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Diffstat (limited to 'engines/hugo/engine.cpp')
-rw-r--r-- | engines/hugo/engine.cpp | 968 |
1 files changed, 0 insertions, 968 deletions
diff --git a/engines/hugo/engine.cpp b/engines/hugo/engine.cpp deleted file mode 100644 index d1d3e92cb2..0000000000 --- a/engines/hugo/engine.cpp +++ /dev/null @@ -1,968 +0,0 @@ -/* 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 = true; // Force initial save - _status.storyModeFl = false; // Not in story mode - _status.gameOverFl = false; // Hero not knobbled yet - _status.recordFl = false; // Not record mode - _status.playbackFl = false; // Not playback mode - _status.demoFl = false; // Not demo mode - _status.textBoxFl = false; // Not processing a text box -// Strangerke - Not used ? -// _status.mmtime = false; // Multimedia timer support - _status.lookFl = false; // Toolbar "look" button - _status.recallFl = false; // Toolbar "recall" button - _status.leftButtonFl = false; // Left mouse button pressed - _status.rightButtonFl = false; // Right mouse button pressed - _status.newScreenFl = false; // Screen not just loaded - _status.jumpExitFl = false; // Can't jump to a screen exit - _status.godModeFl = false; // No special cheats allowed - _status.helpFl = false; // Not calling WinHelp() - _status.doQuitFl = false; - _status.path[0] = 0; // Path to write files - _status.saveSlot = 0; // Slot to save/restore game - _status.screenWidth = 0; // Desktop screen width - - // Initialize every start of new game - _status.tick = 0; // Tick count - _status.saveTick = 0; // Time of last save - _status.viewState = V_IDLE; // View state - _status.inventoryState = I_OFF; // Inventory icon bar state - _status.inventoryHeight = 0; // Inventory icon bar pos - _status.inventoryObjId = -1; // Inventory object selected (none) - _status.routeIndex = -1; // Hero not following a route - _status.go_for = GO_SPACE; // Hero walking to space - _status.go_id = -1; // Hero not walking to anything -} - -// Initialize default config values. Must be done before Initialize(). -// Reset needed to save config.cx,cy which get splatted during OnFileNew() -void HugoEngine::initConfig(inst_t action) { - debugC(1, kDebugEngine, "initConfig(%d)", action); - - switch (action) { - case INSTALL: - _config.musicFl = true; // Music state initially on - _config.soundFl = true; // Sound state initially on - _config.turboFl = false; // Turbo state initially off - _config.backgroundMusicFl = false; // No music when inactive - _config.musicVolume = 85; // Music volume % - _config.soundVolume = 100; // Sound volume % - initPlaylist(_config.playlist); // Initialize default tune playlist - - file().readBootFile(); // Read startup structure - break; - case RESET: - // Find first tune and play it - for (int16 i = 0; i < MAX_TUNES; i++) { - if (_config.playlist[i]) { - sound().playMusic(i); - break; - } - } - - file().initSavedGame(); // Initialize saved game - break; - case RESTORE: - warning("Unhandled action RESTORE"); - break; - } -} - -void HugoEngine::initialize() { - debugC(1, kDebugEngine, "initialize"); - - sound().initSound(); - scheduler().initEventQueue(); // Init scheduler stuff - screen().initDisplay(); // Create Dibs and palette - file().openDatabaseFiles(); // Open database files - calcMaxScore(); // Initialise maxscore - - _rnd = new Common::RandomSource(); - g_eventRec.registerRandomSource(*_rnd, "hugo"); - - _rnd->setSeed(42); // Kick random number generator - - switch (getGameType()) { - case kGameTypeHugo1: - _episode = "\"HUGO'S HOUSE OF HORRORS\""; - _picDir = ""; - break; - case kGameTypeHugo2: - _episode = "\"Hugo's Mystery Adventure\""; - _picDir = "hugo2/"; - break; - case kGameTypeHugo3: - _episode = "\"Hugo's Amazon Adventure\""; - _picDir = "hugo3/"; - break; - default: - error("Unknown game"); - } -} - -// Restore all resources before termination -void HugoEngine::shutdown() { - debugC(1, kDebugEngine, "shutdown"); - - file().closeDatabaseFiles(); - if (_status.recordFl || _status.playbackFl) - file().closePlaybackFile(); - freeObjects(); -} - -void