListIndex]);
+}
+
+// Construct route to cx, cy. Return TRUE if successful.
+// 1. Copy boundary bitmap to local byte map (include object bases)
+// 2. Construct list of segments segment[] from hero to destination
+// 3. Compress to shortest route in route[]
+bool Route::findRoute(int16 cx, int16 cy) {
+ int16 i, j, x, y; // Loop on coordinates
+ int16 x1, x2, dx; // Overlap between segments
+ int16 herox1, herox2, heroy; // Current hero baseline
+ object_t *obj; // Ptr to object
+ segment_t *seg_p; // Ptr to segment
+ Point *routeNode; // Ptr to route node
+
+ debugC(1, kDebugRoute, "findRoute(%d, %d)", cx, cy);
+
+ // Initialize for search
+ _routeFoundFl = false; // Path not found yet
+ _fullStackFl = false; // Stack not exhausted
+ _fullSegmentFl = false; // Segments not exhausted
+ _segmentNumb = 0; // Segment index
+ _heroWidth = HERO_MIN_WIDTH; // Minimum width of hero
+ _destY = cy; // Destination coords
+ _destX = cx; // Destination coords
+ herox1 = _vm._hero->x + _vm._hero->currImagePtr->x1; // Hero baseline
+ herox2 = _vm._hero->x + _vm._hero->currImagePtr->x2; // Hero baseline
+ heroy = _vm._hero->y + _vm._hero->currImagePtr->y2; // Hero baseline
+
+ // Store all object baselines into objbound (except hero's = [0])
+ for (i = 1, obj = &_vm._objects[i]; i < _vm._numObj; i++, obj++)
+ if ((obj->screenIndex == *_vm._screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING))
+ _vm.storeBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2);
+
+ // Combine objbound and boundary bitmaps to local byte map
+ for (y = 0; y < YPIX; y++)
+ for (x = 0; x < XBYTES; x++)
+ for (i = 0; i < 8; i++)
+ _boundaryMap[y][x * 8 + i] = ((_vm.getObjectBoundaryOverlay()[y * XBYTES + x] | _vm.getBoundaryOverlay()[y * XBYTES + x]) & (0x80 >> i)) ? kMapBound : 0;
+
+ // Clear all object baselines from objbound
+ for (i = 0, obj = _vm._objects; i < _vm._numObj; i++, obj++)
+ if ((obj->screenIndex == *_vm._screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING))
+ _vm.clearBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2);
+
+#if DEBUG_ROUTE
+ {
+// hDC = GetDC(hview);
+ for (y = 0; y < YPIX; y++)
+ for (x = 0; x < XPIX; x++)
+ if (_boundaryMap[y][x])
+ SetPixel(hDC, (int16)((long)config.cx * x / XPIX), (int16)((long)config.cy *(y - DIBOFF_Y) / VIEW_DY), GetPalIndex(_TBRIGHTWHITE));
+ }
+#endif
+
+ // Search from hero to destination
+ segment(herox1, heroy);
+
+//#if DEBUG_ROUTE
+// ReleaseDC(hview, hDC);
+//#endif
+
+ // Not found or not enough stack or MAX_SEG exceeded
+ if (!_routeFoundFl || _fullStackFl || _fullSegmentFl) {
+#if DEBUG_ROUTE
+ Box(BOX_ANY, "%s", (_fullStackFl) ? "Stack blown!" : (_fullSegmentFl) ? "Ran out of segments!" : "No Route!");
+#endif
+ return(false);
+ }
+
+ // Now find the route of nodes from destination back to hero
+ // Assign first node as destination
+ _route[0].x = _destX;
+ _route[0].y = _destY;
+
+ // Make a final segment for hero's base (we left a spare)
+ _segment[_segmentNumb].y = heroy;
+ _segment[_segmentNumb].x1 = herox1;
+ _segment[_segmentNumb].x2 = herox2;
+ _segmentNumb++;
+
+ // Look in segments[] for straight lines from destination to hero
+ for (i = 0, _routeListIndex = 0; i < _segmentNumb - 1; i++) {
+ if ((routeNode = newNode()) == NULL) // New node for new segment
+ return(false); // Too many nodes
+ routeNode->y = _segment[i].y;
+
+ // Look ahead for furthest straight line
+ for (j = i + 1; j < _segmentNumb; j++) {
+ seg_p = &_segment[j];
+ // Can we get to this segment from previous node?
+ if (seg_p->x1 <= routeNode->x && seg_p->x2 >= routeNode->x + _heroWidth - 1)
+ routeNode->y = seg_p->y; // Yes, keep updating node
+ else {
+ // No, create another node on previous segment to reach it
+ if ((routeNode = newNode()) == NULL) // Add new route node
+ return (false); // Too many nodes
+
+ // Find overlap between old and new segments
+ x1 = MAX(_segment[j - 1].x1, seg_p->x1);
+ x2 = MIN(_segment[j - 1].x2, seg_p->x2);
+
+ // If room, add a little offset to reduce staircase effect
+ dx = HERO_MAX_WIDTH >> 1;
+ if (x2 - x1 < _heroWidth + dx)
+ dx = 0;
+
+ // Bear toward final hero position
+ if (j == _segmentNumb - 1)
+ routeNode->x = herox1;
+ else if (herox1 < x1)
+ routeNode->x = x1 + dx;
+ else if (herox1 > x2 - _heroWidth + 1)
+ routeNode->x = x2 - _heroWidth - dx;
+ else
+ routeNode->x = herox1;
+ i = j - 2; // Restart segment (-1 to offset auto increment)
+ break;
+ }
+ }
+
+ // Terminate loop if we've reached hero
+ if (routeNode->x == herox1 && routeNode->y == heroy)
+ break;
+ }
+ return true;
+}
+
+// Process hero in route mode - called from Move_objects()
+void Route::processRoute() {
+ int16 herox, heroy; // Hero position
+ Point *routeNode; // Ptr to current route node
+ static bool turnedFl = false; // Used to get extra cylce for turning
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ debugC(1, kDebugRoute, "processRoute");
+
+ // Current hero position
+ herox = _vm._hero->x + _vm._hero->currImagePtr->x1;
+ heroy = _vm._hero->y + _vm._hero->currImagePtr->y2;
+ routeNode = &_route[gameStatus.routeIndex];
+
+ // Arrived at node?
+ if (abs(herox - routeNode->x) < DX + 1 && abs(heroy - routeNode->y) < DY) {
+ // DX too low
+ // Close enough - position hero exactly
+ _vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1;
+ _vm._hero->y = _vm._hero->oldy = routeNode->y - _vm._hero->currImagePtr->y2;
+ _vm._hero->vx = _vm._hero->vy = 0;
+ _vm._hero->cycling = NOT_CYCLING;
+
+ // Arrived at final node?
