diff options
Diffstat (limited to 'engines/hugo')
-rw-r--r-- | engines/hugo/display.cpp | 8 | ||||
-rw-r--r-- | engines/hugo/file.cpp | 5 | ||||
-rw-r--r-- | engines/hugo/hugo.cpp | 41 | ||||
-rw-r--r-- | engines/hugo/hugo.h | 31 | ||||
-rw-r--r-- | engines/hugo/inventory.cpp | 37 | ||||
-rw-r--r-- | engines/hugo/inventory.h | 10 | ||||
-rw-r--r-- | engines/hugo/mouse.cpp | 44 | ||||
-rw-r--r-- | engines/hugo/mouse.h | 28 | ||||
-rw-r--r-- | engines/hugo/object.cpp | 18 | ||||
-rw-r--r-- | engines/hugo/object_v1d.cpp | 5 | ||||
-rw-r--r-- | engines/hugo/object_v1w.cpp | 5 | ||||
-rw-r--r-- | engines/hugo/object_v2d.cpp | 5 | ||||
-rw-r--r-- | engines/hugo/object_v3d.cpp | 5 | ||||
-rw-r--r-- | engines/hugo/parser.cpp | 11 | ||||
-rw-r--r-- | engines/hugo/parser_v1w.cpp | 10 | ||||
-rw-r--r-- | engines/hugo/route.cpp | 41 | ||||
-rw-r--r-- | engines/hugo/route.h | 7 | ||||
-rw-r--r-- | engines/hugo/schedule.cpp | 21 |
18 files changed, 173 insertions, 159 deletions
diff --git a/engines/hugo/display.cpp b/engines/hugo/display.cpp index b91a3f5b38..09e04a96e1 100644 --- a/engines/hugo/display.cpp +++ b/engines/hugo/display.cpp @@ -574,14 +574,12 @@ void Screen::freeFonts() { void Screen::selectInventoryObjId(const int16 objId) { - status_t &gameStatus = _vm->getGameStatus(); - - gameStatus.inventoryObjId = objId; // Select new object + _vm->_inventory->setInventoryObjId(objId); // Select new object // Find index of icon int16 iconId = 0; // Find index of dragged icon for (; iconId < _vm->_maxInvent; iconId++) { - if (gameStatus.inventoryObjId == _vm->_invent[iconId]) + if (objId == _vm->_invent[iconId]) break; } @@ -602,7 +600,7 @@ void Screen::selectInventoryObjId(const int16 objId) { } void Screen::resetInventoryObjId() { - _vm->getGameStatus().inventoryObjId = -1; // Unselect object + _vm->_inventory->setInventoryObjId(-1); // Unselect object CursorMan.replaceCursor(stdMouseCursor, stdMouseCursorWidth, stdMouseCursorHeight, 1, 1, 1); } diff --git a/engines/hugo/file.cpp b/engines/hugo/file.cpp index 09d0272519..be1ba89fce 100644 --- a/engines/hugo/file.cpp +++ b/engines/hugo/file.cpp @@ -43,6 +43,7 @@ #include "hugo/util.h" #include "hugo/object.h" #include "hugo/text.h" +#include "hugo/mouse.h" namespace Hugo { FileManager::FileManager(HugoEngine *vm) : _vm(vm) { @@ -367,7 +368,7 @@ bool FileManager::saveGame(const int16 slot, const Common::String descrip) { out->writeByte((gameStatus.storyModeFl) ? 1 : 0); // Save jumpexit mode - out->writeByte((gameStatus.jumpExitFl) ? 1 : 0); + out->writeByte((_vm->_mouse->getJumpExitFl()) ? 1 : 0); // Save gameover status out->writeByte((gameStatus.gameOverFl) ? 1 : 0); @@ -477,7 +478,7 @@ bool FileManager::restoreGame(const int16 slot) { _vm->setScore(score); gameStatus.storyModeFl = (in->readByte() == 1); - gameStatus.jumpExitFl = (in->readByte() == 1); + _vm->_mouse->setJumpExitFl(in->readByte() == 1); gameStatus.gameOverFl = (in->readByte() == 1); for (int i = 0; i < _vm->_numScreens; i++) _vm->_screenStates[i] = in->readByte(); diff --git a/engines/hugo/hugo.cpp b/engines/hugo/hugo.cpp index 46653c1e2f..e97cfbbd85 100644 --- a/engines/hugo/hugo.cpp +++ b/engines/hugo/hugo.cpp @@ -58,7 +58,7 @@ overlay_t HugoEngine::_objBound; maze_t _maze; // Default to not in maze hugo_boot_t _boot; // Boot info structure file -HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0), +HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0), _points(0), _cmdList(0), _screenActs(0), _hero(0), _heroImage(0), _defltTunes(0), _introX(0), _introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _score(0), _maxscore(0), @@ -266,14 +266,14 @@ Common::Error HugoEngine::run() { _parser->keyHandler(event); break; case Common::EVENT_MOUSEMOVE: - _mouseX = event.mouse.x; - _mouseY = event.mouse.y; + _mouse->setMouseX(event.mouse.x); + _mouse->setMouseY(event.mouse.y); break; case Common::EVENT_LBUTTONUP: - _status.leftButtonFl = true; + _mouse->setLeftButton(); break; case Common::EVENT_RBUTTONUP: - _status.rightButtonFl = true; + _mouse->setRightButton(); break; case Common::EVENT_QUIT: _status.doQuitFl = true; @@ -374,14 +374,12 @@ bool HugoEngine::loadHugoDat() { } // Read header - char buf[256]; + char buf[4]; in.read(buf, 4); - buf[4] = '\0'; - if (strcmp(buf, "HUGO")) { + if (memcmp(buf, "HUGO", 4)) { Common::String errorMessage = "File 'hugo.dat' is corrupt. Get it from the ScummVM website"; GUIErrorMessage(errorMessage); - warning("%s", errorMessage.c_str()); return false; } @@ -389,17 +387,13 @@ bool HugoEngine::loadHugoDat() { int minVer = in.readByte(); if ((majVer != HUGO_DAT_VER_MAJ) || (minVer != HUGO_DAT_VER_MIN)) { - snprintf(buf, 256, "File 'hugo.dat' is wrong version. Expected %d.