/* 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. * * $URL$ * $Id$ * */ #include "common/system.h" #include "common/random.h" #include "common/events.h" #include "common/EventRecorder.h" #include "common/debug-channels.h" #include "hugo/hugo.h" #include "hugo/global.h" #include "hugo/game.h" #include "hugo/file.h" #include "hugo/schedule.h" #include "hugo/display.h" #include "hugo/mouse.h" #include "hugo/inventory.h" #include "hugo/parser.h" #include "hugo/route.h" #include "hugo/util.h" #include "hugo/sound.h" #include "hugo/intro.h" #include "engines/util.h" namespace Hugo { HugoEngine *HugoEngine::s_Engine = 0; overlay_t HugoEngine::_boundary; overlay_t HugoEngine::_overlay; overlay_t HugoEngine::_ovlBase; overlay_t HugoEngine::_objBound; config_t _config; // User's config maze_t _maze; // 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 HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0), _textData(0), _stringtData(0), _screenNames(0), _textEngine(0), _textIntro(0), _textMouse(0), _textParser(0), _textSchedule(0), _textUtil(0), _arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0), _points(0), _cmdList(0), _screenActs(0), _objects(0), _actListArr(0), _heroImage(0), _defltTunes(0), _palette(0), _introX(0), _introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _numObj(0), _score(0), _maxscore(0) { DebugMan.addDebugChannel(kDebugSchedule, "Schedule", "Script Schedule debug level"); DebugMan.addDebugChannel(kDebugEngine, "Engine", "Engine debug level"); DebugMan.addDebugChannel(kDebugDisplay, "Display", "Display debug level"); DebugMan.addDebugChannel(kDebugMouse, "Mouse", "Mouse debug level"); DebugMan.addDebugChannel(kDebugParser, "Parser", "Parser debug level"); DebugMan.addDebugChannel(kDebugFile, "File", "File IO debug level"); DebugMan.addDebugChannel(kDebugRoute, "Route", "Route debug level"); DebugMan.addDebugChannel(kDebugInventory, "Inventory", "Inventory debug level"); for (int j = 0; j < NUM_FONTS; j++) _arrayFont[j] = 0; } HugoEngine::~HugoEngine() { delete _soundHandler; delete _route; delete _parser; delete _inventoryHandler; delete _mouseHandler; delete _screen; delete _scheduler; delete _fileManager; free(_palette); free(_introX); free(_introY); #if 0 freeTexts(_textData); freeTexts(_stringtData); freeTexts(_textEngine); freeTexts(_textIntro); freeTexts(_textMouse); freeTexts(_textParser); freeTexts(_textSchedule); freeTexts(_textUtil); #endif free(_textData); free(_stringtData); free(_screenNames); free(_textEngine); free(_textIntro); free(_textMouse); free(_textParser); free(_textSchedule); free(_textUtil); warning("Missing: free _arrayNouns"); warning("Missing: free _arrayVerbs"); free(_arrayReqs); free(_hotspots); free(_invent); free(_uses); free(_catchallList); warning("Missing: free _background_objects"); free(_points); warning("Missing: free _cmdList"); warning("Missing: free _screenActs"); warning("Missing: free _objects"); free(_defltTunes); free(_screenStates); if (_arrayFont[0]) free(_arrayFont[0]); if (_arrayFont[1]) free(_arrayFont[1]); if (_arrayFont[2]) free(_arrayFont[2]); } GameType HugoEngine::getGameType() const { return _gameType; } Common::Platform HugoEngine::getPlatform() const { return _platform; } bool HugoEngine::isPacked() const { return _packedFl; } Common::Error HugoEngine::run() { s_Engine = this; initGraphics(320, 200, false); _mouseHandler = new MouseHandler(*this); _inventoryHandler = new InventoryHandler(*this); _route = new Route(*this); _soundHandler = new SoundHandler(*this); switch (_gameVariant) { case 0: // H1 Win _fileManager = new FileManager_v1w(*this); _scheduler = new Scheduler_v3d(*this); _introHandler = new intro_v1w(*this); _screen = new Screen_v1w(*this); _parser = new Parser_v1w(*this); break; case 1: _fileManager = new FileManager_v2d(*this); _scheduler = new Scheduler_v3d(*this); _introHandler = new intro_v2w(*this); _screen = new Screen_v1w(*this); _parser = new Parser_v1w(*this); break; case 2: _fileManager = new FileManager_v2d(*this); _scheduler = new Scheduler_v3d(*this); _introHandler = new intro_v3w(*this); _screen = new Screen_v1w(*this); _parser = new Parser_v1w(*this); break; case 3: // H1 DOS _fileManager = new FileManager_v1d(*this); _scheduler = new Scheduler_v1d(*this); _introHandler = new intro_v1d(*this); _screen = new Screen_v1d(*this); _parser = new Parser_v1d(*this); break; case 4: _fileManager = new FileManager_v2d(*this); _scheduler = new Scheduler_v1d(*this); _introHandler = new intro_v2d(*this); _screen = new Screen_v1d(*this); _parser = new Parser_v2d(*this); break; case 5: _fileManager = new FileManager_v3d(*this); _scheduler = new Scheduler_v3d(*this); _introHandler = new intro_v3d(*this); _screen = new Screen_v1d(*this); _parser = new Parser_v3d(*this); break; } if (!loadHugoDat()) return Common::kUnknownError; // Interesting situation: We have no cursor to show, since // the DOS version had none, and the Windows version just used // the windows default one. Meaning this call will just use whatever // was used last, i.e. the launcher GUI cursor. What to do? g_system->showMouse(true); initStatus(); // Initialize game status initConfig(INSTALL); // Initialize user's config initialize(); initConfig(RESET); // Reset user's config file().restoreGame(-1); initMachine(); // Start the state machine _status.viewState = V_INTROINIT; _status.doQuitFl = false; while (!_status.doQuitFl) { g_system->updateScreen(); runMachine(); // Handle input Common::Event event; while (_eventMan->pollEvent(event)) { switch (event.type) { case Common::EVENT_KEYDOWN: parser().keyHandler(event.kbd.keycode, 0); break; case Common::EVENT_MOUSEMOVE: _mouseX = event.mouse.x; _mouseY = event.mouse.y; break; case Common::EVENT_LBUTTONDOWN: _status.leftButtonFl = true; break; case Common::EVENT_LBUTTONUP: _status.leftButtonFl = false; break; case Common::EVENT_RBUTTONDOWN: _status.rightButtonFl = true; break; case Common::EVENT_RBUTTONUP: _status.rightButtonFl = false; break; case Common::EVENT_QUIT: _status.doQuitFl = true; break; default: break; } } } return Common::kNoError; } void HugoEngine::initMachine() { if (_gameVariant == kGameVariantH1Dos) readScreenFiles(0); else file().readBackground(_numScreens - 1); // Splash screen readObjectImages(); // Read all object images if (_platform == Common::kPlatformWindows) readUIFImages(); // Read all uif images (only in Win versions) } void HugoEngine::runMachine() { // Hugo game state machine - called during onIdle static uint32 lastTime; status_t &gameStatus = getGameStatus(); // Don't process if we're in a textbox if (gameStatus.textBoxFl) return; // Don't process if gameover if (gameStatus.gameOverFl) return; // Process machine once every tick if (g_system->getMillis() - lastTime < (uint32)(1000 / TPS)) return; lastTime = g_system->getMillis(); switch (gameStatus.viewState) { case V_IDLE: // Not processing state machine intro().preNewGame(); // Any processing before New Game selected break; case V_INTROINIT: // Initialization before intro begins intro().introInit(); g_system->showMouse(false); gameStatus.viewState = V_INTRO; break; case V_INTRO: // Do any game-dependant preamble if (intro().introPlay()) { // Process intro screen scheduler().newScreen(0); // Initialize first screen gameStatus.viewState = V_PLAY; } break; case V_PLAY: // Playing game g_system->showMouse(true); parser().charHandler(); // Process user cmd input moveObjects(); // Process object movement scheduler().runScheduler(); // Process any actions screen().displayList(D_RESTORE); // Restore previous background