+ if (--gameStatus.routeIndex < 0) {
+ // See why we walked here
+ switch (gameStatus.go_for) {
+ case GO_EXIT: // Walked to an exit, proceed into it
+ setWalk(_vm._hotspots[gameStatus.go_id].direction);
+ break;
+ case GO_LOOK: // Look at an object
+ if (turnedFl) {
+ _vm.lookObject(&_vm._objects[gameStatus.go_id]);
+ turnedFl = false;
+ } else {
+ setDirection(_vm._objects[gameStatus.go_id].direction);
+ gameStatus.routeIndex++; // Come round again
+ turnedFl = true;
+ }
+ break;
+ case GO_GET: // Get (or use) an object
+ if (turnedFl) {
+ _vm.useObject(gameStatus.go_id);
+ turnedFl = false;
+ } else {
+ setDirection(_vm._objects[gameStatus.go_id].direction);
+ gameStatus.routeIndex++; // Come round again
+ turnedFl = true;
+ }
+ break;
+ case GO_SPACE:
+ warning("Unhandled gameStatus.go_for GO_STATUS");
+ break;
+ }
+ }
+ } else if (_vm._hero->vx == 0 && _vm._hero->vy == 0) {
+ // Set direction of travel if at a node
+ // Note realignment when changing to (thinner) up/down sprite,
+ // otherwise hero could bump into boundaries along route.
+ if (herox < routeNode->x)
+ setWalk(Common::KEYCODE_RIGHT);
+ else if (herox > routeNode->x)
+ setWalk(Common::KEYCODE_LEFT);
+ else if (heroy < routeNode->y) {
+ setWalk(Common::KEYCODE_DOWN);
+ _vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1;
+ } else if (heroy > routeNode->y) {
+ setWalk(Common::KEYCODE_UP);
+ _vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1;
+ }
+ }
+}
+
+// Start a new route from hero to cx, cy
+// go_for is the purpose, id indexes the exit or object to walk to
+// Returns FALSE if route not found
+bool Route::startRoute(go_t go_for, int16 id, int16 cx, int16 cy) {
+ bool foundFl = false; // TRUE if route found ok
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ debugC(1, kDebugRoute, "startRoute(%d, %d, %d, %d)", go_for, id, cx, cy);
+
+ // Don't attempt to walk if user does not have control
+ if (_vm._hero->pathType != USER)
+ return false;
+
+ // if inventory showing, make it go away
+ if (gameStatus.inventoryState != I_OFF)
+ gameStatus.inventoryState = I_UP;
+
+ gameStatus.go_for = go_for; // Purpose of trip
+ gameStatus.go_id = id; // Index of exit/object
+
+ // Adjust destination to center hero if walking to cursor
+ if (gameStatus.go_for == GO_SPACE)
+ cx -= HERO_MIN_WIDTH / 2;
+
+ if ((foundFl = findRoute(cx, cy))) { // Found a route?
+ gameStatus.routeIndex = _routeListIndex; // Node index
+ _vm._hero->vx = _vm._hero->vy = 0; // Stop manual motion
+ }
+
+ return foundFl;
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/route.h b/engines/hugo/route.h
new file mode 100755
index 0000000000..b21aadbbbd
--- /dev/null
+++ b/engines/hugo/route.h
@@ -0,0 +1,84 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_ROUTE_H
+#define HUGO_ROUTE_H
+
+namespace Hugo {
+
+#define kMapBound 1 // Mark a boundary outline
+#define kMapFill 2 // Mark a boundary filled
+#define kMaxSeg 256 // Maximum number of segments
+#define kMaxNodes 256 // Maximum nodes in route
+#define DEBUG_ROUTE FALSE
+
+struct Point {
+ int x;
+ int y;
+};
+
+struct segment_t { // Search segment
+ int16 y; // y position
+ int16 x1, x2; // Range of segment
+};
+
+class Route {
+public:
+ Route(HugoEngine &vm);
+
+ void processRoute();
+ bool startRoute(go_t go_for, short id, short cx, short cy);
+ void setDirection(uint16 keyCode);
+ void setWalk(uint16 direction);
+
+private:
+ HugoEngine &_vm;
+
+ byte _boundaryMap[YPIX][XPIX]; // Boundary byte map
+ segment_t _segment[kMaxSeg]; // List of points in fill-path
+ Point _route[kMaxNodes]; // List of nodes in route (global)
+ int16 _segmentNumb; // Count number of segments
+ int16 _routeListIndex; // Index into route list
+ int16 _destX;
+ int16 _destY;
+ int16 _heroWidth; // Hero width
+ bool _routeFoundFl; // TRUE when path found
+ bool _fullStackFl; // TRUE if stack exhausted
+ bool _fullSegmentFl; // Segments exhausted
+
+ void segment(int16 x, int16 y);
+ bool findRoute(int16 cx, int16 cy);
+ Point *newNode();
+};
+
+} // end of namespace Hugo
+#endif //HUGO_ROUTE_H
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
new file mode 100755
index 0000000000..b14fef10f3
--- /dev/null
+++ b/engines/hugo/schedule.cpp
@@ -0,0 +1,677 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+// This module contains all the scheduling and timing stuff
+
+#include "common/system.h"
+#include "common/stream.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/schedule.h"
+#include "hugo/global.h"
+#include "hugo/file.h"
+#include "hugo/display.h"
+#include "hugo/parser.h"
+#include "hugo/util.h"
+#include "hugo/sound.h"
+
+namespace Hugo {
+
+#define SIGN(X) (X < 0 ? -1 : 1)
+
+Scheduler::Scheduler(HugoEngine &vm) : _vm(vm) {
+}
+
+// Initialise the timer event queue
+void Scheduler::initEventQueue() {
+ debugC(1, kDebugSchedule, "initEventQueue");
+
+ // Chain next_p from first to last
+ for (int i = kMaxEvents; --i;)
+ _events[i - 1].nextEvent = &_events[i];
+ _events[kMaxEvents - 1].nextEvent = 0;
+
+ // Chain prev_p from last to first
+ for (int i = 1; i < kMaxEvents; i++)
+ _events[i].prevEvent = &_events[i - 1];
+ _events[0].prevEvent = 0;
+
+ _headEvent = _tailEvent = 0; // Event list is empty
+ _freeEvent = _events; // Free list is full
+}
+
+// Return a ptr to an event structure from the free list
+event_t *Scheduler::getQueue() {
+ debugC(4, kDebugSchedule, "getQueue");
+ event_t *resEvent;
+
+ if (!_freeEvent) // Error: no more events available
+ Utils::Error(EVNT_ERR, "getQueue");
+ resEvent = _freeEvent;
+ _freeEvent = _freeEvent->nextEvent;
+ resEvent->nextEvent = 0;
+ return resEvent;
+}
+
+// Delete an event structure (i.e. return it to the free list)
+// Historical note: Originally event p was assumed to be at head of queue
+// (i.e. earliest) since all events were deleted in order when proceeding to
+// a new screen. To delete an event from the middle of the queue, the action
+// was overwritten to be ANULL. With the advent of GLOBAL events, Del_queue
+// was modified to allow deletes anywhere in the list, and the DEL_EVENT
+// action was modified to perform the actual delete.