%d but got %d.%d. Get it from the ScummVM website", HUGO_DAT_VER_MAJ, HUGO_DAT_VER_MIN, majVer, minVer); - GUIErrorMessage(buf); - warning("%s", buf); - + Common::String errorMessage = Common::String::format("File 'hugo.dat' is wrong version. Expected %d.%d but got %d.%d. Get it from the ScummVM website", HUGO_DAT_VER_MAJ, HUGO_DAT_VER_MIN, majVer, minVer); + GUIErrorMessage(errorMessage); return false; } _numVariant = in.readUint16BE(); - _screen->loadPalette(in); - _text->loadAllTexts(in); // Read x_intro and y_intro @@ -524,7 +518,7 @@ bool HugoEngine::loadHugoDat() { } } -// Read _background_objects + // Read _background_objects for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { @@ -744,35 +738,26 @@ void HugoEngine::initStatus() { debugC(1, kDebugEngine, "initStatus"); _status.storyModeFl = false; // Not in story mode _status.gameOverFl = false; // Hero not knobbled yet - _status.demoFl = false; // Not demo mode _status.textBoxFl = false; // Not processing a text box _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.skipIntroFl = false; - _status.path[0] = 0; // Path to write files // Initialize every start of new game _status.tick = 0; // Tick count _status.viewState = kViewIdle; // View state - _status.inventoryState = kInventoryOff; // 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 = kRouteSpace; // Hero walking to space - _status.go_id = -1; // Hero not walking to anything // Strangerke - Suppress as related to playback // _status.recordFl = false; // Not record mode // _status.playbackFl = false; // Not playback mode // Strangerke - Not used ? // _status.mmtime = false; // Multimedia timer support +// _status.helpFl = false; // Not calling WinHelp() +// _status.demoFl = false; // Not demo mode +// _status.path[0] = 0; // Path to write files // _status.screenWidth = 0; // Desktop screen width // _status.saveTick = 0; // Time of last save // _status.saveSlot = 0; // Slot to save/restore game diff --git a/engines/hugo/hugo.h b/engines/hugo/hugo.h index 98723ea8ad..ea67927e11 100644 --- a/engines/hugo/hugo.h +++ b/engines/hugo/hugo.h @@ -83,7 +83,6 @@ static const int kMaxPath = 256; // Max length of a full path static const int kHeroMaxWidth = 24; // Maximum width of hero static const int kHeroMinWidth = 16; // Minimum width of hero -typedef char fpath_t[kMaxPath]; // File path typedef char command_t[kMaxLineSize + 8]; // Command line (+spare for prompt,cursor) struct config_t { // User's config (saved) @@ -181,38 +180,31 @@ struct HugoGameDescription; struct status_t { // Game status (not saved) bool storyModeFl; // Game is telling story - no commands bool gameOverFl; // Game is over - hero knobbled - bool demoFl; // Game is in demo mode bool textBoxFl; // Game is (halted) in text box bool lookFl; // Toolbar "look" button pressed bool recallFl; // Toolbar "recall" button pressed - bool leftButtonFl; // Left mouse button pressed - bool rightButtonFl; // Right button pressed bool newScreenFl; // New screen just loaded in dib_a - bool jumpExitFl; // Allowed to jump to a screen exit bool godModeFl; // Allow DEBUG features in live version - bool helpFl; // Calling WinHelp (don't disable music) bool doQuitFl; bool skipIntroFl; uint32 tick; // Current time in ticks vstate_t viewState; // View state machine - istate_t inventoryState; // Inventory icon bar state - int16 inventoryHeight; // Inventory icon bar height - int16 inventoryObjId; // Inventory object selected, or -1 - int16 routeIndex; // Index into route list, or -1 - go_t go_for; // Purpose of an automatic route - int16 go_id; // Index of exit of object walking to - fpath_t path; // Alternate path for saved files int16 song; // Current song - int16 cx, cy; // Cursor position (dib coords) // Strangerke - Suppress as related to playback // bool playbackFl; // Game is in playback mode // bool recordFl; // Game is in record mode // Strangerke - Not used ? +// bool helpFl; // Calling WinHelp (don't disable music) // bool mmtimeFl; // Multimedia timer supported +// bool demoFl; // Game is in demo mode // int16 screenWidth; // Desktop screen width -// uint32 saveTick; // Time of last save in ticks // int16 saveSlot; // Current slot to save/restore game +// int16 cx, cy; // Cursor position (dib coords) +// uint32 saveTick; // Time of last save in ticks +// +// typedef char fpath_t[kMaxPath]; // File path +// fpath_t path; // Alternate path for saved files }; /** @@ -332,13 +324,6 @@ public: void storeBoundary(const int x1, const int x2, const int y); void syncSoundSettings(); - int getMouseX() const { - return _mouseX; - } - int getMouseY() const { - return _mouseY; - } - overlay_t &getBoundaryOverlay() { return _boundary; } @@ -409,8 +394,6 @@ protected: private: static const int kTurboTps = 16; // This many in turbo mode - int _mouseX; - int _mouseY; byte _introXSize; status_t _status; // Game status structure uint32 _lastTime; diff --git a/engines/hugo/inventory.cpp b/engines/hugo/inventory.cpp index dfbf6fda6e..82b8e09d80 100644 --- a/engines/hugo/inventory.cpp +++ b/engines/hugo/inventory.cpp @@ -48,6 +48,9 @@ static const int kMaxDisp = (kXPix / kInvDx); // Max icons displayable InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm) { _firstIconId = 0; + _inventoryState = kInventoryOff; // Inventory icon bar state + _inventoryHeight = 0; // Inventory icon bar pos + _inventoryObjId = -1; // Inventory object selected (none) } /** @@ -173,47 +176,47 @@ void InventoryHandler::runInventory() { debugC(1, kDebugInventory, "runInventory"); - switch (gameStatus.inventoryState) { + switch (_inventoryState) { case kInventoryOff: // Icon bar off screen break; case kInventoryUp: // Icon bar moving up - gameStatus.inventoryHeight -= kStepDy; // Move the icon bar up - if (gameStatus.inventoryHeight <= 0) // Limit travel - gameStatus.inventoryHeight = 0; + _inventoryHeight -= kStepDy; // Move the icon bar up + if (_inventoryHeight <= 0) // Limit travel + _inventoryHeight = 0; // Move visible portion to _frontBuffer, restore uncovered portion, display results - _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, gameStatus.inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix); - _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, gameStatus.inventoryHeight + kDibOffY, kXPix, kStepDy, kXPix, _vm->_screen->getFrontBuffer(), 0, gameStatus.inventoryHeight + kDibOffY, kXPix); - _vm->_screen->displayRect(0, kDibOffY, kXPix, gameStatus.inventoryHeight + kStepDy); + _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, _inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix); + _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, _inventoryHeight + kDibOffY, kXPix, kStepDy, kXPix, _vm->_screen->getFrontBuffer(), 0, _inventoryHeight + kDibOffY, kXPix); + _vm->_screen->displayRect(0, kDibOffY, kXPix, _inventoryHeight + kStepDy); - if (gameStatus.inventoryHeight == 0) { // Finished moving up? + if (_inventoryHeight == 0) { // Finished moving up? // Yes, restore dibs and exit back to game state machine _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix); _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getFrontBuffer(), 0, 0, kXPix); _vm->_object->updateImages(); // Add objects back into display list for restore - gameStatus.inventoryState = kInventoryOff; + _inventoryState = kInventoryOff; gameStatus.viewState = kViewPlay; } break; case kInventoryDown: // Icon bar moving down // If this is the first step, initialize dib_i // and get any icon/text out of _frontBuffer - if (gameStatus.inventoryHeight == 0) { + if (_inventoryHeight == 0) { processInventory(kInventoryActionInit); // Initialize dib_i _vm->_screen->displayList(kDisplayRestore); // Restore _frontBuffer _vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text _vm->_screen->displayList(kDisplayDisplay); // Blit display list to screen } - gameStatus.inventoryHeight += kStepDy; // Move the icon bar down - if (gameStatus.inventoryHeight > kInvDy) // Limit travel - gameStatus.inventoryHeight = kInvDy; + _inventoryHeight += kStepDy; // Move the icon bar down + if (_inventoryHeight > kInvDy) // Limit travel + _inventoryHeight = kInvDy; // Move visible portion to _frontBuffer, display results - _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, gameStatus.inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix); - _vm->_screen->displayRect(0, kDibOffY, kXPix, gameStatus.inventoryHeight); + _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, kXPix, _inventoryHeight, kXPix, _vm->_screen->getFrontBuffer(), 0, kDibOffY, kXPix); + _vm->_screen->displayRect(0, kDibOffY, kXPix, _inventoryHeight); - if (gameStatus.inventoryHeight == kInvDy) { // Finished moving down? + if (_inventoryHeight == kInvDy) { // Finished moving down? // Yes, prepare view dibs for special inventory display since // we can't refresh objects while icon bar overlayed... // 1. Save backing store _backBuffer in temporary dib_c @@ -222,7 +225,7 @@ void InventoryHandler::runInventory() { _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBufferBackup(), 0, 0, kXPix); _vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, kXPix, kYPix, kXPix, _vm->_screen->getBackBuffer(), 0, 0, kXPix); _vm->_screen->displayList(kDisplayInit); - gameStatus.inventoryState = kInventoryActive; + _inventoryState = kInventoryActive; } break; case kInventoryActive: // Inventory active diff --git a/engines/hugo/inventory.h b/engines/hugo/inventory.h index 04273fb00e..f4263de5c4 100644 --- a/engines/hugo/inventory.h +++ b/engines/hugo/inventory.h @@ -43,6 +43,11 @@ class InventoryHandler { public: InventoryHandler(HugoEngine *vm); + void setInventoryObjId(int16 objId) { _inventoryObjId = objId; } + int16 getInventoryObjId() { return _inventoryObjId; } + void setInventoryState(istate_t state) { _inventoryState = state; } + istate_t getInventoryState() { return _inventoryState; } + int16 processInventory(const invact_t action, ...); void runInventory(); @@ -51,7 +56,10 @@ private: static const int kStepDy = 8; // Pixels per step movement - int16 _firstIconId; // Index of first icon to display + int16 _firstIconId; // Index of first icon to display + istate_t _inventoryState; // Inventory icon bar state + int16 _inventoryHeight; // Inventory icon bar height + int16 _inventoryObjId; // Inventory object selected, or -1 void constructInventory(const int16 imageTotNumb, int displayNumb, const bool scrollFl, int16 firstObjId); }; diff --git a/engines/hugo/mouse.cpp b/engines/hugo/mouse.cpp index e72e98c997..7924397bce 100644 --- a/engines/hugo/mouse.cpp +++ b/engines/hugo/mouse.cpp @@ -48,6 +48,11 @@ namespace Hugo { MouseHandler::MouseHandler(HugoEngine *vm) : _vm(vm) { + _leftButtonFl = false; + _rightButtonFl = false; + _jumpExitFl = false; // Can't jump to a screen exit + _mouseX = kXPix / 2; + _mouseY = kYPix / 2; } /** @@ -64,7 +69,7 @@ void MouseHandler::cursorText(const char *buffer, const int16 cx, const int16 cy int16 sx, sy; if (cx < kXPix / 2) { sx = cx + kCursorNameOffX; - sy = (_vm->getGameStatus().inventoryObjId == -1) ? cy + kCursorNameOffY : cy + kCursorNameOffY - (_vm->_screen->fontHeight() + 1); + sy = (_vm->_inventory->getInventoryObjId() == -1) ? cy + kCursorNameOffY : cy + kCursorNameOffY - (_vm->_screen->fontHeight() + 1); } else { sx = cx - sdx - kCursorNameOffX / 2; sy = cy + kCursorNameOffY; @@ -103,12 +108,13 @@ void MouseHandler::processRightClick(const int16 objId, const int16 cx, const in if (gameStatus.storyModeFl || _vm->_hero->pathType == kPathQuiet) // Make sure user has control return; + int16 inventObjId = _vm->_inventory->getInventoryObjId(); bool foundFl = false; // TRUE if route found to object // Check if this was over iconbar - if ((gameStatus.inventoryState == kInventoryActive) && (cy < kInvDy + kDibOffY)) { // Clicked over iconbar object - if (gameStatus.inventoryObjId == -1) + if ((_vm->_inventory->getInventoryState() == kInventoryActive) && (cy < kInvDy + kDibOffY)) { // Clicked over iconbar object + if (inventObjId == -1) _vm->_screen->selectInventoryObjId(objId); - else if (gameStatus.inventoryObjId == objId) + else if (inventObjId == objId) _vm->_screen->resetInventoryObjId(); else _vm->_object->useObject(objId); // Use status.objid on object @@ -173,10 +179,10 @@ void MouseHandler::processLeftClick(const int16 objId, const int16 cx, const int y = _vm->_hotspots[i].viewy; if (x >= 0) { // Hotspot refers to an exit // Special case of immediate exit - if (gameStatus.jumpExitFl) { + if (_jumpExitFl) { // Get rid of iconbar if necessary - if (gameStatus.inventoryState != kInventoryOff) - gameStatus.inventoryState = kInventoryUp; + if (_vm->_inventory->getInventoryState() != kInventoryOff) + _vm->_inventory->setInventoryState(kInventoryUp); _vm->_scheduler->insertActionList(_vm->_hotspots[i].actIndex); } else { // Set up route to exit spot if (_vm->_hotspots[i].direction == Common::KEYCODE_RIGHT) @@ -195,7 +201,7 @@ void MouseHandler::processLeftClick(const int16 objId, const int16 cx, const int obj = &_vm->_object->_objects[objId]; // Over iconbar - immediate description - if ((gameStatus.inventoryState == kInventoryActive) && (cy < kInvDy + kDibOffY)) { + if ((_vm->_inventory->getInventoryState() == kInventoryActive) && (cy < kInvDy + kDibOffY)) { _vm->_object->lookObject(obj); } else { bool foundFl = false; // TRUE if route found to object @@ -230,15 +236,15 @@ void MouseHandler::mouseHandler() { debugC(2, kDebugMouse, "mouseHandler"); status_t &gameStatus = _vm->getGameStatus(); - - if ((gameStatus.viewState != kViewPlay) && (gameStatus.inventoryState != kInventoryActive)) + istate_t inventState = _vm->_inventory->getInventoryState(); + if ((gameStatus.viewState != kViewPlay) && (inventState != kInventoryActive)) return; - int16 cx = _vm->getMouseX(); - int16 cy = _vm->getMouseY(); + int16 cx = getMouseX(); + int16 cy = getMouseY(); - gameStatus.cx = cx; // Save cursor coords - gameStatus.cy = cy; +// gameStatus.cx = cx; // Save cursor coords +// gameStatus.cy = cy; // Don't process if outside client area if ((cx < 0) || (cx > kXPix) || (cy < kDibOffY) || (cy > kViewSizeY + kDibOffY)) @@ -246,7 +252,7 @@ void MouseHandler::mouseHandler() { int16 objId = -1; // Current source object // Process cursor over an object or icon - if (gameStatus.inventoryState == kInventoryActive) { // Check inventory icon bar first + if (inventState == kInventoryActive) { // Check inventory icon bar first objId = _vm->_inventory->processInventory(kInventoryActionGet, cx, cy); } else { if (cy < 5 && cy > 0) { @@ -266,7 +272,7 @@ void MouseHandler::mouseHandler() { cursorText(name, cx, cy, U_FONT8, _TBRIGHTWHITE); // Process right click over object in view or iconbar - if (gameStatus.rightButtonFl) + if (_rightButtonFl) processRightClick(objId, cx, cy); } @@ -280,12 +286,12 @@ void MouseHandler::mouseHandler() { } } // Left click over icon, object or to move somewhere - if (gameStatus.leftButtonFl) + if (_leftButtonFl) processLeftClick(objId, cx, cy); // Clear mouse click states - gameStatus.leftButtonFl = false; - gameStatus.rightButtonFl = false; + resetLeftButton(); + resetRightButton(); } } // End of namespace Hugo diff --git a/engines/hugo/mouse.h b/engines/hugo/mouse.h index 0b796efb22..a335233ab7 100644 --- a/engines/hugo/mouse.h +++ b/engines/hugo/mouse.h @@ -37,24 +37,40 @@ namespace Hugo { class MouseHandler { public: MouseHandler(HugoEngine *vm); - void mouseHandler(); + void resetLeftButton() { _leftButtonFl = false; } + void resetRightButton() { _rightButtonFl = false; } + void setLeftButton() { _leftButtonFl = true; } + void setRightButton() { _rightButtonFl = true; } + void setJumpExitFl(bool fl) { _jumpExitFl = fl; } + void setMouseX(int x) { _mouseX = x; } + void setMouseY(int y) { _mouseY = y; } + + bool getJumpExitFl() const { return _jumpExitFl; } + int getMouseX() const { return _mouseX; } + int getMouseY() const { return _mouseY; } + private: HugoEngine *_vm; static const char kCursorNochar = '~'; // Don't show name of object under cursor - - static const int kExitHotspot = -4; // Cursor over Exit hotspot - static const int kCursorNameIndex = 2; // Index of name used under cursor - static const int kCursorNameOffX = 10; // Cursor offset to name string - static const int kCursorNameOffY = -2; // Cursor offset to name string + static const int kExitHotspot = -4; // Cursor over Exit hotspot + static const int kCursorNameIndex = 2; // Index of name used under cursor + static const int kCursorNameOffX = 10; // Cursor offset to name string + static const int kCursorNameOffY = -2; // Cursor offset to name string enum seqTextMouse { kMsNoWayText = 0, kMsExit = 1 }; + bool _leftButtonFl; // Left mouse button pressed + bool _rightButtonFl; // Right button pressed + int _mouseX; + int _mouseY; + bool _jumpExitFl; // Allowed to jump to a screen exit + void cursorText(const char *buffer, const int16 cx, const int16 cy, const uif_t fontId, const int16 color); int16 findExit(const int16 cx, const int16 cy); void processRightClick(const int16 objId, const int16 cx, const int16 cy); diff --git a/engines/hugo/object.cpp b/engines/hugo/object.cpp index 2f14df7b55..5f79bc0d5a 100644 --- a/engines/hugo/object.cpp +++ b/engines/hugo/object.cpp @@ -43,6 +43,7 @@ #include "hugo/parser.h" #include "hugo/schedule.h" #include "hugo/text.h" +#include "hugo/inventory.h" namespace Hugo { @@ -95,8 +96,9 @@ void ObjectHandler::useObject(int16 objId) { debugC(1, kDebugObject, "useObject(%d)", objId); char *verb; // Background verb to use directly + int16 inventObjId = _vm->_inventory->getInventoryObjId(); object_t *obj = &_objects[objId]; // Ptr to object - if (_vm->getGameStatus().inventoryObjId == -1) { + if (inventObjId == -1) { // Get or use objid directly if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item sprintf(_vm->_line, "%s %s", _vm->_text->getVerb(_vm->_take, 0), _vm->_text->getNoun(obj->nounIndex, 0)); @@ -109,13 +111,13 @@ void ObjectHandler::useObject(int16 objId) { } else { // Use status.objid on objid // Default to first cmd verb - sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(_vm->_cmdList[_objects[_vm->getGameStatus().inventoryObjId].cmdIndex][0].verbIndex, 0), - _vm->_text->getNoun(_objects[_vm->getGameStatus().inventoryObjId].nounIndex, 0), + sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(_vm->_cmdList[_objects[inventObjId].cmdIndex][0].verbIndex, 0), + _vm->_text->getNoun(_objects[inventObjId].nounIndex, 0), _vm->_text->getNoun(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) { + if (inventObjId == use->objId) { // Look for secondary object, if found use