HugoEngine::readObjectImages() { - debugC(1, kDebugEngine, "readObjectImages"); - - for (int i = 0; i < _numObj; i++) - file().readImage(i, &_objects[i]); -} - -// Read the uif image file (inventory icons) -void HugoEngine::readUIFImages() { - debugC(1, kDebugEngine, "readUIFImages"); - - file().readUIFItem(UIF_IMAGES, screen().getGUIBuffer()); // Read all uif images -} - -// Read scenery, overlay files for given screen number -void HugoEngine::readScreenFiles(int screenNum) { - debugC(1, kDebugEngine, "readScreenFiles(%d)", screenNum); - - file().readBackground(screenNum); // Scenery file - memcpy(screen().getBackBuffer(), screen().getFrontBuffer(), sizeof(screen().getFrontBuffer()));// Make a copy - file().readOverlay(screenNum, _boundary, BOUNDARY); // Boundary file - file().readOverlay(screenNum, _overlay, OVERLAY); // Overlay file - file().readOverlay(screenNum, _ovlBase, OVLBASE); // Overlay base file -} - -// Update all object positions. Process object 'local' events -// including boundary events and collisions -void HugoEngine::moveObjects() { - debugC(4, kDebugEngine, "moveObjects"); - - // If route mode enabled, do special route processing - if (_status.routeIndex >= 0) - route().processRoute(); - - // Perform any adjustments to velocity based on special path types - // and store all (visible) object baselines into the boundary file. - // Don't store foreground or background objects - for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - seq_t *currImage = obj->currImagePtr; // Get ptr to current image - if (obj->screenIndex == *_screen_p) { - switch (obj->pathType) { - case CHASE: - case CHASE2: { - int8 radius = obj->radius; // Default to object's radius - if (radius < 0) // If radius infinity, use closer value - radius = DX; - - // Allowable motion wrt boundary - int dx = _hero->x + _hero->currImagePtr->x1 - obj->x - currImage->x1; - int dy = _hero->y + _hero->currImagePtr->y2 - obj->y - currImage->y2 - 1; - if (abs(dx) <= radius) - obj->vx = 0; - else - obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath); - if (abs(dy) <= radius) - obj->vy = 0; - else - obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath); - - // Set first image in sequence (if multi-seq object) - switch (obj->seqNumb) { - case 4: - if (!obj->vx) { // Got 4 directions - if (obj->vx != obj->oldvx) { // vx just stopped - if (dy >= 0) - obj->currImagePtr = obj->seqList[DOWN].seqPtr; - else - obj->currImagePtr = obj->seqList[_UP].seqPtr; - } - } else if (obj->vx != obj->oldvx) { - if (dx > 0) - obj->currImagePtr = obj->seqList[RIGHT].seqPtr; - else - obj->currImagePtr = obj->seqList[LEFT].seqPtr; - } - break; - case 3: - case 2: - if (obj->vx != obj->oldvx) { // vx just stopped - if (dx > 0) // Left & right only - obj->currImagePtr = obj->seqList[RIGHT].seqPtr; - else - obj->currImagePtr = obj->seqList[LEFT].seqPtr; - } - break; - } - - if (obj->vx || obj->vy) - obj->cycling = CYCLE_FORWARD; - else { - obj->cycling = NOT_CYCLING; - boundaryCollision(obj); // Must have got hero! - } - obj->oldvx = obj->vx; - obj->oldvy = obj->vy; - currImage = obj->currImagePtr; // Get (new) ptr to current image - break; - } - case WANDER2: - case WANDER: - if (!_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval - obj->vx = _rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath; - obj->vy = _rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath; - - // Set first image in sequence (if multi-seq object) - if (obj->seqNumb > 1) { - if (!obj->vx && (obj->seqNumb >= 4)) { - if (obj->vx != obj->oldvx) { // vx just stopped - if (obj->vy > 0) - obj->currImagePtr = obj->seqList[DOWN].seqPtr; - else - obj->currImagePtr = obj->seqList[_UP].seqPtr; - } - } else if (obj->vx != obj->oldvx) { - if (obj->vx > 0) - obj->currImagePtr = obj->seqList[RIGHT].seqPtr; - else - obj->currImagePtr = obj->seqList[LEFT].seqPtr; - } - } - obj->oldvx = obj->vx; - obj->oldvy = obj->vy; - currImage = obj->currImagePtr; // Get (new) ptr to current image - } - if (obj->vx || obj->vy) - obj->cycling = CYCLE_FORWARD; - break; - default: - ; // Really, nothing - } - // Store boundaries - if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2); - } - } - - // Move objects, allowing for boundaries - for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - if ((obj->screenIndex == *_screen_p) && (obj->vx || obj->vy)) { - // Only process if it's moving - - // Do object movement. Delta_x,y return allowed movement in x,y - // to move as close to a boundary as possible without crossing it. - seq_t *currImage = obj->currImagePtr; // Get ptr to current image - // object coordinates - int x1 = obj->x + currImage->x1; // Left edge of object - int x2 = obj->x + currImage->x2; // Right edge - int y1 = obj->y + currImage->y1; // Top edge - int y2 = obj->y + currImage->y2; // Bottom edge - - if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - clearBoundary(x1, x2, y2); // Clear our own boundary - - // Allowable motion wrt boundary - int dx = deltaX(x1, x2, obj->vx, y2); - if (dx != obj->vx) { - // An object boundary collision! - boundaryCollision(obj); - obj->vx = 0; - } - - int dy = deltaY(x1, x2, obj->vy, y2); - if (dy != obj->vy) { - // An object boundary collision! - boundaryCollision(obj); - obj->vy = 0; - } - - if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - storeBoundary(x1, x2, y2); // Re-store our own boundary - - obj->x += dx; // Update object position - obj->y += dy; - - // Don't let object go outside screen - if (x1 < EDGE) - obj->x = EDGE2; - if (x2 > (XPIX - EDGE)) - obj->x = XPIX - EDGE2 - (x2 - x1); - if (y1 < EDGE) - obj->y = EDGE2; - if (y2 > (YPIX - EDGE)) - obj->y = YPIX - EDGE2 - (y2 - y1); - - if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2)) - obj->cycling = NOT_CYCLING; - } - } - - // Clear all object baselines from the boundary file. - for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - seq_t *currImage = obj->currImagePtr; // Get ptr to current image - if ((obj->screenIndex == *_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) - clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2); - } - - // If maze mode is enabled, do special maze processing - if (_maze.enabledFl) - processMaze(); -} - -// Return maximum allowed movement (from zero to vx) such that object does -// not cross a boundary (either background or another object) -int HugoEngine::deltaX(int x1, int x2, int vx, int y) { -// Explanation of algorithm: The boundaries are drawn as contiguous -// lines 1 pixel wide. Since DX,DY are not necessarily 1, we must -// detect boundary crossing. If vx positive, examine each pixel from -// x1 old to x2 new, else x2 old to x1 new, both at the y2 line. -// If vx zero, no need to check. If vy non-zero then examine each -// pixel on the line segment x1 to x2 from y old to y new. -// Fix from Hugo I v1.5: -// Note the diff is munged in the return statement to cater for a special -// cases arising from differences in image widths from one sequence to -// another. The problem occurs reversing direction at a wall where the -// new image intersects before the object can move away. This is cured -// by comparing the intersection with half the object width pos. If the -// intersection is in the other half wrt the intended direction, use the -// desired vx, else use the computed delta. i.e. believe the desired vx - - debugC(3, kDebugEngine, "deltaX(%d, %d, %d, %d)", x1, x2, vx, y); - - if (vx == 0) - return 0 ; // Object stationary - - y *= XBYTES; // Offset into boundary file - if (vx > 0) { - // Moving to right - for (int i = x1 >> 3; i <= (x2 + vx) >> 3; i++) {// Search by byte - int b = Utils::firstBit((byte)(_boundary[y + i] | _objBound[y + i])); - if (b < 8) { // b is index or 8 - // Compute x of boundary and test if intersection - b += i << 3; - if ((b >= x1) && (b <= x2 + vx)) - return (b < x1 + ((x2 - x1) >> 1)) ? vx : b - x2 - 1; // return dx - } - } - } else { - // Moving to left - for (int i = x2 >> 3; i >= (x1 + vx) >> 3; i--) {// Search by byte - int b = Utils::lastBit((byte)(_boundary[y + i] | _objBound[y + i])); - if (b < 8) { // b is index or 8 - // Compute x of boundary and test if intersection - b += i << 3; - if ((b >= x1 + vx) && (b <= x2)) - return (b > x1 + ((x2 - x1) >> 1)) ? vx : b - x1 + 1; // return dx - } - } - } - return vx; -} - -// Similar to Delta_x, but for movement in y direction. Special case of -// bytes at end of line segment; must only count boundary bits falling on -// line segment. -int HugoEngine::deltaY(int x1, int x2, int vy, int y) { - debugC(3, kDebugEngine, "deltaY(%d, %d, %d, %d)", x1, x2, vy, y); - - if (vy == 0) - return 0; // Object stationary - - int inc = (vy > 0) ? 