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Diffstat (limited to 'engines/hugo/engine.cpp')
-rwxr-xr-x | engines/hugo/engine.cpp | 993 |
1 files changed, 993 insertions, 0 deletions
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 |