+void Scheduler::delQueue(event_t *curEvent) {
+ debugC(4, kDebugSchedule, "delQueue");
+ if (curEvent == _headEvent) // If p was the head ptr
+ _headEvent = curEvent->nextEvent; // then make new head_p
+ else { // Unlink p
+ curEvent->prevEvent->nextEvent = curEvent->nextEvent;
+ if (curEvent->nextEvent)
+ curEvent->nextEvent->prevEvent = curEvent->prevEvent;
+ else
+ _tailEvent = curEvent->prevEvent;
+ }
+
+ if (_headEvent)
+ _headEvent->prevEvent = 0; // Mark end of list
+ else
+ _tailEvent = 0; // Empty queue
+
+ curEvent->nextEvent = _freeEvent; // Return p to free list
+ if (_freeEvent) // Special case, if free list was empty
+ _freeEvent->prevEvent = curEvent;
+ _freeEvent = curEvent;
+}
+
+// Insert the action pointed to by p into the timer event queue
+// The queue goes from head (earliest) to tail (latest) timewise
+void Scheduler::insertAction(act *action) {
+ debugC(1, kDebugSchedule, "insertAction - Action type A%d", action->a0.actType);
+
+ // First, get and initialise the event structure
+ event_t *curEvent = getQueue();
+ curEvent->action = action;
+ switch (action->a0.actType) { // Assign whether local or global
+ case AGSCHEDULE:
+ curEvent->localActionFl = false; // Lasts over a new screen
+ break;
+ default:
+ curEvent->localActionFl = true; // Rest are for current screen only
+ break;
+ }
+
+ curEvent->time = action->a0.timer + getTicks(); // Convert rel to abs time
+
+ // Now find the place to insert the event
+ if (!_tailEvent) { // Empty queue
+ _tailEvent = _headEvent = curEvent;
+ curEvent->nextEvent = curEvent->prevEvent = NULL;
+ } else {
+ event_t *wrkEvent = _tailEvent; // Search from latest time back
+ bool found = false;
+
+ while (wrkEvent && !found) {
+ if (wrkEvent->time <= curEvent->time) { // Found if new event later
+ found = true;
+ if (wrkEvent == _tailEvent) // New latest in list
+ _tailEvent = curEvent;
+ else
+ wrkEvent->nextEvent->prevEvent = curEvent;
+ curEvent->nextEvent = wrkEvent->nextEvent;
+ wrkEvent->nextEvent = curEvent;
+ curEvent->prevEvent = wrkEvent;
+ }
+ wrkEvent = wrkEvent->prevEvent;
+ }
+
+ if (!found) { // Must be earliest in list
+ _headEvent->prevEvent = curEvent; // So insert as new head
+ curEvent->nextEvent = _headEvent;
+ curEvent->prevEvent = NULL;
+ _headEvent = curEvent;
+ }
+ }
+}
+
+void Scheduler::insertActionList(uint16 actIndex) {
+// Call Insert_action for each action in the list supplied
+ debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex);
+
+ if (_vm._actListArr[actIndex])
+ for (int i = 0; _vm._actListArr[actIndex][i].a0.actType != ANULL; i++)
+ insertAction(&_vm._actListArr[actIndex][i]);
+}
+
+void Scheduler::decodeString(char *line) {
+// Decode a string
+ debugC(1, kDebugSchedule, "decodeString(%s)", line);
+
+ static char cypher[] = "Copyright 1992, Gray Design Associates";
+
+ for (uint16 i = 0; i < strlen(line); i++)
+ line[i] -= cypher[i % strlen(cypher)];
+ debugC(1, kDebugSchedule, "result : %s", line);
+}
+
+event_t *Scheduler::doAction(event_t *curEvent) {
+// This function performs the action in the event structure pointed to by p
+// It dequeues the event and returns it to the free list. It returns a ptr
+// to the next action in the list, except special case of NEW_SCREEN
+ event_t *wrkEvent; // Save ev_p->next_p for return
+ event_t *saveEvent; // Used in DEL_EVENTS
+ char *response; // User's response string
+ object_t *obj1;
+ object_t *obj2;
+ int dx, dy;
+ act *action; // Ptr to action structure
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ action = curEvent->action;
+ debugC(1, kDebugSchedule, "doAction - Event action type : %d", action->a0.actType);
+
+ switch (action->a0.actType) {
+ case ANULL: // Big NOP from DEL_EVENTS
+ break;
+ case ASCHEDULE: // act0: Schedule an action list
+ insertActionList(action->a0.actIndex);
+ break;
+ case START_OBJ: // act1: Start an object cycling
+ _vm._objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
+ _vm._objects[action->a1.objNumb].cycling = action->a1.cycle;
+ break;
+ case INIT_OBJXY: // act2: Initialise an object
+ _vm._objects[action->a2.objNumb].x = action->a2.x; // Coordinates
+ _vm._objects[action->a2.objNumb].y = action->a2.y;
+ break;
+ case PROMPT: // act3: Prompt user for key phrase
+// TODO : Add specific code for Hugo 1 DOS, which is handled differently,
+ response = Utils::Box(BOX_PROMPT, _vm.file().fetchString(action->a3.promptIndex));
+
+ warning("STUB: doAction(act3), expecting answer %s", response);
+
+// TODO : The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block
+#if 0
+ bool found;
+ char *tmpStr; // General purpose string ptr
+
+ for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
+ tmpStr = _vm.file().Fetch_string(action->a3.responsePtr[dx]);
+ if (strstr(_vm.parser().strlwr(response) , tmpStr))
+ found = true;
+ }
+
+ if (found)
+ insertActionList(action->a3.actPassIndex);
+ else
+ insertActionList(action->a3.actFailIndex);
+#endif
+
+//HACK: As the answer is not read, currently it's always considered correct
+ insertActionList(action->a3.actPassIndex);
+ break;
+ case BKGD_COLOR: // act4: Set new background color
+ HugoEngine::get().screen().setBackgroundColor(action->a4.newBackgroundColor);
+ break;
+ case INIT_OBJVXY: // act5: Initialise an object
+ _vm._objects[action->a5.objNumb].vx = action->a5.vx; // velocities
+ _vm._objects[action->a5.objNumb].vy = action->a5.vy;
+ break;
+ case INIT_CARRY: // act6: Initialise an object
+ _vm._objects[action->a6.objNumb].carriedFl = action->a6.carriedFl; // carried status
+ break;
+ case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
+ _vm._objects[action->a7.objNumb].x = _vm._hero->x - 1;
+ _vm._objects[action->a7.objNumb].y = _vm._hero->y + _vm._hero->currImagePtr->y2 - 1;
+ _vm._objects[action->a7.objNumb].screenIndex = *_vm._screen_p; // Don't forget screen!
