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+/* 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