/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo 1-3 Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ #include "common/system.h" #include "common/random.h" #include "common/EventRecorder.h" #include "hugo/game.h" #include "hugo/hugo.h" #include "hugo/engine.h" #include "hugo/global.h" #include "hugo/file.h" #include "hugo/schedule.h" #include "hugo/display.h" #include "hugo/parser.h" #include "hugo/route.h" #include "hugo/util.h" #include "hugo/sound.h" namespace Hugo { #define EDGE 10 // Closest object can get to edge of screen #define EDGE2 (EDGE * 2) // Push object further back on edge collision #define SHIFT 8 // Place hero this far inside bounding box #define MAX_OBJECTS 128 // Used in Update_images() #define BOUND(X, Y) ((_boundary[Y * XBYTES + X / 8] & (0x80 >> X % 8)) != 0) // Boundary bit set config_t _config; // User's config maze_t _maze = {false, 0, 0, 0, 0, 0, 0, 0, 0};// Default to not in maze hugo_boot_t _boot; // Boot info structure file char _textBoxBuffer[MAX_BOX]; // Buffer for text box command_t _line = ""; // Line of user text input // Sets the playlist to be the default tune selection void HugoEngine::initPlaylist(bool playlist[MAX_TUNES]) { debugC(1, kDebugEngine, "initPlaylist"); for (int16 i = 0; i < MAX_TUNES; i++) playlist[i] = false; for (int16 i = 0; _defltTunes[i] != -1; i++) playlist[_defltTunes[i]] = true; } // Initialize the dynamic game status void HugoEngine::initStatus() { debugC(1, kDebugEngine, "initStatus"); _status.initSaveFl = true; // Force initial save _status.storyModeFl = false; // Not in story mode _status.gameOverFl = false; // Hero not knobbled yet _status.recordFl = false; // Not record mode _status.playbackFl = false; // Not playback mode _status.demoFl = false; // Not demo mode _status.textBoxFl = false; // Not processing a text box // Strangerke - Not used ? // _status.mmtime = false; // Multimedia timer support _status.lookFl = false; // Toolbar "look" button _status.recallFl = false; // Toolbar "recall" button _status.leftButtonFl = false; // Left mouse button pressed _status.rightButtonFl = false; // Right mouse button pressed _status.newScreenFl = false; // Screen not just loaded _status.jumpExitFl = false; // Can't jump to a screen exit _status.godModeFl = false; // No special cheats allowed _status.helpFl = false; // Not calling WinHelp() _status.doQuitFl = false; _status.path[0] = 0; // Path to write files _status.saveSlot = 0; // Slot to save/restore game _status.screenWidth = 0; // Desktop screen width // Initialize every start of new game _status.tick = 0; // Tick count _status.saveTick = 0; // Time of last save _status.viewState = V_IDLE; // View state _status.inventoryState = I_OFF; // Inventory icon bar state _status.inventoryHeight = 0; // Inventory icon bar pos _status.inventoryObjId = -1; // Inventory object selected (none) _status.routeIndex = -1; // Hero not following a route _status.go_for = GO_SPACE; // Hero walking to space _status.go_id = -1; // Hero not walking to anything } // Initialize default config values. Must be done before Initialize(). // Reset needed to save config.cx,cy which get splatted during OnFileNew() void HugoEngine::initConfig(inst_t action) { debugC(1, kDebugEngine, "initConfig(%d)", action); switch (action) { case INSTALL: _config.musicFl = true; // Music state initially on _config.soundFl = true; // Sound state initially on _config.turboFl = false; // Turbo state initially off _config.backgroundMusicFl = false; // No music when inactive _config.musicVolume = 85; // Music volume % _config.soundVolume = 100; // Sound volume % initPlaylist(_config.playlist); // Initialize default tune playlist file().readBootFile(); // Read startup structure break; case RESET: // Find first tune and play it for (int16 i = 0; i < MAX_TUNES; i++) { if (_config.playlist[i]) { sound().playMusic(i); break; } } file().initSavedGame(); // Initialize saved game break; case RESTORE: warning("Unhandled action RESTORE"); break; } } void HugoEngine::initialize() { debugC(1, kDebugEngine, "initialize"); sound().initSound(); scheduler().initEventQueue(); // Init