+ break;
+ case NEW_SCREEN: // act8: Start new screen
+ newScreen(action->a8.screenIndex);
+ break;
+ case INIT_OBJSTATE: // act9: Initialise an object state
+ _vm._objects[action->a9.objNumb].state = action->a9.newState;
+ break;
+ case INIT_PATH: // act10: Initialise an object path and velocity
+ _vm._objects[action->a10.objNumb].pathType = (path_t) action->a10.newPathType;
+ _vm._objects[action->a10.objNumb].vxPath = action->a10.vxPath;
+ _vm._objects[action->a10.objNumb].vyPath = action->a10.vyPath;
+ break;
+ case COND_R: // act11: action lists conditional on object state
+ if (_vm._objects[action->a11.objNumb].state == action->a11.stateReq)
+ insertActionList(action->a11.actPassIndex);
+ else
+ insertActionList(action->a11.actFailIndex);
+ break;
+ case TEXT: // act12: Text box (CF WARN)
+ Utils::Box(BOX_ANY, _vm.file().fetchString(action->a12.stringIndex)); // Fetch string from file
+ break;
+ case SWAP_IMAGES: // act13: Swap 2 object images
+ swapImages(action->a13.obj1, action->a13.obj2);
+ break;
+ case COND_SCR: // act14: Conditional on current screen
+ if (_vm._objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
+ insertActionList(action->a14.actPassIndex);
+ else
+ insertActionList(action->a14.actFailIndex);
+ break;
+ case AUTOPILOT: // act15: Home in on a (stationary) object
+ // object p1 will home in on object p2
+ obj1 = &_vm._objects[action->a15.obj1];
+ obj2 = &_vm._objects[action->a15.obj2];
+ obj1->pathType = AUTO;
+ dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
+ dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
+
+ if (dx == 0) // Don't EVER divide by zero!
+ dx = 1;
+ if (dy == 0)
+ dy = 1;
+
+ if (abs(dx) > abs(dy)) {
+ obj1->vx = action->a15.dx * -SIGN(dx);
+ obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy);
+ } else {
+ obj1->vy = action->a15.dy * -SIGN(dy);
+ obj1->vx = abs((action->a15.dx * dx) / dy) * -SIGN(dx);
+ }
+ break;
+ case INIT_OBJ_SEQ: // act16: Set sequence number to use
+ // Note: Don't set a sequence at time 0 of a new screen, it causes
+ // problems clearing the boundary bits of the object! t>0 is safe
+ _vm._objects[action->a16.objNumb].currImagePtr = _vm._objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
+ break;
+ case SET_STATE_BITS: // act17: OR mask with curr obj state
+ _vm._objects[action->a17.objNumb].state |= action->a17.stateMask;
+ break;
+ case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
+ _vm._objects[action->a18.objNumb].state &= ~action->a18.stateMask;
+ break;
+ case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
+ if ((_vm._objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
+ insertActionList(action->a19.actPassIndex);
+ else
+ insertActionList(action->a19.actFailIndex);
+ break;
+ case DEL_EVENTS: // act20: Remove all events of this action type
+ // Note: actions are not deleted here, simply turned into NOPs!
+ wrkEvent = _headEvent; // The earliest event
+ while (wrkEvent) { // While events found in list
+ saveEvent = wrkEvent->nextEvent;
+ if (wrkEvent->action->a20.actType == action->a20.actTypeDel)
+ delQueue(wrkEvent);
+ wrkEvent = saveEvent;
+ }
+ break;
+ case GAMEOVER: // act21: Game over!
+ // NOTE: Must wait at least 1 tick before issuing this action if
+ // any objects are to be made invisible!
+ gameStatus.gameOverFl = true;
+ break;
+ case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
+ _vm._objects[action->a22.objNumb].x = _vm._hero->x;
+ _vm._objects[action->a22.objNumb].y = _vm._hero->y;
+ _vm._objects[action->a22.objNumb].screenIndex = *_vm._screen_p;// Don't forget screen!
+ break;
+ case EXIT: // act23: Exit game back to DOS
+ _vm.endGame();
+ break;
+ case BONUS: // act24: Get bonus score for action
+ processBonus(action->a24.pointIndex);
+ break;
+ case COND_BOX: // act25: Conditional on bounding box
+ obj1 = &_vm._objects[action->a25.objNumb];
+ dx = obj1->x + obj1->currImagePtr->x1;
+ dy = obj1->y + obj1->currImagePtr->y2;
+ if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
+ (dy >= action->a25.y1) && (dy <= action->a25.y2))
+ insertActionList(action->a25.actPassIndex);
+ else
+ insertActionList(action->a25.actFailIndex);
+ break;
+ case SOUND: // act26: Play a sound (or tune)
+ if (action->a26.soundIndex < _vm._tunesNbr)
+ _vm.sound().playMusic(action->a26.soundIndex);
+ else
+ _vm.sound().playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI);
+ break;
+ case ADD_SCORE: // act27: Add object's value to score
+ _vm.adjustScore(_vm._objects[action->a27.objNumb].objValue);
+ break;
+ case SUB_SCORE: // act28: Subtract object's value from score
+ _vm.adjustScore(-_vm._objects[action->a28.objNumb].objValue);
+ break;
+ case COND_CARRY: // act29: Conditional on object being carried
+ if (_vm._objects[action->a29.objNumb].carriedFl)
+ insertActionList(action->a29.actPassIndex);
+ else
+ insertActionList(action->a29.actFailIndex);
+ break;
+ case INIT_MAZE: // act30: Enable and init maze structure
+ _maze.enabledFl = true;
+ _maze.size = action->a30.mazeSize;
+ _maze.x1 = action->a30.x1;
+ _maze.y1 = action->a30.y1;
+ _maze.x2 = action->a30.x2;
+ _maze.y2 = action->a30.y2;
+ _maze.x3 = action->a30.x3;
+ _maze.x4 = action->a30.x4;
+ _maze.firstScreenIndex = action->a30.firstScreenIndex;
+ break;
+ case EXIT_MAZE: // act31: Disable maze mode
+ _maze.enabledFl = false;
+ break;
+ case INIT_PRIORITY:
+ _vm._objects[action->a32.objNumb].priority = action->a32.priority;
+ break;
+ case INIT_SCREEN:
+ _vm._objects[action->a33.objNumb].screenIndex = action->a33.screenIndex;
+ break;
+ case AGSCHEDULE: // act34: Schedule a (global) action list
+ insertActionList(action->a34.actIndex);
+ break;
+ case REMAPPAL: // act35: Remap a palette color
+ HugoEngine::get().screen().remapPal(action->a35.oldColorIndex, action->a35.newColorIndex);
+ break;
+ case COND_NOUN: // act36: Conditional on noun mentioned
+ if (_vm.parser().isWordPresent(_vm._arrayNouns[action->a36.nounIndex]))
+ insertActionList(action->a36.actPassIndex);
+ else
+ insertActionList(action->a36.actFailIndex);
+ break;
+ case SCREEN_STATE: // act37: Set new screen state
+ _vm._screenStates[action->a37.screenIndex] = action->a37.newState;
+ break;
+ case INIT_LIPS: // act38: Position lips on object
+ _vm._objects[action->a38.lipsObjNumb].x = _vm._objects[action->a38.objNumb].x + action->a38.dxLips;
+ _vm._objects[action->a38.lipsObjNumb].y = _vm._objects[action->a38.objNumb].y + action->a38.dyLips;
+ _vm._objects[action->a38.lipsObjNumb].screenIndex = *_vm._screen_p; // Don't forget screen!
