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-rw-r--r--engines/hugo/object.cpp695
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diff --git a/engines/hugo/object.cpp b/engines/hugo/object.cpp
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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 Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+#include "common/random.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/object.h"
+#include "hugo/global.h"
+#include "hugo/display.h"
+#include "hugo/file.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+#include "hugo/parser.h"
+
+namespace Hugo {
+
+ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) {
+}
+
+ObjectHandler::~ObjectHandler() {
+}
+
+// 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 ObjectHandler::updateImages() {
+ debugC(5, kDebugEngine, "updateImages");
+
+ // Initialise the index array to visible objects in current screen
+ int num_objs = 0;
+ byte objindex[MAXOBJECTS]; // Array of indeces to objects
+
+ for (int i = 0; i < _vm->_numObj; i++) {
+ object_t *obj = &_objects[i];
+ if ((obj->screenIndex == *_vm->_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:
+ _vm->_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
+ _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
+ else
+ _vm->_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;
+ }
+ _vm->_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;
+ }
+ }
+}
+
+void ObjectHandler::swapImages(int objNumb1, int objNumb2) {
+// Swap all the images of one object with another. Set hero_image (we make
+// the assumption for now that the first obj is always the HERO) to the object
+// number of the swapped image
+ debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
+
+ saveSeq(&_objects[objNumb1]);
+
+ seqList_t tmpSeqList[MAX_SEQUENCES];
+ int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
+
+ memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
+ memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
+ memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
+ restoreSeq(&_objects[objNumb1]);
+ _objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
+ _vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+
+ // Make sure baseline stays constant
+ _objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
+}
+
+void ObjectHandler::saveSeq(object_t *obj) {
+// Save sequence number and image number in given object
+ debugC(1, kDebugFile, "saveSeq");
+
+ bool found = false;
+ for (int j = 0; !found && (j < obj->seqNumb); j++) {
+ seq_t *q = obj->seqList[j].seqPtr;
+ for (int k = 0; !found && (k < obj->seqList[j].imageNbr); k++) {
+ if (obj->currImagePtr == q) {
+ found = true;
+ obj->curSeqNum = j;
+ obj->curImageNum = k;
+ } else {
+ q = q->nextSeqPtr;
+ }
+ }
+ }
+}
+
+void ObjectHandler::restoreSeq(object_t *obj) {
+// Set up cur_seq_p from stored sequence and image number in object
+ debugC(1, kDebugFile, "restoreSeq");
+
+ seq_t *q = obj->seqList[obj->curSeqNum].seqPtr;
+ for (int j = 0; j < obj->curImageNum; j++)
+ q = q->nextSeqPtr;
+ obj->currImagePtr = q;
+}
+
+// Update all object positions. Process object 'local' events
+// including boundary events and collisions
+void ObjectHandler::moveObjects() {
+ debugC(4, kDebugEngine, "moveObjects");
+
+ // If route mode enabled, do special route processing
+ if (_vm->getGameStatus().routeIndex >= 0)
+ _vm->_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 < _vm->_numObj; i++) {
+ object_t *obj = &_objects[i]; // Get pointer to object
+ seq_t *currImage = obj->currImagePtr; // Get ptr to current image
+ if (obj->screenIndex == *_vm->_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 = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
+ int dy = _vm->_hero->y + _vm->_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;
+ _vm->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 (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval
+ obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
+ obj->vy = _vm->_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))
+ _vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
+ }
+ }
+
+ // Move objects, allowing for boundaries
+ for (int i = 0; i < _vm->_numObj; i++) {
+ object_t *obj = &_objects[i]; // Get pointer to object
+ if ((obj->screenIndex == *_vm->_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))
+ _vm->clearBoundary(x1, x2, y2); // Clear our own boundary
+
+ // Allowable motion wrt boundary
+ int dx = _vm->deltaX(x1, x2, obj->vx, y2);
+ if (dx != obj->vx) {
+ // An object boundary collision!
+ _vm->boundaryCollision(obj);
+ obj->vx = 0;
+ }
+
+ int dy = _vm->deltaY(x1, x2, obj->vy, y2);
+ if (dy != obj->vy) {
+ // An object boundary collision!