scheduler stuff screen().initDisplay(); // Create Dibs and palette file().openDatabaseFiles(); // Open database files calcMaxScore(); // Initialise maxscore _rnd = new Common::RandomSource(); g_eventRec.registerRandomSource(*_rnd, "hugo"); _rnd->setSeed(42); // Kick random number generator switch (getGameType()) { case kGameTypeHugo1: _episode = "\"HUGO'S HOUSE OF HORRORS\""; _picDir = ""; break; case kGameTypeHugo2: _episode = "\"Hugo's Mystery Adventure\""; _picDir = "hugo2/"; break; case kGameTypeHugo3: _episode = "\"Hugo's Amazon Adventure\""; _picDir = "hugo3/"; break; default: error("Unknown game"); } } // Restore all resources before termination void HugoEngine::shutdown() { debugC(1, kDebugEngine, "shutdown"); file().closeDatabaseFiles(); if (_status.recordFl || _status.playbackFl) file().closePlaybackFile(); freeObjects(); } void HugoEngine::readObjectImages() { debugC(1, kDebugEngine, "readObjectImages"); for (int i = 0; i < _numObj; i++) file().readImage(i, &_objects[i]); } // Read the uif image file (inventory icons) void HugoEngine::readUIFImages() { debugC(1, kDebugEngine, "readUIFImages"); file().readUIFItem(UIF_IMAGES, screen().getGUIBuffer()); // Read all uif images } // Read scenery, overlay files for given screen number void HugoEngine::readScreenFiles(int screenNum) { debugC(1, kDebugEngine, "readScreenFiles(%d)", screenNum); file().readBackground(screenNum); // Scenery file memcpy(screen().getBackBuffer(), screen().getFrontBuffer(), sizeof(screen().getFrontBuffer()));// Make a copy file().readOverlay(screenNum, _boundary, BOUNDARY); // Boundary file file().readOverlay(screenNum, _overlay, OVERLAY); // Overlay file file().readOverlay(screenNum, _ovlBase, OVLBASE); // Overlay base file } // Update all object positions. Process object 'local' events // including boundary events and collisions void HugoEngine::moveObjects() { debugC(4, kDebugEngine, "moveObjects"); // If route mode enabled, do special route processing if (_status.routeIndex >= 0) route().processRoute(); // Perform any adjustments to velocity based on special path types // and store all (visible) object baselines into the boundary file. // Don't store foreground or background objects for (int i = 0; i < _numObj; i++) { object_t *obj = &_objects[i]; // Get pointer to object seq_t *currImage = obj->currImagePtr; // Get ptr to current image if (obj->screenIndex == *_screen_p) { switch (obj->pathType) { case CHASE: case CHASE2: { int8 radius = obj->radius; // Default to object's radius if (radius < 0) // If radius infinity, use closer value radius = DX; // Allowable motion wrt boundary int dx = _hero->x + _hero->currImagePtr->x1 - obj->x - currImage->x1; int dy = _hero->y + _hero->currImagePtr->y2 - obj->y - currImage->y2 - 1; if (abs(dx) <= radius) obj->vx = 0; else obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath); if (abs(dy) <= radius) obj->vy = 0; else obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath); // Set first image in sequence (if multi-seq object) switch (obj->seqNumb) { case 4: if (!obj->vx) { // Got 4 directions if (obj->vx != obj->oldvx) { // vx just stopped if (dy >= 0) obj->currImagePtr = obj->seqList[DOWN].seqPtr; else obj->currImagePtr = obj->seqList[_UP].seqPtr; } } else if (obj->vx != obj->oldvx) { if (dx > 0) obj->currImagePtr = obj->seqList[RIGHT].seqPtr; else obj->currImagePtr = obj->seqList[LEFT].seqPtr; } break; case 3: case 2: if (obj->vx != obj->oldvx) { // vx just stopped if (dx > 0) // Left & right only obj->currImagePtr = obj->seqList[RIGHT].seqPtr; else obj->currImagePtr = obj->seqList[LEFT].seqPtr; } break; } if (obj->vx || obj->vy) obj->cycling = CYCLE_FORWARD; else { obj->cycling = NOT_CYCLING; boundaryCollision(obj); // Must have got hero! } obj->oldvx = obj->vx; obj->oldvy = obj->vy; currImage = obj->currImagePtr; // Get (new) ptr to current image break; } case WANDER2: case WANDER: if (!