+ _vm._objects[action->a38.lipsObjNumb].cycling = CYCLE_FORWARD;
+ break;
+ case INIT_STORY_MODE: // act39: Init story_mode flag
+ // This is similar to the QUIET path mode, except that it is
+ // independant of it and it additionally disables the ">" prompt
+ gameStatus.storyModeFl = action->a39.storyModeFl;
+
+ // End the game after story if this is special vendor demo mode
+ if (gameStatus.demoFl && action->a39.storyModeFl == false)
+ _vm.endGame();
+ break;
+ case WARN: // act40: Text box (CF TEXT)
+ Utils::Box(BOX_OK, _vm.file().fetchString(action->a40.stringIndex));
+ break;
+ case COND_BONUS: // act41: Perform action if got bonus
+ if (_vm._points[action->a41.BonusIndex].scoredFl)
+ insertActionList(action->a41.actPassIndex);
+ else
+ insertActionList(action->a41.actFailIndex);
+ break;
+ case TEXT_TAKE: // act42: Text box with "take" message
+ Utils::Box(BOX_ANY, TAKE_TEXT, _vm._arrayNouns[_vm._objects[action->a42.objNumb].nounIndex][TAKE_NAME]);
+ break;
+ case YESNO: // act43: Prompt user for Yes or No
+ warning("doAction(act43) - Yes/No Box");
+ if (Utils::Box(BOX_YESNO, _vm.file().fetchString(action->a43.promptIndex)) != NULL)
+ insertActionList(action->a43.actYesIndex);
+ else
+ insertActionList(action->a43.actNoIndex);
+ break;
+ case STOP_ROUTE: // act44: Stop any route in progress
+ gameStatus.routeIndex = -1;
+ break;
+ case COND_ROUTE: // act45: Conditional on route in progress
+ if (gameStatus.routeIndex >= action->a45.routeIndex)
+ insertActionList(action->a45.actPassIndex);
+ else
+ insertActionList(action->a45.actFailIndex);
+ break;
+ case INIT_JUMPEXIT: // act46: Init status.jumpexit flag
+ // This is to allow left click on exit to get there immediately
+ // For example the plane crash in Hugo2 where hero is invisible
+ // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1
+ gameStatus.jumpExitFl = action->a46.jumpExitFl;
+ break;
+ case INIT_VIEW: // act47: Init object.viewx, viewy, dir
+ _vm._objects[action->a47.objNumb].viewx = action->a47.viewx;
+ _vm._objects[action->a47.objNumb].viewy = action->a47.viewy;
+ _vm._objects[action->a47.objNumb].direction = action->a47.direction;
+ break;
+ case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
+ // Note: Don't set a sequence at time 0 of a new screen, it causes
+ // problems clearing the boundary bits of the object! t>0 is safe
+ _vm._objects[action->a48.objNumb].currImagePtr = _vm._objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
+ for (dx = 0; dx < action->a48.frameIndex; dx++)
+ _vm._objects[action->a48.objNumb].currImagePtr = _vm._objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
+ break;
+ case OLD_SONG:
+ //TODO For Hugo 1 and Hugo2 DOS: The songs were not stored in a DAT file, but directly as
+ //strings. the current play_music should be modified to use a strings instead of reading
+ //the file, in those cases. This replaces, for those DOS versions, act26.
+ warning("STUB: doAction(act49)");
+ break;
+ default:
+ Utils::Error(EVNT_ERR, "doAction");
+ break;
+ }
+
+ if (action->a0.actType == NEW_SCREEN) // New_screen() deletes entire list
+ return (NULL); // next_p = NULL since list now empty
+ else {
+ wrkEvent = curEvent->nextEvent;
+ delQueue(curEvent); // Return event to free list
+ return(wrkEvent); // Return next event ptr
+ }
+}
+
+// This is the scheduler which runs every tick. It examines the event queue
+// for any events whose time has come. It dequeues these events and performs
+// the action associated with the event, returning it to the free queue
+void Scheduler::runScheduler() {
+ debugC(6, kDebugSchedule, "runScheduler");
+
+ status_t &gameStatus = _vm.getGameStatus();
+
+ event_t *curEvent = _headEvent; // The earliest event
+ while (curEvent && curEvent->time <= gameStatus.tick) // While mature events found
+ curEvent = doAction(curEvent); // Perform the action (returns next_p)
+ gameStatus.tick++; // Accessed elsewhere via getTicks()
+}
+
+uint32 Scheduler::getTicks() {
+// Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
+ debugC(3, kDebugSchedule, "getTicks");
+
+ return _vm.getGameStatus().tick;
+}
+
+void Scheduler::processBonus(int bonusIndex) {
+// Add indecated bonus to score if not added already
+ debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex);
+
+ if (!_vm._points[bonusIndex].scoredFl) {
+ _vm.adjustScore(_vm._points[bonusIndex].score);
+ _vm._points[bonusIndex].scoredFl = true;
+ }
+}
+
+// Transition to a new screen as follows:
+// 1. Clear out all non-global events from event list.
+// 2. Set the new screen (in the hero object and any carried objects)
+// 3. Read in the screen files for the new screen
+// 4. Schedule action list for new screen
+// 5. Initialise prompt line and status line
+void Scheduler::newScreen(int screenIndex) {
+ debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex);
+
+ // Make sure the background file exists!
+ if (!_vm.isPacked()) {
+ char line[32];
+ if (!_vm.file().fileExists(strcat(strncat(strcpy(line, _vm._picDir), _vm._screenNames[screenIndex], NAME_LEN), BKGEXT)) &&
+ !_vm.file().fileExists(strcat(strcpy(line, _vm._screenNames[screenIndex]), ".ART"))) {
+ Utils::Box(BOX_ANY, _vm._textSchedule[kSsNoBackground]);
+ return;
+ }
+ }
+
+ // 1. Clear out all local events
+ event_t *curEvent = _headEvent; // The earliest event
+ event_t *wrkEvent; // Event ptr
+ while (curEvent) { // While mature events found
+ wrkEvent = curEvent->nextEvent; // Save p (becomes undefined after Del)
+ if (curEvent->localActionFl)
+ delQueue(curEvent); // Return event to free list
+ curEvent = wrkEvent;
+ }
+
+ // 2. Set the new screen in the hero object and any being carried
+ _vm.setNewScreen(screenIndex);
+
+ // 3. Read in new screen files
+ _vm.readScreenFiles(screenIndex);
+
+ // 4. Schedule action list for this screen
+ _vm.screenActions(screenIndex);
+
+ // 5. Initialise prompt line and status line
+ _vm.initNewScreenDisplay();
+}
+
+// Write the event queue to the file with handle f
+// Note that we convert all the event structure ptrs to indexes
+// using -1 for NULL. We can't convert the action ptrs to indexes
+// so we save address of first dummy action ptr to compare on restore.