+ _vm->boundaryCollision(obj);
+ obj->vy = 0;
+ }
+
+ if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ _vm->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 < _vm->_numObj; i++) {
+ object_t *obj = &_objects[i]; // Get pointer to object
+ seq_t *currImage = obj->currImagePtr; // Get ptr to current image
+ if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ _vm->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)
+ _vm->processMaze();
+}
+
+// If status.objid = -1, pick up objid, else use status.objid on objid,
+// if objid can't be picked up, use it directly
+void ObjectHandler::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 (_vm->getGameStatus().inventoryObjId == -1) {
+ // Get or use objid directly
+ if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item
+ sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_take][0], _vm->_arrayNouns[obj->nounIndex][0]);
+ else if (obj->genericCmd & LOOK) // Look item
+ sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]);
+ else if (obj->genericCmd & DROP) // Drop item
+ sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_drop][0], _vm->_arrayNouns[obj->nounIndex][0]);
+ else if (obj->cmdIndex != 0) // Use non-collectible item if able
+ sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_cmdList[obj->cmdIndex][1].verbIndex][0], _vm->_arrayNouns[obj->nounIndex][0]);
+ else if ((verb = _vm->useBG(_vm->_arrayNouns[obj->nounIndex][0])) != 0)
+ sprintf(_line, "%s %s", verb, _vm->_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", _vm->_arrayVerbs[_vm->_cmdList[_objects[_vm->getGameStatus().inventoryObjId].cmdIndex][1].verbIndex][0],
+ _vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0],
+ _vm->_arrayNouns[obj->nounIndex][0]);
+
+ // Check valid use of objects and override verb if necessary
+ for (uses_t *use = _vm->_uses; use->objId != _vm->_numObj; use++) {
+ if (_vm->getGameStatus().inventoryObjId == use->objId) {
+ // Look for secondary object, if found use matching verb
+ bool foundFl = false;
+ for (target_t *target = use->targets; _vm->_arrayNouns[target->nounIndex] != 0; target++)
+ if (_vm->_arrayNouns[target->nounIndex][0] == _vm->_arrayNouns[obj->nounIndex][0]) {
+ foundFl = true;
+ sprintf(_line, "%s %s %s", _vm->_arrayVerbs[target->verbIndex][0],
+ _vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0],
+ _vm->_arrayNouns[obj->nounIndex][0]);
+ }
+
+ // No valid use of objects found, print failure string
+ if (!foundFl) {
+ // Deselect dragged icon if inventory not active
+ if (_vm->getGameStatus().inventoryState != I_ACTIVE)
+ _vm->getGameStatus().inventoryObjId = -1;
+ Utils::Box(BOX_ANY, "%s", _vm->_textData[use->dataIndex]);
+ return;
+ }
+ }
+ }
+ }
+
+ if (_vm->getGameStatus().inventoryState == I_ACTIVE) // If inventory active, remove it
+ _vm->getGameStatus().inventoryState = I_UP;
+ _vm->getGameStatus().inventoryObjId = -1; // Deselect any dragged icon
+ _vm->_parser->lineHandler(); // and process command
+}
+
+// Return object index of the topmost object under the cursor, or -1 if none
+// Objects are filtered if not "useful"
+int16 ObjectHandler::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 < _vm->_numObj; i++, obj++) {
+ // Object must be in current screen and "useful"
+ if (obj->screenIndex == *_vm->_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;
+}
+
+// Issue "Look at <object>" command
+// Note special case of swapped hero image
+void ObjectHandler::lookObject(object_t *obj) {
+ debugC(1, kDebugEngine, "lookObject");
+
+ if (obj == _vm->_hero)
+ // Hero swapped - look at other
+ obj = &_objects[_vm->_heroImage];
+
+ _vm->_parser->command("%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]);
+}
+
+// Free all object images
+void ObjectHandler::freeObjects() {
+ debugC(1, kDebugEngine, "freeObjects");
+
+ // Nothing to do if not allocated yet
+ if (_vm->_hero->seqList[0].seqPtr == 0)
+ return;
+
+ // Free all sequence lists and image data