_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval obj->vx = _rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath; obj->vy = _rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath; // Set first image in sequence (if multi-seq object) if (obj->seqNumb > 1) { if (!obj->vx && (obj->seqNumb >= 4)) { if (obj->vx != obj->oldvx) { // vx just stopped if (obj->vy > 0) obj->currImagePtr = obj->seqList[DOWN].seqPtr; else obj->currImagePtr = obj->seqList[_UP].seqPtr; } } else if (obj->vx != obj->oldvx) { if (obj->vx > 0) obj->currImagePtr = obj->seqList[RIGHT].seqPtr; else obj->currImagePtr = obj->seqList[LEFT].seqPtr; } } obj->oldvx = obj->vx; obj->oldvy = obj->vy; currImage = obj->currImagePtr; // Get (new) ptr to current image } if (obj->vx || obj->vy) obj->cycling = CYCLE_FORWARD; break; default: ; // Really, nothing } // Store boundaries if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2); } } // Move objects, allowing for boundaries for (int i = 0; i < _numObj; i++) { object_t *obj = &_objects[i]; // Get pointer to object if ((obj->screenIndex == *_screen_p) && (obj->vx || obj->vy)) { // Only process if it's moving // Do object movement. Delta_x,y return allowed movement in x,y // to move as close to a boundary as possible without crossing it. seq_t *currImage = obj->currImagePtr; // Get ptr to current image // object coordinates int x1 = obj->x + currImage->x1; // Left edge of object int x2 = obj->x + currImage->x2; // Right edge int y1 = obj->y + currImage->y1; // Top edge int y2 = obj->y + currImage->y2; // Bottom edge if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) clearBoundary(x1, x2, y2); // Clear our own boundary // Allowable motion wrt boundary int dx = deltaX(x1, x2, obj->vx, y2); if (dx != obj->vx) { // An object boundary collision! boundaryCollision(obj); obj->vx = 0; } int dy = deltaY(x1, x2, obj->vy, y2); if (dy != obj->vy) { // An object boundary collision! boundaryCollision(obj); obj->vy = 0; } if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) storeBoundary(x1, x2, y2); // Re-store our own boundary obj->x += dx; // Update object position obj->y += dy; // Don't let object go outside screen if (x1 < EDGE) obj->x = EDGE2; if (x2 > (XPIX - EDGE)) obj->x = XPIX - EDGE2 - (x2 - x1); if (y1 < EDGE) obj->y = EDGE2; if (y2 > (YPIX - EDGE)) obj->y = YPIX - EDGE2 - (y2 - y1); if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2)) obj->cycling = NOT_CYCLING; } } // Clear all object baselines from the boundary file. for (int i = 0; i < _numObj; i++) { object_t *obj = &_objects[i]; // Get pointer to object seq_t *currImage = obj->currImagePtr; // Get ptr to current image if ((obj->screenIndex == *_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING)) clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2); } // If maze mode is enabled, do special maze processing if (_maze.enabledFl) processMaze(); } // Return maximum allowed movement (from zero to vx) such that object does // not cross a boundary (either background or another object) int HugoEngine::deltaX(int x1, int x2, int vx, int y) { // Explanation of algorithm: The boundaries are drawn as contiguous // lines 1 pixel wide. Since DX,DY are not necessarily 1, we must // detect boundary crossing. If vx positive, examine each pixel from // x1 old to x2 new, else x2 old to x1 new, both at the y2 line. // If vx zero, no need to check. If vy non-zero then examine each // pixel on the line segment x1 to x2 from y old to y new. // Fix from Hugo I v1.5: // Note the diff is munged in the return statement to cater for a special // cases arising from differences in image widths from one sequence to // another. The problem occurs reversing direction at a wall where the // new image intersects before the object can move away. This is cured // by comparing the intersection with half the object width pos. If the // intersection is in the other half wrt the intended direction, use the // desired vx, else use the computed delta. i.e. believe the desired vx debugC(3, kDebugEngine, "deltaX(%d, %d, %d, %d)", x1, x2, vx, y); if (vx == 0) return 0 ; // Object stationary y *= XBYTES; // Offset into boundary file if (vx > 0) { // Moving to right for (int i = x1 >> 3; i <= (x2 + vx) >> 3; i++) {// Search by byte int b = Utils::firstBit((byte)(_boundary[y + i] | _objBound[y + i])); if (b < 8) { // b is index or 8 // Compute x of boundary and test if intersection b += i << 3; if ((b >= x1) && (b <= x2 + vx)) return (b < x1 + ((x2 - x1) >> 1)) ? vx : b - x2 - 1; // return dx } } } else { // Moving to left for (int i = x2 >> 3; i >= (x1 + vx) >> 3; i--) {// Search by byte int b = Utils::lastBit((byte)(_boundary[y + i] | _objBound[y + i])); if (b < 8) { // b is index or 8 // Compute x of boundary and test if intersection b += i << 3; if ((b >= x1 + vx) && (b <= x2)) return (b > x1 + ((x2 - x1) >> 1)) ? vx : b - x1 + 1; // return dx } } } return vx; } // Similar to Delta_x, but for movement in y direction. Special case of // bytes at end of line segment; must only count boundary bits falling on // line segment. int HugoEngine::deltaY(int x1, int x2, int vy, int y) { debugC(3, kDebugEngine, "deltaY(%d, %d, %d, %d)", x1, x2, vy, y); if (vy == 0) return 0; // Object stationary int inc = (vy > 0) ? 1 : -1; for (int j = y + inc; j != (y + vy + inc); j += inc) { //Search by byte for (int i = x1 >> 3; i <= x2 >> 3; i++) { int b = _boundary[j * XBYTES + i] | _objBound[j * XBYTES + i]; if (b != 0) { // Any bit set // Make sure boundary bits fall on line segment if (i == (x2 >> 3)) // Adjust right end b &= 0xff << ((i << 3) + 7 - x2); else if (i == (x1 >> 3)) // Adjust left end b &= 0xff >> (x1 - (i << 3)); if (b) return j - y - inc; } } } return vy; } // Store a horizontal line segment in the object boundary file void HugoEngine::storeBoundary(int x1, int x2, int y) { debugC(5, kDebugEngine, "storeBoundary(%d, %d, %d)", x1, x2, y); for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line byte *b = &_objBound[y * XBYTES + i]; // get boundary byte if (i == x2 >> 3) // Adjust right end *b |= 0xff << ((i << 3) + 7 - x2); else if (i == x1 >> 3) // Adjust left end *b |= 0xff >> (x1 - (i << 3)); else *b = 0xff; } } // Clear a horizontal line segment in the object boundary file void HugoEngine::clearBoundary(int x1, int x2, int y) { debugC(5, kDebugEngine, "clearBoundary(%d, %d, %d)", x1, x2, y); for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line byte *b = &_objBound[y * XBYTES + i]; // get boundary byte if (i == x2 >> 3) // Adjust right end *b &= ~(0xff << ((i << 3) + 7 - x2)); else if (i == x1 >> 3) // Adjust left end *b &= ~(0xff >> (x1 - (i << 3))); else *b = 0; } } // Maze mode is enabled. Check to see whether hero has crossed the maze // bounding box, if so, go to the next room */ void HugoEngine::processMaze() { debugC(1, kDebugEngine, "processMaze"); seq_t *currImage = _hero->currImagePtr; // Get ptr to current image // hero coordinates int x1 = _hero->x + currImage->x1; // Left edge of object int x2 = _hero->x + currImage->x2; // Right edge int y1 = _hero->y + currImage->y1; // Top edge int y2 = _hero->y + currImage->y2; // Bottom edge if (x1 < _maze.x1) { // Exit west _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - 1; _actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1); _actListArr[_alNewscrIndex][0].a2.y = _hero->y; _status.routeIndex = -1; scheduler().insertActionList(_alNewscrIndex); } else if (x2 > _maze.x2) { // Exit east _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + 1; _actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT; _actListArr[_alNewscrIndex][0].a2.y = _hero->y; _status.routeIndex = -1; scheduler().insertActionList(_alNewscrIndex); } else if (y1 < _maze.y1 - SHIFT) { // Exit north _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - _maze.size; _actListArr[_alNewscrIndex][0].a2.x = _maze.x3; _actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1); _status.routeIndex = -1; scheduler().insertActionList(_alNewscrIndex); } else if (y2 > _maze.y2 - SHIFT / 2) { // Exit south _actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + _maze.size; _actListArr[_alNewscrIndex][0].a2.x = _maze.x4; _actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT; _status.routeIndex = -1; scheduler().insertActionList(_alNewscrIndex); } } // Compare function for the quicksort. The sort is to order the objects in // increasing vertical position, using y+y2 