+void Scheduler::saveEvents(Common::WriteStream *f) {
+ uint32 curTime;
+ event_t saveEvents_[kMaxEvents]; // Convert event ptrs to indexes
+ event_t *wrkEvent; // Event ptr
+ int16 freeIndex; // Free list index
+ int16 headIndex; // Head of list index
+ int16 tailIndex; // Tail of list index
+
+ debugC(1, kDebugSchedule, "saveEvents");
+
+ curTime = getTicks();
+
+ // Convert event ptrs to indexes
+ for (int16 i = 0; i < kMaxEvents; i++) {
+ wrkEvent = &_events[i];
+ saveEvents_[i] = *wrkEvent;
+ saveEvents_[i].prevEvent = (wrkEvent->prevEvent == NULL) ? (event_t *) - 1 : (event_t *)(wrkEvent->prevEvent - _events);
+ saveEvents_[i].nextEvent = (wrkEvent->nextEvent == NULL) ? (event_t *) - 1 : (event_t *)(wrkEvent->nextEvent - _events);
+ }
+ freeIndex = (_freeEvent == 0) ? -1 : _freeEvent - _events;
+ headIndex = (_headEvent == 0) ? -1 : _headEvent - _events;
+ tailIndex = (_tailEvent == 0) ? -1 : _tailEvent - _events;
+
+ f->write(&curTime, sizeof(curTime));
+ f->write(&freeIndex, sizeof(freeIndex));
+ f->write(&headIndex, sizeof(headIndex));
+ f->write(&tailIndex, sizeof(tailIndex));
+ f->write(saveEvents_, sizeof(saveEvents_));
+}
+
+// Restore the event list from file with handle f
+void Scheduler::restoreEvents(Common::SeekableReadStream *f) {
+ uint32 curTime, saveTime;
+ event_t *wrkEvent; // Event ptr
+ event_t savedEvents[kMaxEvents]; // Convert event ptrs to indexes
+ int16 freeIndex; // Free list index
+ int16 headIndex; // Head of list index
+ int16 tailIndex; // Tail of list index
+
+ debugC(1, kDebugSchedule, "restoreEvents");
+
+ f->read(&saveTime, sizeof(saveTime)); // time of save
+ f->read(&freeIndex, sizeof(freeIndex));
+ f->read(&headIndex, sizeof(headIndex));
+ f->read(&tailIndex, sizeof(tailIndex));
+ f->read(savedEvents, sizeof(savedEvents));
+
+ // Restore events indexes to pointers
+ for (int i = 0; i < kMaxEvents; i++) {
+ wrkEvent = &savedEvents[i];
+ _events[i] = *wrkEvent;
+ _events[i].prevEvent = (wrkEvent->prevEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->prevEvent ];
+ _events[i].nextEvent = (wrkEvent->nextEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->nextEvent ];
+ }
+ _freeEvent = (freeIndex == -1) ? NULL : &_events[freeIndex];
+ _headEvent = (headIndex == -1) ? NULL : &_events[headIndex];
+ _tailEvent = (tailIndex == -1) ? NULL : &_events[tailIndex];
+
+ // Adjust times to fit our time
+ curTime = getTicks();
+ wrkEvent = _headEvent; // The earliest event
+ while (wrkEvent) { // While mature events found
+ wrkEvent->time = wrkEvent->time - saveTime + curTime;
+ wrkEvent = wrkEvent->nextEvent;
+ }
+}
+
+void Scheduler::restoreScreen(int screenIndex) {
+// Transition to a new screen as follows:
+// 1. Set the new screen (in the hero object and any carried objects)
+// 2. Read in the screen files for the new screen
+// 3. Initialise prompt line and status line
+
+ debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex);
+
+ // 1. Set the new screen in the hero object and any being carried
+ _vm.setNewScreen(screenIndex);
+
+ // 2. Read in new screen files
+ _vm.readScreenFiles(screenIndex);
+
+ // 3. Initialise prompt line and status line
+ _vm.initNewScreenDisplay();
+}
+
+void Scheduler::swapImages(int objNumb1, int objNumb2) {
+// Swap all the images of one object with another. Set hero_image (we make
+// the assumption for now that the first obj is always the HERO) to the object
+// number of the swapped image
+ seqList_t tmpSeqList[MAX_SEQUENCES];
+
+ debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
+
+ _vm.file().saveSeq(&_vm._objects[objNumb1]);
+ memcpy(tmpSeqList, _vm._objects[objNumb1].seqList, sizeof(seqList_t));
+ memcpy(_vm._objects[objNumb1].seqList, _vm._objects[objNumb2].seqList, sizeof(seqList_t));
+ memcpy(_vm._objects[objNumb2].seqList, tmpSeqList, sizeof(seqList_t));
+ _vm.file().restoreSeq(&_vm._objects[objNumb1]);
+ _vm._objects[objNumb2].currImagePtr = _vm._objects[objNumb2].seqList[0].seqPtr;
+ _vm._heroImage = (_vm._heroImage == HERO) ? objNumb2 : HERO;
+
+ // Make sure baseline stays constant
+ _vm._objects[objNumb1].y += _vm._objects[objNumb2].currImagePtr->y2 - _vm._objects[objNumb1].currImagePtr->y2;
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/schedule.h b/engines/hugo/schedule.h
new file mode 100755
index 0000000000..e24bcc0c64
--- /dev/null
+++ b/engines/hugo/schedule.h
@@ -0,0 +1,85 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_SCHEDULE_H
+#define HUGO_SCHEDULE_H
+
+namespace Hugo {
+
+#define kMaxEvents 50 /* Max events in event queue */
+
+struct event_t {
+ act *action; /* Ptr to action to perform */
+ bool localActionFl; /* TRUE if action is only for this screen */
+ uint32 time; /* (absolute) time to perform action */
+ struct event_t *prevEvent; /* Chain to previous event */
+ struct event_t *nextEvent; /* Chain to next event */
+};
+
+class Scheduler {
+public:
+ Scheduler(HugoEngine &vm);
+
+ void initEventQueue();
+ void insertAction(act *action);
+ void insertActionList(uint16 actIndex);
+ void decodeString(char *line);
+ void runScheduler();
+ uint32 getTicks();
+ void processBonus(int bonusIndex);
+ void newScreen(int screenIndex);
+ void restoreEvents(Common::SeekableReadStream *f);
+ void saveEvents(Common::WriteStream *f);
+ void restoreScreen(int screenIndex);
+ void swapImages(int objNumb1, int objNumb2);
+
+private:
+ enum seqTextSchedule {
+ kSsNoBackground = 0,
+ kSsBadSaveGame = 1
+ };
+
+ HugoEngine &_vm;
+
+ event_t _events[kMaxEvents]; /* Statically declare event structures */
+
+ event_t *_freeEvent; /* Free list of event structures */
+ event_t *_headEvent; /* Head of list (earliest time) */
+ event_t *_tailEvent; /* Tail of list (latest time) */
+
+ event_t *getQueue();
+ void delQueue(event_t *curEvent);
+ event_t *doAction(event_t *curEvent);
+};
+
+} // end of namespace Hugo
+#endif //HUGO_SCHEDULE_H
diff --git a/engines/hugo/sound.cpp b/engines/hugo/sound.cpp
new file mode 100755
index 0000000000..3673bda7a6
--- /dev/null
+++ b/engines/hugo/sound.cpp
@@ -0,0 +1,189 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+/* sound.c - sound effects and music support */
+
+#include "common/system.h"
+
+#include "sound/decoders/raw.h"
+#include "sound/audiostream.h"
+
+#include "hugo/hugo.h"
+#include "hugo/game.h"
+#include "hugo/file.h"
+#include "hugo/sound.h"
+
+namespace Hugo {
+
+uint16 SeqID; // Device id of (MIDI) sequencer
+uint16 SeqVolID; // Low level id to set midi volume
+uint16 WavID = 0; // Device id of waveaudio
+
+//HWAVEOUT hwav; // Handle of waveaudio