1 : -1; - for (int j = y + inc; j != (y + vy + inc); j += inc) { //Search by byte - for (int i = x1 >> 3; i <= x2 >> 3; i++) { - int b = _boundary[j * XBYTES + i] | _objBound[j * XBYTES + i]; - if (b != 0) { // Any bit set - // Make sure boundary bits fall on line segment - if (i == (x2 >> 3)) // Adjust right end - b &= 0xff << ((i << 3) + 7 - x2); - else if (i == (x1 >> 3)) // Adjust left end - b &= 0xff >> (x1 - (i << 3)); - if (b) - return j - y - inc; - } - } - } - return vy; -} - -// Store a horizontal line segment in the object boundary file -void HugoEngine::storeBoundary(int x1, int x2, int y) { - debugC(5, kDebugEngine, "storeBoundary(%d, %d, %d)", x1, x2, y); - - for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line - byte *b = &_objBound[y * XBYTES + i]; // get boundary byte - if (i == x2 >> 3) // Adjust right end - *b |= 0xff << ((i << 3) + 7 - x2); - else if (i == x1 >> 3) // Adjust left end - *b |= 0xff >> (x1 - (i << 3)); - else - *b = 0xff; - } -} - -// Clear a horizontal line segment in the object boundary file -void HugoEngine::clearBoundary(int x1, int x2, int y) { - debugC(5, kDebugEngine, "clearBoundary(%d, %d, %d)", x1, x2, y); - - for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line - byte *b = &_objBound[y * XBYTES + i]; // get boundary byte - if (i == x2 >> 3) // Adjust right end - *b &= ~(0xff << ((i << 3) + 7 - x2)); - else if (i == x1 >> 3) // Adjust left end - *b &= ~(0xff >> (x1 - (i << 3))); - else - *b = 0; - } -} - -// Maze mode is enabled. Check to see whether hero has crossed the maze -// bounding box, if so, go to the next room */ -void HugoEngine::processMaze() { - debugC(1, kDebugEngine, "processMaze"); - - seq_t *currImage = _hero->currImagePtr; // Get ptr to current image - - // hero coordinates - int x1 = _hero->x + currImage->x1; // Left edge of object - int x2 = _hero->x + currImage->x2; // Right edge - int y1 = _hero->y + currImage->y1; // Top edge - int y2 = _hero->y + currImage->y2; // Bottom edge - - if (x1 < _maze.x1) { - // Exit west - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - 1; - _actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1); - _actListArr[_alNewscrIndex][0].a2.y = _hero->y; - _status.routeIndex = -1; - scheduler().insertActionList(_alNewscrIndex); - } else if (x2 > _maze.x2) { - // Exit east - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + 1; - _actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT; - _actListArr[_alNewscrIndex][0].a2.y = _hero->y; - _status.routeIndex = -1; - scheduler().insertActionList(_alNewscrIndex); - } else if (y1 < _maze.y1 - SHIFT) { - // Exit north - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - _maze.size; - _actListArr[_alNewscrIndex][0].a2.x = _maze.x3; - _actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1); - _status.routeIndex = -1; - scheduler().insertActionList(_alNewscrIndex); - } else if (y2 > _maze.y2 - SHIFT / 2) { - // Exit south - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + _maze.size; - _actListArr[_alNewscrIndex][0].a2.x = _maze.x4; - _actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT; - _status.routeIndex = -1; - scheduler().insertActionList(_alNewscrIndex); - } -} - -// Compare function for the quicksort. The sort is to order the objects in -// increasing vertical position, using y+y2 as the baseline -// Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0 -int HugoEngine::y2comp(const void *a, const void *b) { - debugC(6, kDebugEngine, "y2comp"); - - const object_t *p1 = &s_Engine->_objects[*(const byte *)a]; - const object_t *p2 = &s_Engine->_objects[*(const byte *)b]; - - if (p1 == p2) - // Why does qsort try the same indexes? - return 0; - - if (p1->priority == BACKGROUND) - return -1; - - if (p2->priority == BACKGROUND) - return 1; - - if (p1->priority == FOREGROUND) - return 1; - - if (p2->priority == FOREGROUND) - return -1; - - int ay2 = p1->y + p1->currImagePtr->y2; - int by2 = p2->y + p2->currImagePtr->y2; - - return ay2 - by2; -} - -// Draw all objects on screen as follows: -// 1. Sort 'FLOATING' objects in order of y2 (base of object) -// 2. Display new object frames/positions in dib -// Finally, cycle any animating objects to next frame -void HugoEngine::updateImages() { - debugC(5, kDebugEngine, "updateImages"); - - // Initialise the index array to visible objects in current screen - int num_objs = 0; - byte objindex[MAX_OBJECTS]; // Array of indeces to objects - - for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; - if ((obj->screenIndex == *_screen_p) && (obj->cycling >= ALMOST_INVISIBLE)) - objindex[num_objs++] = i; - } - - // Sort the objects into increasing y+y2 (painter's algorithm) - qsort(objindex, num_objs, sizeof(objindex[0]), y2comp); - - // Add each visible object to display list - for (int i = 0; i < num_objs; i++) { - object_t *obj = &_objects[objindex[i]]; - // Count down inter-frame timer - if (obj->frameTimer) - obj->frameTimer--; - - if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible - switch (obj->cycling) { - case NOT_CYCLING: - screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); - break; - case CYCLE_FORWARD: - if (obj->frameTimer) // Not time to see next frame yet - screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); - else - screen().displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL); - break; - case CYCLE_BACKWARD: { - seq_t *seqPtr = obj->currImagePtr; - if (!obj->frameTimer) { // Show next frame - while (seqPtr->nextSeqPtr != obj->currImagePtr) - seqPtr = seqPtr->nextSeqPtr; - } - screen().displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL); - break; - } - default: - break; - } - } - } - - // Cycle any animating objects - for (int i = 0; i < num_objs; i++) { - object_t *obj = &_objects[objindex[i]]; - if (obj->cycling != INVISIBLE) { - // Only if it's visible - if (obj->cycling == ALMOST_INVISIBLE) - obj->cycling = INVISIBLE; - - // Now Rotate to next picture in sequence - switch (obj->cycling) { - case NOT_CYCLING: - break; - case CYCLE_FORWARD: - if (!obj->frameTimer) { - // Time to step to next frame - obj->currImagePtr = obj->currImagePtr->nextSeqPtr; - // Find out if this is last frame of sequence - // If so, reset frame_timer and decrement n_cycle - if (obj->frameInterval || obj->cycleNumb) { - obj->frameTimer = obj->frameInterval; - for (int j = 0; j < obj->seqNumb; j++) { - if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) { - if (obj->cycleNumb) { // Decr cycleNumb if Non-continous - if (!--obj->cycleNumb) - obj->cycling = NOT_CYCLING; - } - } - } - } - } - break; - case CYCLE_BACKWARD: { - if (!obj->frameTimer) { - // Time to step to prev frame - seq_t *seqPtr = obj->currImagePtr; - while (obj->currImagePtr->nextSeqPtr != seqPtr) - obj->currImagePtr = obj->currImagePtr->nextSeqPtr; - // Find out if this is first frame of sequence - // If so, reset frame_timer and decrement n_cycle - if (obj->frameInterval || obj->cycleNumb) { - obj->frameTimer = obj->frameInterval; - for (int j = 0; j < obj->seqNumb; j++) { - if (obj->currImagePtr == obj->seqList[j].seqPtr) { - if (obj->cycleNumb){ // Decr cycleNumb if Non-continous - if (!--obj->cycleNumb) - obj->cycling = NOT_CYCLING; - } - } - } - } - } - break; - } - default: - break; - } - obj->oldx = obj->x; - obj->oldy = obj->y; - } - } -} - -// Return object index of the topmost object under the cursor, or -1 if none -// Objects are filtered if not "useful" -int16 HugoEngine::findObject(uint16 x, uint16 y) { - debugC(3, kDebugEngine, "findObject(%d, %d)", x, y); - - int16 objIndex = -1; // Index of found object - uint16 y2Max = 0; // Greatest y2 - object_t *obj = _objects; - // Check objects on screen - for (int i = 0; i < _numObj; i++, obj++) { - // Object must be in current screen and "useful" - if (obj->screenIndex == *_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) { - seq_t *curImage = obj->currImagePtr; - // Object must have a visible image... - if (curImage != 0 && obj->cycling != INVISIBLE) { - // If cursor inside object - if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) { - // If object is closest so far - if (obj->y + curImage->y2 > y2Max) { - y2Max = obj->y + curImage->y2; - objIndex = i; // Found an object! - } - } - } else { - // ...or a dummy object that has a hotspot rectangle - if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) { - // If cursor inside special rectangle - if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) { - // If object is closest so far - if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) { - y2Max = obj->oldy + obj->vyPath - 1; - objIndex = i; // Found an object! - } - } - } - } - } - } - return objIndex; -} - -// Find a clear space around supplied object that hero can walk to -bool HugoEngine::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) { - debugC(1, kDebugEngine, "findObjectSpace(obj, %d, %d)", *destx, *desty); - - seq_t *curImage = obj->currImagePtr; - int16 y = obj->y + curImage->y2 - 1; - - bool foundFl = true; - // Try left rear corner - for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) { - if (BOUND(x, y)) - foundFl = false; - } - - if (!foundFl) { // Try right rear corner - foundFl = true; - for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) { - if (BOUND(x, y)) - foundFl = false; - } - } - - if (!foundFl) { // Try left front corner - foundFl = true; - y += 2; - for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) { - if (BOUND(x, y)) - foundFl = false; - } - } - - if (!foundFl) { // Try right rear corner - foundFl = true; - for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) { - if (BOUND(x, y)) - foundFl = false; - } - } - - *desty = y; - return foundFl; -} - -// Search background command list for this screen for supplied object. -// Return first associated verb (not "look") or 0 if none found. -char *HugoEngine::useBG(char *name) { - debugC(1, kDebugEngine, "useBG(%s)", name); - - objectList_t p = _backgroundObjects[*_screen_p]; - for (int i = 0; *_arrayVerbs[p[i].verbIndex]; i++) { - if ((name == _arrayNouns[p[i].nounIndex][0] && - p[i].verbIndex != _look) && - ((p[i].roomState == DONT_CARE) || (p[i].roomState == _screenStates[*_screen_p]))) - return _arrayVerbs[p[i].verbIndex][0]; - } - - return 0; -} - -// If status.objid = -1, pick up objid, else use status.objid on objid, -// if objid can't be picked up, use it directly -void HugoEngine::useObject(int16 objId) { - debugC(1, kDebugEngine, "useObject(%d)", objId); - - char *verb; // Background verb to use directly - object_t *obj = &_objects[objId]; // Ptr to object - if (_status.inventoryObjId == -1) { - // Get or use objid directly - if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item - sprintf(_line, "%s %s", _arrayVerbs[_take][0], _arrayNouns[obj->nounIndex][0]); - else if (obj->genericCmd & LOOK) // Look item - sprintf(_line, "%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]); - else if (obj->genericCmd & DROP) // Drop item - sprintf(_line, "%s %s", _arrayVerbs[_drop][0], _arrayNouns[obj->nounIndex][0]); - else if (obj->cmdIndex != 0) // Use non-collectible item if able - sprintf(_line, "%s %s", _arrayVerbs[_cmdList[obj->cmdIndex][1].verbIndex][0], _arrayNouns[obj->nounIndex][0]); - else if ((verb = useBG(_arrayNouns[obj->nounIndex][0])) != 0) - sprintf(_line, "%s %s", verb, _arrayNouns[obj->nounIndex][0]); - else - return; // Can't use object directly - } else { - // Use status.objid on objid - // Default to first cmd verb - sprintf(_line, "%s %s %s", _arrayVerbs[_cmdList[_objects[_status.inventoryObjId].cmdIndex][1].verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]); - - // Check valid use of objects and override verb if necessary - for (uses_t *use = _uses; use->objId != _numObj; use++) { - if (_status.inventoryObjId == use->objId) { - // Look for secondary object, if found use matching verb - bool foundFl = false; - for (target_t *target = use->targets; _arrayNouns[target->nounIndex] != 