as the baseline // Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0 int HugoEngine::y2comp(const void *a, const void *b) { debugC(6, kDebugEngine, "y2comp"); const object_t *p1 = &s_Engine->_objects[*(const byte *)a]; const object_t *p2 = &s_Engine->_objects[*(const byte *)b]; if (p1 == p2) // Why does qsort try the same indexes? return 0; if (p1->priority == BACKGROUND) return -1; if (p2->priority == BACKGROUND) return 1; if (p1->priority == FOREGROUND) return 1; if (p2->priority == FOREGROUND) return -1; int ay2 = p1->y + p1->currImagePtr->y2; int by2 = p2->y + p2->currImagePtr->y2; return ay2 - by2; } // Draw all objects on screen as follows: // 1. Sort 'FLOATING' objects in order of y2 (base of object) // 2. Display new object frames/positions in dib // Finally, cycle any animating objects to next frame void HugoEngine::updateImages() { debugC(5, kDebugEngine, "updateImages"); // Initialise the index array to visible objects in current screen int num_objs = 0; byte objindex[MAX_OBJECTS]; // Array of indeces to objects for (int i = 0; i < _numObj; i++) { object_t *obj = &_objects[i]; if ((obj->screenIndex == *_screen_p) && (obj->cycling >= ALMOST_INVISIBLE)) objindex[num_objs++] = i; } // Sort the objects into increasing y+y2 (painter's algorithm) qsort(objindex, num_objs, sizeof(objindex[0]), y2comp); // Add each visible object to display list for (int i = 0; i < num_objs; i++) { object_t *obj = &_objects[objindex[i]]; // Count down inter-frame timer if (obj->frameTimer) obj->frameTimer--; if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible switch (obj->cycling) { case NOT_CYCLING: screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); break; case CYCLE_FORWARD: if (obj->frameTimer) // Not time to see next frame yet screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL); else screen().displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL); break; case CYCLE_BACKWARD: { seq_t *seqPtr = obj->currImagePtr; if (!obj->frameTimer) { // Show next frame while (seqPtr->nextSeqPtr != obj->currImagePtr) seqPtr = seqPtr->nextSeqPtr; } screen().displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL); break; } default: break; } } } // Cycle any animating objects for (int i = 0; i < num_objs; i++) { object_t *obj = &_objects[objindex[i]]; if (obj->cycling != INVISIBLE) { // Only if it's visible if (obj->cycling == ALMOST_INVISIBLE) obj->cycling = INVISIBLE; // Now Rotate to next picture in sequence switch (obj->cycling) { case NOT_CYCLING: break; case CYCLE_FORWARD: if (!obj->frameTimer) { // Time to step to next frame obj->currImagePtr = obj->currImagePtr->nextSeqPtr; // Find out if this is last frame of sequence // If so, reset frame_timer and decrement n_cycle if (obj->frameInterval || obj->cycleNumb) { obj->frameTimer = obj->frameInterval; for (int j = 0; j < obj->seqNumb; j++) { if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) { if (obj->cycleNumb) { // Decr cycleNumb if Non-continous if (!--obj->cycleNumb) obj->cycling = NOT_CYCLING; } } } } } break; case CYCLE_BACKWARD: { if (!obj->frameTimer) { // Time to step to prev frame seq_t *seqPtr = obj->currImagePtr; while (obj->currImagePtr->nextSeqPtr != seqPtr) obj->currImagePtr = obj->currImagePtr->nextSeqPtr; // Find out if this is first frame of sequence // If so, reset frame_timer and decrement n_cycle if (obj->frameInterval || obj->cycleNumb) { obj->frameTimer = obj->frameInterval; for (int j = 0; j < obj->seqNumb; j++) { if (obj->currImagePtr == obj->seqList[j].seqPtr) { if (obj->cycleNumb){ // Decr cycleNumb if Non-continous if (!