+//LPWAVEHDR lphdr; // WaveOut structure ptr
+
+SoundHandler::SoundHandler(HugoEngine &vm) : _vm(vm) {
+}
+
+void SoundHandler::setMusicVolume() {
+ /* Set the FM music volume from config.mvolume (0..100%) */
+ warning("STUB: setMusicVolume()");
+
+ // uint32 dwVolume;
+ //
+ // if (config.music) {
+ // dwVolume = config.mvolume * 0xffffL / 100; // Convert % to 0..0xffff
+ // dwVolume |= dwVolume << 16; // Set volume in both stereo words
+ // midiOutSetVolume(SeqVolID, dwVolume);
+ // }
+}
+
+void SoundHandler::stopSound() {
+ /* Stop any sound that might be playing */
+ warning("STUB: stopSound()");
+
+ // waveOutReset(hwav);
+ // waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR));
+}
+
+void SoundHandler::stopMusic() {
+ /* Stop any tune that might be playing */
+ warning("STUB: stopMusic()");
+ //mciSendCommand(SeqID, MCI_CLOSE, MCI_WAIT, 0);
+}
+
+void SoundHandler::toggleMusic() {
+// Turn music on and off
+ if (_config.musicFl)
+ stopMusic();
+ _config.musicFl = !_config.musicFl;
+ initSound(RESET);
+}
+
+void SoundHandler::toggleSound() {
+// Turn digitized sound on and off
+ _config.soundFl = !_config.soundFl;
+ initSound(RESET);
+}
+
+void SoundHandler::playMIDI(sound_pt seq_p, uint16 size) {
+// Write supplied midi data to a temp file for MCI interface
+// If seq_p is NULL, delete temp file
+
+ warning("STUB: playMIDI()");
+}
+
+
+void SoundHandler::playMusic(int16 tune) {
+ /* Read a tune sequence from the sound database and start playing it */
+ sound_pt seqPtr; // Sequence data from file
+ uint16 size; // Size of sequence data
+
+ if (_config.musicFl) {
+ _vm.getGameStatus().song = tune;
+ seqPtr = _vm.file().getSound(tune, &size);
+ playMIDI(seqPtr, size);
+ }
+}
+
+
+void SoundHandler::playSound(int16 sound, stereo_t channel, byte priority) {
+ /* Produce various sound effects on supplied stereo channel(s) */
+ /* Override currently playing sound only if lower or same priority */
+
+ // uint32 dwVolume; // Left, right volume of sound
+ sound_pt sound_p; // Sound data
+ uint16 size; // Size of data
+ static byte curPriority = 0; // Priority of currently playing sound
+ //
+ /* Sound disabled */
+ if (!_config.soundFl || !_vm._mixer->isReady())
+ return;
+ //
+ // // See if last wave still playing - if so, check priority
+ // if (waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR)) == WAVERR_STILLPLAYING)
+ // if (priority < curPriority) // Don't override unless priority >= current
+ // return;
+ // else
+ // Stop_sound();
+ curPriority = priority;
+ //
+ /* Get sound data */
+ if ((sound_p = _vm.file().getSound(sound, &size)) == NULL)
+ return;
+
+ Audio::AudioStream *stream = Audio::makeRawStream(sound_p, size, 11025, Audio::FLAG_UNSIGNED);
+ _vm._mixer->playStream(Audio::Mixer::kSpeechSoundType, &_soundHandle, stream);
+
+}
+
+void SoundHandler::initSound(inst_t action) {
+ /* Initialize for MCI sound and midi */
+
+ warning("STUB: initSound()");
+}
+
+void SoundHandler::pauseSound(bool activeFl, int hTask) {
+// Pause and restore music, sound on losing activity to hTask
+// Don't stop music if we are parent of new task, i.e. WinHelp()
+// or config.music_bkg is TRUE.
+
+//TODO: Is 'hTask' still useful ?
+
+ static bool firstFl = true;
+ static bool musicFl, soundFl;
+
+ if (firstFl) {
+ firstFl = false;
+ musicFl = _config.musicFl;
+ soundFl = _config.soundFl;
+ }
+
+ // Kill or restore music, sound
+ if (activeFl) { // Remember states, reset WinHelp flag
+ _config.musicFl = musicFl;
+ _config.soundFl = soundFl;
+ _vm.getGameStatus().helpFl = false;
+ } else { // Store states and disable
+ musicFl = _config.musicFl;
+ soundFl = _config.soundFl;
+
+ // Don't disable music during WinHelp() or config.music_bkg
+ if (!_vm.getGameStatus().helpFl && !_config.backgroundMusicFl) {
+ _config.musicFl = false;
+ _config.soundFl = false;
+ }
+ }
+ initSound(RESET);
+}
+
+} // end of namespace Hugo
diff --git a/engines/hugo/sound.h b/engines/hugo/sound.h
new file mode 100755
index 0000000000..a9136b99e1
--- /dev/null
+++ b/engines/hugo/sound.h
@@ -0,0 +1,63 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_SOUND_H
+#define HUGO_SOUND_H
+
+#include "sound/mixer.h"
+
+namespace Hugo {
+
+class SoundHandler {
+public:
+ SoundHandler(HugoEngine &vm);
+
+ void toggleMusic();
+ void toggleSound();
+ void setMusicVolume();
+ void playMusic(short tune);
+ void playSound(short sound, stereo_t channel, byte priority);
+ void initSound(inst_t action);
+
+private:
+ HugoEngine &_vm;
+ Audio::SoundHandle _soundHandle;
+
+ void stopSound();
+ void stopMusic();
+ void playMIDI(sound_pt seq_p, uint16 size);
+ void pauseSound(bool activeFl, int hTask);
+
+};
+
+} // end of namespace Hugo
+#endif //HUGO_SOUND_H
diff --git a/engines/hugo/util.cpp b/engines/hugo/util.cpp
new file mode 100755
index 0000000000..f623583fd1
--- /dev/null
+++ b/engines/hugo/util.cpp
@@ -0,0 +1,215 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+#include "gui/message.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/util.h"
+#include "hugo/sound.h"
+
+namespace Hugo {
+
+int Utils::firstBit(byte data) {
+ /* Returns index (0 to 7) of first 1 in supplied byte, or 8 if not found */
+ int i;
+
+ if (!data)
+ return(8);
+
+ for (i = 0; i < 8; i++) {
+ if ((data << i) & 0x80)
+ break;
+ }
+
+ return(i);
+}
+
+int Utils::lastBit(byte data) {
+ /* Returns index (0 to 7) of last 1 in supplied byte, or 8 if not found */
+ int i;
+ if (!data)
+ return(8);
+
+ for (i = 7; i >= 0; i--) {
+ if ((data << i) & 0x80)
+ break;
+ }
+
+ return(i);
+}
+
+void Utils::reverseByte(byte *data) {
+ /* Reverse the bit order in supplied byte */
+ byte maskIn = 0x80;
+ byte maskOut = 0x01;
+ byte result = 0;
+
+ for (byte i = 0; i < 8; i++, maskIn >>= 1, maskOut <<= 1)
+ if (*data & maskIn)
+ result |= maskOut;
+
+ *data = result;
+}
+
+char *Utils::Box(box_t dismiss, const char *s, ...) {
+ static char buffer[MAX_STRLEN + 1]; // Format text into this
+ va_list marker;
+
+ if (!s) return(NULL); // NULL strings catered for
+
+ if (s[0] == '\0')
+ return(NULL);
+
+ if (strlen(s) > MAX_STRLEN - 100) { // Test length
+ Warn(false, "String too big:\n%s", s);
+ return(NULL);
+ }
+
+ va_start(marker, s);
+ vsprintf(buffer, s, marker); // Format string into buffer
+ va_end(marker);
+
+ //Warn(false, "BOX: %s", buffer);
+ int boxTime = strlen(buffer) * 30;
+ GUI::TimedMessageDialog dialog(buffer, MAX(1500, boxTime));
+ dialog.runModal();
+
+ // TODO: Some boxes (i.e. the combination code for the shed), needs to return an input.
