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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"
+#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