+ for (int i = 0; i < _vm->_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
+ }
+ }
+}
+
+// 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 ObjectHandler::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];
+ const object_t *p1 = &HugoEngine::get()._object->_objects[*(const byte *)a];
+ const object_t *p2 = &HugoEngine::get()._object->_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;
+}
+
+// Return TRUE if object being carried by hero
+bool ObjectHandler::isCarrying(uint16 wordIndex) {
+ debugC(1, kDebugParser, "isCarrying(%d)", wordIndex);
+
+ for (int i = 0; i < _vm->_numObj; i++) {
+ if ((wordIndex == _objects[i].nounIndex) && _objects[i].carriedFl)
+ return true;
+ }
+ return false;
+}
+
+// Describe any takeable objects visible in this screen
+void ObjectHandler::showTakeables() {
+ debugC(1, kDebugParser, "showTakeables");
+
+ for (int j = 0; j < _vm->_numObj; j++) {
+ object_t *obj = &_objects[j];
+ if ((obj->cycling != INVISIBLE) &&
+ (obj->screenIndex == *_vm->_screen_p) &&
+ (((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) {
+ Utils::Box(BOX_ANY, "You can also see:\n%s.", _vm->_arrayNouns[obj->nounIndex][LOOK_NAME]);
+ }
+ }
+}
+
+void ObjectHandler::loadObject(Common::File &in) {
+// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
+ for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
+ uint16 numElem = in.readUint16BE();
+ if (varnt == _vm->_gameVariant) {
+ _objects = (object_t *)malloc(sizeof(object_t) * numElem);
+ for (int i = 0; i < numElem; i++) {
+ _objects[i].nounIndex = in.readUint16BE();
+ _objects[i].dataIndex = in.readUint16BE();
+ uint16 numSubElem = in.readUint16BE();
+ if (numSubElem == 0)
+ _objects[i].stateDataIndex = 0;
+ else
+ _objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
+ for (int j = 0; j < numSubElem; j++)
+ _objects[i].stateDataIndex[j] = in.readUint16BE();
+ _objects[i].pathType = (path_t) in.readSint16BE();
+ _objects[i].vxPath = in.readSint16BE();
+ _objects[i].vyPath = in.readSint16BE();
+ _objects[i].actIndex = in.readUint16BE();
+ _objects[i].seqNumb = in.readByte();
+ _objects[i].currImagePtr = 0;
+ if (_objects[i].seqNumb == 0) {
+ _objects[i].seqList[0].imageNbr = 0;
+ _objects[i].seqList[0].seqPtr = 0;
+ }
+ for (int j = 0; j < _objects[i].seqNumb; j++) {
+ _objects[i].seqList[j].imageNbr = in.readUint16BE();
+ _objects[i].seqList[j].seqPtr = 0;
+ }
+ _objects[i].cycling = (cycle_t)in.readByte();
+ _objects[i].cycleNumb = in.readByte();
+ _objects[i].frameInterval = in.readByte();
+ _objects[i].frameTimer = in.readByte();
+ _objects[i].radius = in.readByte();
+ _objects[i].screenIndex = in.readByte();
+ _objects[i].x = in.readSint16BE();
+ _objects[i].y = in.readSint16BE();
+ _objects[i].oldx = in.readSint16BE();
+ _objects[i].oldy = in.readSint16BE();
+ _objects[i].vx = in.readByte();
+ _objects[i].vy = in.readByte();
+ _objects[i].objValue = in.readByte();
+ _objects[i].genericCmd = in.readSint16BE();
+ _objects[i].cmdIndex = in.readUint16BE();
+ _objects[i].carriedFl = (in.readByte() != 0);
+ _objects[i].state = in.readByte();
+ _objects[i].verbOnlyFl = (in.readByte() != 0);
+ _objects[i].priority = in.readByte();
+ _objects[i].viewx = in.readSint16BE();
+ _objects[i].viewy = in.readSint16BE();
+ _objects[i].direction = in.readSint16BE();
+ _objects[i].curSeqNum = in.readByte();
+ _objects[i].curImageNum = in.readByte();
+ _objects[i].oldvx = in.readByte();
+ _objects[i].oldvy = in.readByte();
+ }
+ } else {
+ for (int i = 0; i < numElem; i++) {
+ in.readUint16BE();
+ in.readUint16BE();
+ uint16 numSubElem = in.readUint16BE();
+ for (int j = 0; j < numSubElem; j++)
+ in.readUint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ numSubElem = in.readByte();
+ for (int j = 0; j < numSubElem; j++)
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readSint16BE();
+ in.readSint16BE();
+ in.readUint16BE();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ in.readByte();
+ }
+ }
+ }
+}
+
+} // End of namespace Hugo