matching verb bool foundFl = false; @@ -123,14 +125,14 @@ void ObjectHandler::useObject(int16 objId) { if (target->nounIndex == obj->nounIndex) { foundFl = true; sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(target->verbIndex, 0), - _vm->_text->getNoun(_objects[_vm->getGameStatus().inventoryObjId].nounIndex, 0), + _vm->_text->getNoun(_objects[inventObjId].nounIndex, 0), _vm->_text->getNoun(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 != kInventoryActive) + if (_vm->_inventory->getInventoryState() != kInventoryActive) _vm->_screen->resetInventoryObjId(); Utils::Box(kBoxAny, "%s", _vm->_text->getTextData(use->dataIndex)); return; @@ -139,8 +141,8 @@ void ObjectHandler::useObject(int16 objId) { } } - if (_vm->getGameStatus().inventoryState == kInventoryActive) // If inventory active, remove it - _vm->getGameStatus().inventoryState = kInventoryUp; + if (_vm->_inventory->getInventoryState() == kInventoryActive) // If inventory active, remove it + _vm->_inventory->setInventoryState(kInventoryUp); _vm->_screen->resetInventoryObjId(); diff --git a/engines/hugo/object_v1d.cpp b/engines/hugo/object_v1d.cpp index 3bd5c64aea..f2cac5c658 100644 --- a/engines/hugo/object_v1d.cpp +++ b/engines/hugo/object_v1d.cpp @@ -178,9 +178,8 @@ void ObjectHandler_v1d::moveObjects() { debugC(4, kDebugObject, "moveObjects"); // Added to DOS version in order to handle mouse properly - // If route mode enabled, do special route processing - if (_vm->getGameStatus().routeIndex >= 0) - _vm->_route->processRoute(); + // Do special route processing + _vm->_route->processRoute(); // Perform any adjustments to velocity based on special path types // and store all (visible) object baselines into the boundary file. diff --git a/engines/hugo/object_v1w.cpp b/engines/hugo/object_v1w.cpp index e93244536f..465427b840 100644 --- a/engines/hugo/object_v1w.cpp +++ b/engines/hugo/object_v1w.cpp @@ -175,9 +175,8 @@ void ObjectHandler_v1w::updateImages() { void ObjectHandler_v1w::moveObjects() { debugC(4, kDebugObject, "moveObjects"); - // If route mode enabled, do special route processing - if (_vm->getGameStatus().routeIndex >= 0) - _vm->_route->processRoute(); + // Do special route processing + _vm->_route->processRoute(); // Perform any adjustments to velocity based on special path types // and store all (visible) object baselines into the boundary file. diff --git a/engines/hugo/object_v2d.cpp b/engines/hugo/object_v2d.cpp index 29a5956f3f..17adae846a 100644 --- a/engines/hugo/object_v2d.cpp +++ b/engines/hugo/object_v2d.cpp @@ -178,9 +178,8 @@ void ObjectHandler_v2d::moveObjects() { debugC(4, kDebugObject, "moveObjects"); // Added to DOS version in order to handle mouse properly - // If route mode enabled, do special route processing - if (_vm->getGameStatus().routeIndex >= 0) - _vm->_route->processRoute(); + // Do special route processing + _vm->_route->processRoute(); // Perform any adjustments to velocity based on special path types // and store all (visible) object baselines into the boundary file. diff --git a/engines/hugo/object_v3d.cpp b/engines/hugo/object_v3d.cpp index 16ef9f5649..e80a18bd5a 100644 --- a/engines/hugo/object_v3d.cpp +++ b/engines/hugo/object_v3d.cpp @@ -59,9 +59,8 @@ void ObjectHandler_v3d::moveObjects() { debugC(4, kDebugObject, "moveObjects"); // Added to DOS version in order to handle mouse properly - // If route mode enabled, do special route processing - if (_vm->getGameStatus().routeIndex >= 0) - _vm->_route->processRoute(); + // Do special route processing + _vm->_route->processRoute(); // Perform any adjustments to velocity based on special path types // and store all (visible) object baselines into the boundary file. diff --git a/engines/hugo/parser.cpp b/engines/hugo/parser.cpp index c354329d93..3a5f73e48b 100644 --- a/engines/hugo/parser.cpp +++ b/engines/hugo/parser.cpp @@ -47,6 +47,7 @@ #include "hugo/sound.h" #include "hugo/object.h" #include "hugo/text.h" +#include "hugo/inventory.h" namespace Hugo { @@ -88,8 +89,8 @@ void Parser::charHandler() { case Common::KEYCODE_RETURN: // EOL, pass line to line handler if (_cmdLineIndex && (_vm->_hero->pathType != kPathQuiet)) { // Remove inventory bar if active - if (gameStatus.inventoryState == kInventoryActive) - gameStatus.inventoryState = kInventoryUp; + if (_vm->_inventory->getInventoryState() == kInventoryActive) + _vm->_inventory->setInventoryState(kInventoryUp); // Call Line handler and reset line command(_cmdLine); _cmdLine[_cmdLineIndex = 0] = '\0'; @@ -172,8 +173,8 @@ void Parser::keyHandler(Common::Event event) { if (gameStatus.viewState == kViewIntro) gameStatus.skipIntroFl = true; else { - if (gameStatus.inventoryState == kInventoryActive) // Remove inventory, if displayed - gameStatus.inventoryState = kInventoryUp; + if (_vm->_inventory->getInventoryState() == kInventoryActive) // Remove inventory, if displayed + _vm->_inventory->setInventoryState(kInventoryUp); _vm->_screen->resetInventoryObjId(); } break; @@ -193,7 +194,7 @@ void Parser::keyHandler(Common::Event event) { case Common::KEYCODE_KP6: case Common::KEYCODE_KP8: case Common::KEYCODE_KP2: - gameStatus.routeIndex = -1; // Stop any automatic route + _vm->_route->resetRoute(); // Stop any automatic route _vm->_route->setWalk(nChar); // Direction of hero travel break; case Common::KEYCODE_F1: // User Help (DOS) diff --git a/engines/hugo/parser_v1w.cpp b/engines/hugo/parser_v1w.cpp index e483780867..7f4130076a 100644 --- a/engines/hugo/parser_v1w.cpp +++ b/engines/hugo/parser_v1w.cpp @@ -45,6 +45,7 @@ #include "hugo/sound.h" #include "hugo/object.h" #include "hugo/text.h" +#include "hugo/inventory.h" namespace Hugo { Parser_v1w::Parser_v1w(HugoEngine *vm) : Parser_v3d(vm) { @@ -206,13 +207,14 @@ void Parser_v1w::lineHandler() { void Parser_v1w::showInventory() const { status_t &gameStatus = _vm->getGameStatus(); + istate_t inventState = _vm->_inventory->getInventoryState(); if (gameStatus.gameOverFl) { Utils::gameOverMsg(); - } else if ((gameStatus.inventoryState == kInventoryOff) && (gameStatus.viewState == kViewPlay)) { - gameStatus.inventoryState = kInventoryDown; + } else if ((inventState == kInventoryOff) && (gameStatus.viewState == kViewPlay)) { + _vm->_inventory->setInventoryState(kInventoryDown); gameStatus.viewState = kViewInvent; - } else if (gameStatus.inventoryState == kInventoryActive) { - gameStatus.inventoryState = kInventoryUp; + } else if (inventState == kInventoryActive) { + _vm->_inventory->setInventoryState(kInventoryUp); gameStatus.viewState = kViewInvent; } } diff --git a/engines/hugo/route.cpp b/engines/hugo/route.cpp index e2677aea20..5f86591512 100644 --- a/engines/hugo/route.cpp +++ b/engines/hugo/route.cpp @@ -38,10 +38,14 @@ #include "hugo/game.h" #include "hugo/route.h" #include "hugo/object.h" +#include "hugo/inventory.h" namespace Hugo { Route::Route(HugoEngine *vm) : _vm(vm) { _oldWalkDirection = 0; + _routeIndex = -1; // Hero not following a route + _go_for = kRouteSpace; // Hero walking to space + _go_id = -1; // Hero not walking to anything } /** @@ -417,11 +421,13 @@ void Route::processRoute() { static bool turnedFl = false; // Used to get extra cylce for turning + if (_routeIndex < 0) + return; + // Current hero position int16 herox = _vm->_hero->x + _vm->_hero->currImagePtr->x1; int16 heroy = _vm->_hero->y + _vm->_hero->currImagePtr->y2; - status_t &gameStatus = _vm->getGameStatus(); - Point *routeNode = &_route[gameStatus.routeIndex]; + Point *routeNode = &_route[_routeIndex]; // Arrived at node? if (abs(herox - routeNode->x) < kStepDx + 1 && abs(heroy - routeNode->y) < kStepDy) { @@ -433,29 +439,29 @@ void Route::processRoute() { _vm->_hero->cycling = kCycleNotCycling; // Arrived at final node? - if (--gameStatus.routeIndex < 0) { + if (--_routeIndex < 0) { // See why we walked here - switch (gameStatus.go_for) { + switch (_go_for) { case kRouteExit: // Walked to an exit, proceed into it - setWalk(_vm->_hotspots[gameStatus.go_id].direction); + setWalk(_vm->_hotspots[_go_id].direction); break; case kRouteLook: // Look at an object if (turnedFl) { - _vm->_object->lookObject(&_vm->_object->_objects[gameStatus.go_id]); + _vm->_object->lookObject(&_vm->_object->_objects[_go_id]); turnedFl = false; } else { - setDirection(_vm->_object->_objects[gameStatus.go_id].direction); - gameStatus.routeIndex++; // Come round again + setDirection(_vm->_object->_objects[_go_id].direction); + _routeIndex++; // Come round again turnedFl = true; } break; case kRouteGet: // Get (or use) an object if (turnedFl) { - _vm->_object->useObject(gameStatus.go_id); + _vm->_object->useObject(_go_id); turnedFl = false; } else { - setDirection(_vm->_object->_objects[gameStatus.go_id].direction); - gameStatus.routeIndex++; // Come round again + setDirection(_vm->_object->_objects[_go_id].direction); + _routeIndex++; // Come round again turnedFl = true; } break; @@ -493,21 +499,20 @@ bool Route::startRoute(const go_t go_for, const int16 id, int16 cx, int16 cy) { if (_vm->_hero->pathType != kPathUser) return false; - status_t &gameStatus = _vm->getGameStatus(); // if inventory showing, make it go away - if (gameStatus.inventoryState != kInventoryOff) - gameStatus.inventoryState = kInventoryUp; + if (_vm->_inventory->getInventoryState() != kInventoryOff) + _vm->_inventory->setInventoryState(kInventoryUp); - gameStatus.go_for = go_for; // Purpose of trip - gameStatus.go_id = id; // Index of exit/object + _go_for = go_for; // Purpose of trip + _go_id = id; // Index of exit/object // Adjust destination to center hero if walking to cursor - if (gameStatus.go_for == kRouteSpace) + if (_go_for == kRouteSpace) cx -= kHeroMinWidth / 2; bool foundFl = false; // TRUE if route found ok if ((foundFl = findRoute(cx, cy))) { // Found a route? - gameStatus.routeIndex = _routeListIndex; // Node index + _routeIndex = _routeListIndex; // Node index _vm->_hero->vx = _vm->_hero->vy = 0; // Stop manual motion } diff --git a/engines/hugo/route.h b/engines/hugo/route.h index c1b860fd57..f9c80642db 100644 --- a/engines/hugo/route.h +++ b/engines/hugo/route.h @@ -49,6 +49,9 @@ class Route { public: Route(HugoEngine *vm); + void resetRoute() {_routeIndex = -1; } + int16 getRouteIndex() {return _routeIndex; } + void processRoute(); bool startRoute(const go_t go_for, const int16 id, int16 cx, int16 cy); void setDirection(const uint16 keyCode); @@ -64,6 +67,10 @@ private: uint16 _oldWalkDirection; // Last direction char + int16 _routeIndex; // Index into route list, or -1 + go_t _go_for; // Purpose of an automatic route + int16 _go_id; // Index of exit of object walking to + byte _boundaryMap[kYPix][kXPix]; // Boundary byte map segment_t _segment[kMaxSeg]; // List of points in fill-path Point _route[kMaxNodes]; // List of nodes in route (global) diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 43796b6214..305a13b423 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -43,6 +43,8 @@ #include "hugo/sound.h" #include "hugo/parser.h" #include "hugo/text.h" +#include "hugo/route.h" +#include "hugo/mouse.h" namespace Hugo { @@ -836,35 +838,33 @@ void Scheduler::freeActListArr() { void Scheduler::processMaze(const int x1, const int x2, const int y1, const int y2) { debugC(1, kDebugSchedule, "processMaze"); - status_t &gameStatus = _vm->getGameStatus(); - if (x1 < _maze.x1) { // Exit west _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - 1; _actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - kShiftSize - (x2 - x1); _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->y; - gameStatus.routeIndex = -1; + _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (x2 > _maze.x2) { // Exit east _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + 1; _actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + kShiftSize; _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->y; - gameStatus.routeIndex = -1; + _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y1 < _maze.y1 - kShiftSize) { // Exit north _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - _maze.size; _actListArr[_alNewscrIndex][0].a2.x = _maze.x3; _actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - kShiftSize - (y2 - y1); - gameStatus.routeIndex = -1; + _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y2 > _maze.y2 - kShiftSize / 2) { // Exit south _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + _maze.size; _actListArr[_alNewscrIndex][0].a2.x = _maze.x4; _actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + kShiftSize; - gameStatus.routeIndex = -1; + _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } } @@ -1259,7 +1259,8 @@ event_t *Scheduler::doAction(event_t *curEvent) { gameStatus.storyModeFl = action->a39.storyModeFl; // End the game after story if this is special vendor demo mode - if (gameStatus.demoFl && action->a39.storyModeFl == false) +// if (gameStatus.demoFl && action->a39.storyModeFl == false) + if (action->a39.storyModeFl == false) _vm->endGame(); break; case WARN: // act40: Text box (CF TEXT) @@ -1281,10 +1282,10 @@ event_t *Scheduler::doAction(event_t *curEvent) { insertActionList(action->a43.actNoIndex); break; case STOP_ROUTE: // act44: Stop any route in progress - gameStatus.routeIndex = -1; + _vm->_route->resetRoute(); break; case COND_ROUTE: // act45: Conditional on route in progress - if (gameStatus.routeIndex >= action->a45.routeIndex) + if (_vm->_route->getRouteIndex() >= action->a45.routeIndex) insertActionList(action->a45.actPassIndex); else insertActionList(action->a45.actFailIndex); @@ -1293,7 +1294,7 @@ event_t *Scheduler::doAction(event_t *curEvent) { // This is to allow left click on exit to get there immediately // For example the plane crash in Hugo2 where hero is invisible // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1 - gameStatus.jumpExitFl = action->a46.jumpExitFl; + _vm->_mouse->setJumpExitFl(action->a46.jumpExitFl); break; case INIT_VIEW: // act47: Init object.viewx, viewy, dir _vm->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx; |