--obj->cycleNumb) obj->cycling = NOT_CYCLING; } } } } } break; } default: break; } obj->oldx = obj->x; obj->oldy = obj->y; } } } // Return object index of the topmost object under the cursor, or -1 if none // Objects are filtered if not "useful" int16 HugoEngine::findObject(uint16 x, uint16 y) { debugC(3, kDebugEngine, "findObject(%d, %d)", x, y); int16 objIndex = -1; // Index of found object uint16 y2Max = 0; // Greatest y2 object_t *obj = _objects; // Check objects on screen for (int i = 0; i < _numObj; i++, obj++) { // Object must be in current screen and "useful" if (obj->screenIndex == *_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) { seq_t *curImage = obj->currImagePtr; // Object must have a visible image... if (curImage != 0 && obj->cycling != INVISIBLE) { // If cursor inside object if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) { // If object is closest so far if (obj->y + curImage->y2 > y2Max) { y2Max = obj->y + curImage->y2; objIndex = i; // Found an object! } } } else { // ...or a dummy object that has a hotspot rectangle if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) { // If cursor inside special rectangle if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) { // If object is closest so far if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) { y2Max = obj->oldy + obj->vyPath - 1; objIndex = i; // Found an object! } } } } } } return objIndex; } // Find a clear space around supplied object that hero can walk to bool HugoEngine::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) { debugC(1, kDebugEngine, "findObjectSpace(obj, %d, %d)", *destx, *desty); seq_t *curImage = obj->currImagePtr; int16 y = obj->y + curImage->y2 - 1; bool foundFl = true; // Try left rear corner for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) { if (BOUND(x, y)) foundFl = false; } if (!foundFl) { // Try right rear corner foundFl = true; for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) { if (BOUND(x, y)) foundFl = false; } } if (!foundFl) { // Try left front corner foundFl = true; y += 2; for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) { if (BOUND(x, y)) foundFl = false; } } if (!foundFl) { // Try right rear corner foundFl = true; for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) { if (BOUND(x, y)) foundFl = false; } } *desty = y; return foundFl; } // Search background command list for this screen for supplied object. // Return first associated verb (not "look") or 0 if none found. char *HugoEngine::useBG(char *name) { debugC(1, kDebugEngine, "useBG(%s)", name); objectList_t p = _backgroundObjects[*_screen_p]; for (int i = 0; *_arrayVerbs[p[i].verbIndex]; i++) { if ((name == _arrayNouns[p[i].nounIndex][0] && p[i].verbIndex != _look) && ((p[i].roomState == DONT_CARE) || (p[i].roomState == _screenStates[*_screen_p]))) return _arrayVerbs[p[i].verbIndex][0]; } return 0; } // If status.objid = -1, pick up objid, else use status.objid on objid, // if objid can't be picked up, use it directly void HugoEngine::useObject(int16 objId) { debugC(1, kDebugEngine, "useObject(%d)", objId); char *verb; // Background verb to use directly object_t *obj = &_objects[objId]; // Ptr to object if (_status.inventoryObjId == -1) { // Get or use objid directly if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item sprintf(_line, "%s %s", _arrayVerbs[_take][0], _arrayNouns[obj->nounIndex][0]); else if (obj->genericCmd & LOOK) // Look item sprintf(_line, "%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]); else if (obj->genericCmd & DROP) // Drop item sprintf(_line, "%s %s", _arrayVerbs[_drop][0], _arrayNouns[obj->nounIndex][0]); else if (obj->cmdIndex != 0) // Use non-collectible item if able sprintf(_line, "%s %s", _arrayVerbs[_cmdList[obj->cmdIndex][1].verbIndex][0], _arrayNouns[obj->nounIndex][0]); else if ((verb = useBG(_arrayNouns[obj->nounIndex][0])) != 0) sprintf(_line, "%s %s", verb, _arrayNouns[obj->nounIndex][0]); else return; // Can't use object directly } else { // Use status.objid on objid // Default to first cmd verb sprintf(_line, "%s %s %s", _arrayVerbs[_cmdList[_objects[_status.inventoryObjId].cmdIndex][1].verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]); // Check valid use of objects and override verb if necessary for (uses_t *use = _uses; use->objId != _numObj; use++) { if (_status.inventoryObjId == use->objId) { // Look for secondary object, if found use matching verb bool foundFl = false; for (target_t *target = use->targets; _arrayNouns[target->nounIndex] != 0; target++) if (_arrayNouns[target->nounIndex][0] == _arrayNouns[obj->nounIndex][0]) { foundFl = true; sprintf(_line, "%s %s %s", _arrayVerbs[target->verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]); } // No valid use of objects found, print failure string if (!foundFl) { // Deselect dragged icon if inventory not active if (_status.inventoryState != I_ACTIVE) _status.inventoryObjId = -1; Utils::Box(BOX_ANY, "%s", _textData[use->dataIndex]); return; } } } } if (_status.inventoryState == I_ACTIVE) // If inventory active, remove it _status.inventoryState = I_UP; _status.inventoryObjId = -1; // Deselect any dragged icon parser().lineHandler(); // and process command } // Issue "Look at " command // Note special case of swapped hero image void HugoEngine::lookObject(object_t *obj) { debugC(1, kDebugEngine, "lookObject"); if (obj == _hero) // Hero swapped - look at other obj = &_objects[_heroImage]; parser().command("%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]); } // Free all object images void HugoEngine::freeObjects() { debugC(1, kDebugEngine, "freeObjects"); // Nothing to do if not allocated yet if (_hero->seqList[0].seqPtr == 0) return; // Free all sequence lists and image data for (int i = 0; i < _numObj; i++) { object_t *obj = &_objects[i]; for (int j = 0; j < obj->seqNumb; j++) { // for each sequence seq_t *seq = obj->seqList[j].seqPtr; // Free image if (seq == 0) // Failure during database load break; do { free(seq->imagePtr); seq = seq->nextSeqPtr; } while (seq != obj->seqList[j].seqPtr); free(seq); // Free sequence record } } } // Add action lists for this screen to event queue void HugoEngine::screenActions(int screenNum) { debugC(1, kDebugEngine, "screenActions(%d)", screenNum); uint16 *screenAct = _screenActs[screenNum]; if (screenAct) { for (int i = 0; screenAct[i]; i++) scheduler().insertActionList(screenAct[i]); } } // Set the new screen number into the hero object and any carried objects void HugoEngine::setNewScreen(int screenNum) { debugC(1, kDebugEngine, "setNewScreen(%d)", screenNum); *_screen_p = screenNum; // HERO object for (int i = HERO + 1; i < _numObj; i++) { // Any others if (_objects[i].carriedFl) // being carried _objects[i].screenIndex = screenNum; } } // An object has collided with a boundary. See if any actions are required void HugoEngine::boundaryCollision(object_t *obj) { debugC(1, kDebugEngine, "boundaryCollision"); if (obj == _hero) { // Hotspots only relevant to HERO int x; if (obj->vx > 0) x = obj->x + obj->currImagePtr->x2; else x = obj->x + obj->currImagePtr->x1; int y = obj->y + obj->currImagePtr->y2; for (int i = 0; _hotspots[i].screenIndex >= 0; i++) { hotspot_t *hotspot = &_hotspots[i]; if (hotspot->screenIndex == obj->screenIndex) if ((x >= hotspot->x1) && (x <= hotspot->x2) && (y >= hotspot->y1) && (y <= hotspot->y2)) { scheduler().insertActionList(hotspot->actIndex); break; } } } else { // Check whether an object collided with HERO int dx = _hero->x + _hero->currImagePtr->x1 - obj->x - obj->currImagePtr->x1; int dy = _hero->y + _hero->currImagePtr->y2 - obj->y - obj->currImagePtr->y2; // If object's radius is infinity, use a closer value int8 radius = obj->radius; if (radius < 0) radius = DX * 2; if ((abs(dx) <= radius) && (abs(dy) <= radius)) scheduler().insertActionList(obj->actIndex); } } // Initialize screen components and display results void HugoEngine::initNewScreenDisplay() { debugC(1, kDebugEngine, "initNewScreenDisplay"); screen().displayList(D_INIT); screen().setBackgroundColor(_TBLACK); screen().displayBackground(); // Stop premature object display in Display_list(D_DISPLAY) _status.newScreenFl = true; } // Add up all the object values and all the bonus points void HugoEngine::calcMaxScore() { debugC(1, kDebugEngine, "calcMaxScore"); for (int i = 0; i < _numObj; i++) _maxscore += _objects[i].objValue; for (int i = 0; i < _numBonuses; i++) _maxscore += _points[i].score; } // Exit game, advertise trilogy, show copyright void HugoEngine::endGame() { debugC(1, kDebugEngine, "endGame"); if (!_boot.registered) Utils::Box(BOX_ANY, "%s", _textEngine[kEsAdvertise]); Utils::Box(BOX_ANY, "%s\n%s", _episode, COPYRIGHT); _status.viewState = V_EXIT; } } // End of namespace Hugo