updateImages(); // Draw into _frontBuffer, compile display list mouse().mouseHandler(); // Mouse activity - adds to display list screen().drawStatusText(); screen().displayList(D_DISPLAY); // Blit the display list to screen break; case V_INVENT: // Accessing inventory inventory().runInventory(); // Process Inventory state machine break; case V_EXIT: // Game over or user exited gameStatus.viewState = V_IDLE; _status.doQuitFl = true; break; } } bool HugoEngine::loadHugoDat() { Common::File in; in.open("hugo.dat"); if (!in.isOpen()) { Common::String errorMessage = "You're missing the 'hugo.dat' file. Get it from the ScummVM website"; GUIErrorMessage(errorMessage); warning("%s", errorMessage.c_str()); return false; } // Read header char buf[256]; in.read(buf, 4); buf[4] = '\0'; if (strcmp(buf, "HUGO")) { Common::String errorMessage = "File 'hugo.dat' is corrupt. Get it from the ScummVM website"; GUIErrorMessage(errorMessage); warning("%s", errorMessage.c_str()); return false; } int majVer = in.readByte(); 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); return false; } _numVariant = in.readUint16BE(); // Read textData _textData = loadTextsVariante(in, 0); // Read stringtData // Only Hugo 1 DOS should use this array _stringtData = loadTextsVariante(in, 0); // Read arrayNouns _arrayNouns = loadTextsArray(in); // Read arrayVerbs _arrayVerbs = loadTextsArray(in); // Read screenNames _screenNames = loadTextsVariante(in, &_numScreens); // Read palette _paletteSize = in.readUint16BE(); _palette = (byte *)malloc(sizeof(byte) * _paletteSize); for (int i = 0; i < _paletteSize; i++) _palette[i] = in.readByte(); // Read textEngine _textEngine = loadTexts(in); // Read textIntro _textIntro = loadTextsVariante(in, 0); // Read x_intro and y_intro for (int varnt = 0; varnt < _numVariant; varnt++) { int numRows = in.readUint16BE(); if (varnt == _gameVariant) { _introXSize = numRows; _introX = (byte *)malloc(sizeof(byte) * _introXSize); _introY = (byte *)malloc(sizeof(byte) * _introXSize); for (int i = 0; i < _introXSize; i++) { _introX[i] = in.readByte(); _introY[i] = in.readByte(); } } else { for (int i = 0; i < numRows; i++) { in.readByte(); in.readByte(); } } } // Read textMouse _textMouse = loadTexts(in); // Read textParser _textParser = loadTexts(in); // Read textSchedule _textSchedule = loadTexts(in); // Read textUtil _textUtil = loadTexts(in); // Read _arrayReqs _arrayReqs = loadLongArray(in); // Read _hotspots for (int varnt = 0; varnt < _numVariant; varnt++) { int numRows = in.readUint16BE(); if (varnt == _gameVariant) { _hotspots = (hotspot_t *)malloc(sizeof(hotspot_t) * numRows); for (int i = 0; i < numRows; i++) { _hotspots[i].screenIndex = in.readSint16BE(); _hotspots[i].x1 = in.readSint16BE(); _hotspots[i].y1 = in.readSint16BE(); _hotspots[i].x2 = in.readSint16BE(); _hotspots[i].y2 = in.readSint16BE(); _hotspots[i].actIndex = in.readUint16BE(); _hotspots[i].viewx = in.readSint16BE(); _hotspots[i].viewy = in.readSint16BE(); _hotspots[i].direction = in.readSint16BE(); } } else { for (int i = 0; i < numRows; i++) { in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); } } } int numElem, numSubElem, numSubAct; //Read _invent for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _maxInvent = numElem; _invent = (int16 *)malloc(sizeof(int16) * numElem); for (int i = 0; i < numElem; i++) _invent[i] = in.readSint16BE(); } else { for (int i = 0; i < numElem; i++) in.readSint16BE(); } } //Read _uses for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _uses = (uses_t *)malloc(sizeof(uses_t) * numElem); for (int i = 0; i < numElem; i++) { _uses[i].objId = in.readSint16BE(); _uses[i].dataIndex = in.readUint16BE(); numSubElem = in.readUint16BE(); _uses[i].targets = (target_t *)malloc(sizeof(target_t) * numSubElem); for (int j = 0; j < numSubElem; j++) { _uses[i].targets[j].nounIndex = in.readUint16BE(); _uses[i].targets[j].verbIndex = in.readUint16BE(); } } } else { for (int i = 0; i < numElem; i++) { in.readSint16BE(); in.readUint16BE(); numSubElem = in.readUint16BE(); for (int j = 0; j < numSubElem; j++) { in.readUint16BE(); in.readUint16BE(); } } } } //Read _catchallList for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _catchallList = (background_t *)malloc(sizeof(background_t) * numElem); for (int i = 0; i < numElem; i++) { _catchallList[i].verbIndex = in.readUint16BE(); _catchallList[i].nounIndex = in.readUint16BE(); _catchallList[i].commentIndex = in.readSint16BE(); _catchallList[i].matchFl = (in.readByte() != 0); _catchallList[i].roomState = in.readByte(); _catchallList[i].bonusIndex = in.readByte(); } } else { for (int i = 0; i < numElem; i++) { in.readUint16BE(); in.readUint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); in.readByte(); } } } // Read _background_objects for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _backgroundObjects = (background_t **)malloc(sizeof(background_t *) * numElem); for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); _backgroundObjects[i] = (background_t *)malloc(sizeof(background_t) * numSubElem); for (int j = 0; j < numSubElem; j++) { _backgroundObjects[i][j].verbIndex = in.readUint16BE(); _backgroundObjects[i][j].nounIndex = in.readUint16BE(); _backgroundObjects[i][j].commentIndex = in.readSint16BE(); _backgroundObjects[i][j].matchFl = (in.readByte() != 0); _backgroundObjects[i][j].roomState = in.readByte(); _backgroundObjects[i][j].bonusIndex = in.readByte(); } } } else { for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); for (int j = 0; j < numSubElem; j++) { in.readUint16BE(); in.readUint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); in.readByte(); } } } } // Read _points for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _numBonuses = numElem; _points = (point_t *)malloc(sizeof(point_t) * _numBonuses); for (int i = 0; i < _numBonuses; i++) { _points[i].score = in.readByte(); _points[i].scoredFl = false; } } else { for (int i = 0; i < numElem; i++) in.readByte(); } } // Read _cmdList for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _cmdList = (cmd **)malloc(sizeof(cmd *) * numElem); for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); _cmdList[i] = (cmd *)malloc(sizeof(cmd) * numSubElem); for (int j = 0; j < numSubElem; j++) { _cmdList[i][j].verbIndex = in.readUint16BE(); _cmdList[i][j].reqIndex = in.readUint16BE(); _cmdList[i][j].textDataNoCarryIndex = in.readUint16BE(); _cmdList[i][j].reqState = in.readByte(); _cmdList[i][j].newState = in.readByte(); _cmdList[i][j].textDataWrongIndex = in.readUint16BE(); _cmdList[i][j].textDataDoneIndex = in.readUint16BE(); _cmdList[i][j].actIndex = in.readUint16BE(); } } } else { for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); for (int j = 0; j < numSubElem; j++) { in.readUint16BE(); in.readUint16BE(); in.readUint16BE(); in.readByte(); in.readByte(); in.readUint16BE(); in.readUint16BE(); in.readUint16BE(); } } } } // TODO: For Hugo2 and Hugo3, if not in story mode, increment _screenActs[0][0] (ex: kALcrashStory + 1 == kALcrashNoStory) // Read _screenActs for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _screenActs = (uint16 **)malloc(sizeof(uint16 *) * numElem); for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); if (numSubElem == 0) { _screenActs[i] = 0; } else { _screenActs[i] = (uint16 *)malloc(sizeof(uint16) * numSubElem); for (int j = 0; j < numSubElem; j++) _screenActs[i][j] = in.readUint16BE(); } } } else { for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); for (int j = 0; j < numSubElem; j++) in.readUint16BE(); } } } // TODO: For Hugo3, if