+ return buffer;
+}
+
+void Utils::Warn(bool technote, const char *format, ...) {
+ /* Warning handler. Print supplied message and continue */
+ /* Arguments are same as printf */
+ /* technote TRUE if we are to refer user to technote file */
+ char buffer[WARNLEN];
+ bool soundFl = _config.soundFl;
+ va_list marker;
+
+ _config.soundFl = false; // Kill sound to allow beep sound
+ HugoEngine::get().sound().initSound(RESET);
+
+ va_start(marker, format);
+ vsnprintf(buffer, WARNLEN, format, marker);
+//// if (technote)
+//// strcat (buffer, sTech);
+ //MessageBeep(MB_ICONEXCLAMATION);
+ //MessageBox(hwnd, buffer, "HugoWin Warning", MB_OK | MB_ICONEXCLAMATION);
+ warning("Hugo warning: %s", buffer);
+ va_end(marker);
+
+ //sndPlaySound(NULL, 0); // Stop beep and restore sound
+
+ _config.soundFl = soundFl;
+ HugoEngine::get().sound().initSound(RESET);
+}
+
+void Utils::Error(int error_type, const char *format, ...) {
+ /* Fatal error handler. Reset environment, print error and exit */
+ /* Arguments are same as printf */
+ va_list marker;
+ char buffer[ERRLEN + 1];
+ bool fatal = true; // Fatal error, else continue
+
+ switch (error_type) {
+ case FILE_ERR:
+// case FONT_ERR:
+ strcpy(buffer, HugoEngine::get()._textUtil[kErr1]);
+ break;
+ case WRITE_ERR:
+ strcpy(buffer, HugoEngine::get()._textUtil[kErr2]);
+ fatal = false; // Allow continuation
+ break;
+ case PCCH_ERR:
+ strcpy(buffer, HugoEngine::get()._textUtil[kErr3]);
+ break;
+ case HEAP_ERR:
+ strcpy(buffer, HugoEngine::get()._textUtil[kErr4]);
+ break;
+ case SOUND_ERR:
+ strcpy(buffer, HugoEngine::get()._textUtil[kErr5]);
+ break;
+// case TIMER_ERR:
+// strcpy(buffer, HugoEngine::get()._textUtil[kObsoleteErr1]);
+// break;
+// case VBX_ERR:
+// strcpy(buffer, HugoEngine::get()._textUtil[kObsoleteErr2]);
+// break;
+ default:
+ strcpy(buffer, HugoEngine::get()._textUtil[kErr6]);
+ break;
+ }
+
+ if (fatal)
+ HugoEngine::get().shutdown(); // Restore any devices before exit
+
+ va_start(marker, format);
+ snprintf(&buffer[strlen(buffer)], ERRLEN - strlen(buffer), format, marker);
+ //MessageBeep(MB_ICONEXCLAMATION);
+ //MessageBox(hwnd, buffer, "HugoWin Error", MB_OK | MB_ICONEXCLAMATION);
+ warning("Hugo Error: %s", buffer);
+ va_end(marker);
+
+ if (fatal)
+ exit(1);
+}
+
+void Utils::gameOverMsg(void) {
+ // Print options for user when dead
+ //MessageBox(hwnd, gameoverstring, "Be more careful next time!", MB_OK | MB_ICONINFORMATION);
+ warning("STUB: Gameover_msg(): %s", HugoEngine::get()._textUtil[kGameOver]);
+}
+
+#if 0
+// Strangerke: Useless?
+void Utils::Debug_out(char *format, ...) {
+ /* Write debug info to file */
+ static FILE *fp = NULL;
+ va_list marker;
+
+ if (HugoEngine::get().getGameStatus().debugFl) {
+ /* Create/truncate if first call, else append */
+ if ((fp = fopen("debug.txt", fp == NULL ? "w" : "a")) == NULL) {
+ Error(WRITE_ERR, "debug.txt");
+ return;
+ }
+
+ va_start(marker, format);
+ vfprintf(fp, format, marker);
+ va_end(marker);
+ fclose(fp);
+ }
+}
+#endif
+} // end of namespace Hugo
diff --git a/engines/hugo/util.h b/engines/hugo/util.h
new file mode 100755
index 0000000000..aa58c5e2f1
--- /dev/null
+++ b/engines/hugo/util.h
@@ -0,0 +1,63 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#ifndef HUGO_UTIL_H
+#define HUGO_UTIL_H
+
+namespace Hugo {
+
+enum seqTextUtil {
+ kTech = 0,
+ kErr1 = 1,
+ kErr2 = 2,
+ kErr3 = 3,
+ kErr4 = 4,
+ kErr5 = 5,
+ kErr6 = 6,
+ kGameOver = 7
+// kObsoleteErr1 = 8,
+// kObsoleteErr2 = 9
+};
+
+namespace Utils {
+int firstBit(byte data);
+int lastBit(byte data);
+void reverseByte(byte *data);
+void Warn(bool technote, const char *format, ...);
+void Error(int code, const char *format, ...);
+void gameOverMsg();
+// void Debug_out(char *format, ...);
+char *Box(box_t, const char *, ...);
+}
+
+} // Namespace Hugo
+#endif