0; target++) - if (_arrayNouns[target->nounIndex][0] == _arrayNouns[obj->nounIndex][0]) { - foundFl = true; - sprintf(_line, "%s %s %s", _arrayVerbs[target->verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]); - } - - // No valid use of objects found, print failure string - if (!foundFl) { - // Deselect dragged icon if inventory not active - if (_status.inventoryState != I_ACTIVE) - _status.inventoryObjId = -1; - Utils::Box(BOX_ANY, "%s", _textData[use->dataIndex]); - return; - } - } - } - } - - if (_status.inventoryState == I_ACTIVE) // If inventory active, remove it - _status.inventoryState = I_UP; - _status.inventoryObjId = -1; // Deselect any dragged icon - parser().lineHandler(); // and process command -} - -// Issue "Look at <object>" command -// Note special case of swapped hero image -void HugoEngine::lookObject(object_t *obj) { - debugC(1, kDebugEngine, "lookObject"); - - if (obj == _hero) - // Hero swapped - look at other - obj = &_objects[_heroImage]; - - parser().command("%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]); -} - -// Free all object images -void HugoEngine::freeObjects() { - debugC(1, kDebugEngine, "freeObjects"); - - // Nothing to do if not allocated yet - if (_hero->seqList[0].seqPtr == 0) - return; - - // Free all sequence lists and image data - for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; - for (int j = 0; j < obj->seqNumb; j++) { // for each sequence - seq_t *seq = obj->seqList[j].seqPtr; // Free image - if (seq == 0) // Failure during database load - break; - do { - free(seq->imagePtr); - seq = seq->nextSeqPtr; - } while (seq != obj->seqList[j].seqPtr); - free(seq); // Free sequence record - } - } -} - -// Add action lists for this screen to event queue -void HugoEngine::screenActions(int screenNum) { - debugC(1, kDebugEngine, "screenActions(%d)", screenNum); - - uint16 *screenAct = _screenActs[screenNum]; - if (screenAct) { - for (int i = 0; screenAct[i]; i++) - scheduler().insertActionList(screenAct[i]); - } -} - -// Set the new screen number into the hero object and any carried objects -void HugoEngine::setNewScreen(int screenNum) { - debugC(1, kDebugEngine, "setNewScreen(%d)", screenNum); - - *_screen_p = screenNum; // HERO object - for (int i = HERO + 1; i < _numObj; i++) { // Any others - if (_objects[i].carriedFl) // being carried - _objects[i].screenIndex = screenNum; - } -} - -// An object has collided with a boundary. See if any actions are required -void HugoEngine::boundaryCollision(object_t *obj) { - debugC(1, kDebugEngine, "boundaryCollision"); - - if (obj == _hero) { - // Hotspots only relevant to HERO - int x; - if (obj->vx > 0) - x = obj->x + obj->currImagePtr->x2; - else - x = obj->x + obj->currImagePtr->x1; - int y = obj->y + obj->currImagePtr->y2; - - for (int i = 0; _hotspots[i].screenIndex >= 0; i++) { - hotspot_t *hotspot = &_hotspots[i]; - if (hotspot->screenIndex == obj->screenIndex) - if ((x >= hotspot->x1) && (x <= hotspot->x2) && (y >= hotspot->y1) && (y <= hotspot->y2)) { - scheduler().insertActionList(hotspot->actIndex); - break; - } - } - } else { - // Check whether an object collided with HERO - int dx = _hero->x + _hero->currImagePtr->x1 - obj->x - obj->currImagePtr->x1; - int dy = _hero->y + _hero->currImagePtr->y2 - obj->y - obj->currImagePtr->y2; - // If object's radius is infinity, use a closer value - int8 radius = obj->radius; - if (radius < 0) - radius = DX * 2; - if ((abs(dx) <= radius) && (abs(dy) <= radius)) - scheduler().insertActionList(obj->actIndex); - } -} - -// 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() { - debugC(1, kDebugEngine, "calcMaxScore"); - - for (int i = 0; i < _numObj; i++) - _maxscore += _objects[i].objValue; - - for (int i = 0; i < _numBonuses; i++) - _maxscore += _points[i].score; -} - -// Exit game, advertise trilogy, show copyright -void HugoEngine::endGame() { - debugC(1, kDebugEngine, "endGame"); - - if (!_boot.registered) - Utils::Box(BOX_ANY, "%s", _textEngine[kEsAdvertise]); - Utils::Box(BOX_ANY, "%s\n%s", _episode, COPYRIGHT); - _status.viewState = V_EXIT; -} - -} // End of namespace Hugo |