diff options
Diffstat (limited to 'engines/hugo/object.cpp')
-rw-r--r-- | engines/hugo/object.cpp | 577 |
1 files changed, 577 insertions, 0 deletions
diff --git a/engines/hugo/object.cpp b/engines/hugo/object.cpp new file mode 100644 index 0000000000..15f5e4fe06 --- /dev/null +++ b/engines/hugo/object.cpp @@ -0,0 +1,577 @@ +/* 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" +#include "hugo/schedule.h" + +namespace Hugo { + +ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm), _objects(0) { + _numObj = 0; +} + +ObjectHandler::~ObjectHandler() { +} + +/** +* Save sequence number and image number in given object +*/ +void ObjectHandler::saveSeq(object_t *obj) { + debugC(1, kDebugObject, "saveSeq"); + + bool found = false; + for (int i = 0; !found && (i < obj->seqNumb); i++) { + seq_t *q = obj->seqList[i].seqPtr; + for (int j = 0; !found && (j < obj->seqList[i].imageNbr); j++) { + if (obj->currImagePtr == q) { + found = true; + obj->curSeqNum = i; + obj->curImageNum = j; + } else { + q = q->nextSeqPtr; + } + } + } +} + +/** +* Set up cur_seq_p from stored sequence and image number in object +*/ +void ObjectHandler::restoreSeq(object_t *obj) { + debugC(1, kDebugObject, "restoreSeq"); + + seq_t *q = obj->seqList[obj->curSeqNum].seqPtr; + for (int j = 0; j < obj->curImageNum; j++) + q = q->nextSeqPtr; + obj->currImagePtr = q; +} + +/** +* 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, kDebugObject, "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 != _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, kDebugObject, "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 == *_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, kDebugObject, "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, kDebugObject, "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 < _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 (obj->currImagePtr!= 0) + free(obj->currImagePtr); + 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, kDebugObject, "y2comp"); + + 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, kDebugObject, "isCarrying(%d)", wordIndex); + + for (int i = 0; i < _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, kDebugObject, "showTakeables"); + + for (int j = 0; j < _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]); + } + } +} + +/** +* Find a clear space around supplied object that hero can walk to +*/ +bool ObjectHandler::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) { + debugC(1, kDebugObject, "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; +} + +/** +* Free ObjectArr (before exiting) +*/ +void ObjectHandler::freeObjectArr() { + free(_objects); +} + +/** +* Load ObjectArr from Hugo.dat +*/ +void ObjectHandler::loadObjectArr(Common::File &in) { + debugC(6, kDebugObject, "loadObject(&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) { + _objCount = numElem; + _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(); + } + } + } +} + +/** +* Set the screenindex property of the carried objets to the given screen +* number +*/ +void ObjectHandler::setCarriedScreen(int screenNum) { + for (int i = HERO + 1; i < _numObj; i++) { // Any others + if (isCarried(i)) // being carried + _objects[i].screenIndex = screenNum; + } +} + +/** +* Load _numObj from Hugo.dat +*/ +void ObjectHandler::loadNumObj(Common::File &in) { + int numElem; + + for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { + numElem = in.readUint16BE(); + if (varnt == _vm->_gameVariant) + _numObj = numElem; + } +} + +/** +* Restore all sequences +*/ +void ObjectHandler::restoreAllSeq() { + // Restore ptrs to currently loaded objects + for (int i = 0; i < _numObj; i++) + restoreSeq(&_objects[i]); +} + +/** +* Save objects +*/ +void ObjectHandler::saveObjects(Common::WriteStream *out) { + for (int i = 0; i < _numObj; i++) { + // Save where curr_seq_p is pointing to + saveSeq(&_objects[i]); + + out->writeByte(_objects[i].pathType); + out->writeSint16BE(_objects[i].vxPath); + out->writeSint16BE(_objects[i].vyPath); + out->writeByte(_objects[i].cycling); + out->writeByte(_objects[i].cycleNumb); + out->writeByte(_objects[i].frameTimer); + out->writeByte(_objects[i].screenIndex); + out->writeSint16BE(_objects[i].x); + out->writeSint16BE(_objects[i].y); + out->writeSint16BE(_objects[i].oldx); + out->writeSint16BE(_objects[i].oldy); + out->writeSByte(_objects[i].vx); + out->writeSByte(_objects[i].vy); + out->writeByte(_objects[i].objValue); + out->writeByte((_objects[i].carriedFl) ? 1 : 0); + out->writeByte(_objects[i].state); + out->writeByte(_objects[i].priority); + out->writeSint16BE(_objects[i].viewx); + out->writeSint16BE(_objects[i].viewy); + out->writeSint16BE(_objects[i].direction); + out->writeByte(_objects[i].curSeqNum); + out->writeByte(_objects[i].curImageNum); + out->writeSByte(_objects[i].oldvx); + out->writeSByte(_objects[i].oldvy); + } +} + +/** +* Restore objects +*/ +void ObjectHandler::restoreObjects(Common::SeekableReadStream *in) { + for (int i = 0; i < _numObj; i++) { + _objects[i].pathType = (path_t) in->readByte(); + _objects[i].vxPath = in->readSint16BE(); + _objects[i].vyPath = in->readSint16BE(); + _objects[i].cycling = (cycle_t) in->readByte(); + _objects[i].cycleNumb = in->readByte(); + _objects[i].frameTimer = 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->readSByte(); + _objects[i].vy = in->readSByte(); + _objects[i].objValue = in->readByte(); + _objects[i].carriedFl = (in->readByte() == 1); + _objects[i].state = in->readByte(); + _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->readSByte(); + _objects[i].oldvy = in->readSByte(); + } +} + +/** +* Compute max object score +*/ +int ObjectHandler::calcMaxScore() { + int score = 0; + for (int i = 0; i < _numObj; i++) + score += _objects[i].objValue; + return(score); +} + +/** +* Read Object images +*/ +void ObjectHandler::readObjectImages() { + debugC(1, kDebugObject, "readObjectImages"); + + for (int i = 0; i < _numObj; i++) + _vm->_file->readImage(i, &_objects[i]); +} + +} // End of namespace Hugo |