not in story mode, set _objects[2].state to 3 for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _objects = (object_t *)malloc(sizeof(object_t) * numElem); for (int i = 0; i < numElem; i++) { _objects[i].nounIndex = in.readUint16BE(); _objects[i].dataIndex = in.readUint16BE(); 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(); 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(); } } } //#define HERO 0 _hero = &_objects[HERO]; // This always points to hero _screen_p = &(_objects[HERO].screenIndex); // Current screen is hero's _heroImage = HERO; // Current in use hero image //read _actListArr for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _actListArr = (act **)malloc(sizeof(act *) * numElem); for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); _actListArr[i] = (act *) malloc(sizeof(act) * (numSubElem + 1)); for (int j = 0; j < numSubElem; j++) { _actListArr[i][j].a0.actType = (action_t) in.readByte(); switch (_actListArr[i][j].a0.actType) { case ANULL: // -1 break; case ASCHEDULE: // 0 _actListArr[i][j].a0.timer = in.readSint16BE(); _actListArr[i][j].a0.actIndex = in.readUint16BE(); break; case START_OBJ: // 1 _actListArr[i][j].a1.timer = in.readSint16BE(); _actListArr[i][j].a1.objNumb = in.readSint16BE(); _actListArr[i][j].a1.cycleNumb = in.readSint16BE(); _actListArr[i][j].a1.cycle = (cycle_t) in.readByte(); break; case INIT_OBJXY: // 2 _actListArr[i][j].a2.timer = in.readSint16BE(); _actListArr[i][j].a2.objNumb = in.readSint16BE(); _actListArr[i][j].a2.x = in.readSint16BE(); _actListArr[i][j].a2.y = in.readSint16BE(); break; case PROMPT: // 3 _actListArr[i][j].a3.timer = in.readSint16BE(); _actListArr[i][j].a3.promptIndex = in.readSint16BE(); numSubAct = in.readUint16BE(); _actListArr[i][j].a3.responsePtr = (int *) malloc(sizeof(int) * numSubAct); for (int k = 0; k < numSubAct; k++) _actListArr[i][j].a3.responsePtr[k] = in.readSint16BE(); _actListArr[i][j].a3.actPassIndex = in.readUint16BE(); _actListArr[i][j].a3.actFailIndex = in.readUint16BE(); _actListArr[i][j].a3.encodedFl = (in.readByte() == 1) ? true : false; break; case BKGD_COLOR: // 4 _actListArr[i][j].a4.timer = in.readSint16BE(); _actListArr[i][j].a4.newBackgroundColor = in.readUint32BE(); break; case INIT_OBJVXY: // 5 _actListArr[i][j].a5.timer = in.readSint16BE(); _actListArr[i][j].a5.objNumb = in.readSint16BE(); _actListArr[i][j].a5.vx = in.readSint16BE(); _actListArr[i][j].a5.vy = in.readSint16BE(); break; case INIT_CARRY: // 6 _actListArr[i][j].a6.timer = in.readSint16BE(); _actListArr[i][j].a6.objNumb = in.readSint16BE(); _actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false; break; case INIT_HF_COORD: // 7 _actListArr[i][j].a7.timer = in.readSint16BE(); _actListArr[i][j].a7.objNumb = in.readSint16BE(); break; case NEW_SCREEN: // 8 _actListArr[i][j].a8.timer = in.readSint16BE(); _actListArr[i][j].a8.screenIndex = in.readSint16BE(); break; case INIT_OBJSTATE: // 9 _actListArr[i][j].a9.timer = in.readSint16BE(); _actListArr[i][j].a9.objNumb = in.readSint16BE(); _actListArr[i][j].a9.newState = in.readByte(); break; case INIT_PATH: // 10 _actListArr[i][j].a10.timer = in.readSint16BE(); _actListArr[i][j].a10.objNumb = in.readSint16BE(); _actListArr[i][j].a10.newPathType = in.readSint16BE(); _actListArr[i][j].a10.vxPath = in.readByte(); _actListArr[i][j].a10.vyPath = in.readByte(); break; case COND_R: // 11 _actListArr[i][j].a11.timer = in.readSint16BE(); _actListArr[i][j].a11.objNumb = in.readSint16BE(); _actListArr[i][j].a11.stateReq = in.readByte(); _actListArr[i][j].a11.actPassIndex = in.readUint16BE(); _actListArr[i][j].a11.actFailIndex = in.readUint16BE(); break; case TEXT: // 12 _actListArr[i][j].a12.timer = in.readSint16BE(); _actListArr[i][j].a12.stringIndex = in.readSint16BE(); break; case SWAP_IMAGES: // 13 _actListArr[i][j].a13.timer = in.readSint16BE(); _actListArr[i][j].a13.obj1 = in.readSint16BE(); _actListArr[i][j].a13.obj2 = in.readSint16BE(); break; case COND_SCR: // 14 _actListArr[i][j].a14.timer = in.readSint16BE(); _actListArr[i][j].a14.objNumb = in.readSint16BE(); _actListArr[i][j].a14.screenReq = in.readSint16BE(); _actListArr[i][j].a14.actPassIndex = in.readUint16BE(); _actListArr[i][j].a14.actFailIndex = in.readUint16BE(); break; case AUTOPILOT: // 15 _actListArr[i][j].a15.timer = in.readSint16BE(); _actListArr[i][j].a15.obj1 = in.readSint16BE(); _actListArr[i][j].a15.obj2 = in.readSint16BE(); _actListArr[i][j].a15.dx = in.readByte(); _actListArr[i][j].a15.dy = in.readByte(); break; case INIT_OBJ_SEQ: // 16 _actListArr[i][j].a16.timer = in.readSint16BE(); _actListArr[i][j].a16.objNumb = in.readSint16BE(); _actListArr[i][j].a16.seqIndex = in.readSint16BE(); break; case SET_STATE_BITS: // 17 _actListArr[i][j].a17.timer = in.readSint16BE(); _actListArr[i][j].a17.objNumb = in.readSint16BE(); _actListArr[i][j].a17.stateMask = in.readSint16BE(); break; case CLEAR_STATE_BITS: // 18 _actListArr[i][j].a18.timer = in.readSint16BE(); _actListArr[i][j].a18.objNumb = in.readSint16BE(); _actListArr[i][j].a18.stateMask = in.readSint16BE(); break; case TEST_STATE_BITS: // 19 _actListArr[i][j].a19.timer = in.readSint16BE(); _actListArr[i][j].a19.objNumb = in.readSint16BE(); _actListArr[i][j].a19.stateMask = in.readSint16BE(); _actListArr[i][j].a19.actPassIndex = in.readUint16BE(); _actListArr[i][j].a19.actFailIndex = in.readUint16BE(); break; case DEL_EVENTS: // 20 _actListArr[i][j].a20.timer = in.readSint16BE(); _actListArr[i][j].a20.actTypeDel = (action_t) in.readByte(); break; case GAMEOVER: // 21 _actListArr[i][j].a21.timer = in.readSint16BE(); break; case INIT_HH_COORD: // 22 _actListArr[i][j].a22.timer = in.readSint16BE(); _actListArr[i][j].a22.objNumb = in.readSint16BE(); break; case EXIT: // 23 _actListArr[i][j].a23.timer = in.readSint16BE(); break; case BONUS: // 24 _actListArr[i][j].a24.timer = in.readSint16BE(); _actListArr[i][j].a24.pointIndex = in.readSint16BE(); break; case COND_BOX: // 25 _actListArr[i][j].a25.timer = in.readSint16BE(); _actListArr[i][j].a25.objNumb = in.readSint16BE(); _actListArr[i][j].a25.x1 = in.readSint16BE(); _actListArr[i][j].a25.y1 = in.readSint16BE(); _actListArr[i][j].a25.x2 = in.readSint16BE(); _actListArr[i][j].a25.y2 = in.readSint16BE(); _actListArr[i][j].a25.actPassIndex = in.readUint16BE(); _actListArr[i][j].a25.actFailIndex = in.readUint16BE(); break; case SOUND: // 26 _actListArr[i][j].a26.timer = in.readSint16BE(); _actListArr[i][j].a26.soundIndex = in.readSint16BE(); break; case ADD_SCORE: // 27 _actListArr[i][j].a27.timer = in.readSint16BE(); _actListArr[i][j].a27.objNumb = in.readSint16BE(); break; case SUB_SCORE: // 28 _actListArr[i][j].a28.timer = in.readSint16BE(); _actListArr[i][j].a28.objNumb = in.readSint16BE(); break; case COND_CARRY: // 29 _actListArr[i][j].a29.timer = in.readSint16BE(); _actListArr[i][j].a29.objNumb = in.readSint16BE(); _actListArr[i][j].a29.actPassIndex = in.readUint16BE(); _actListArr[i][j].a29.actFailIndex = in.readUint16BE(); break; case INIT_MAZE: // 30 _actListArr[i][j].a30.timer = in.readSint16BE(); _actListArr[i][j].a30.mazeSize = in.readByte(); _actListArr[i][j].a30.x1 = in.readSint16BE(); _actListArr[i][j].a30.y1 = in.readSint16BE(); _actListArr[i][j].a30.x2 = in.readSint16BE(); _actListArr[i][j].a30.y2 = in.readSint16BE(); _actListArr[i][j].a30.x3 = in.readSint16BE(); _actListArr[i][j].a30.x4 = in.readSint16BE(); _actListArr[i][j].a30.firstScreenIndex = in.readByte(); break; case EXIT_MAZE: // 31 _actListArr[i][j].a31.timer = in.readSint16BE(); break; case INIT_PRIORITY: // 32 _actListArr[i][j].a32.timer = in.readSint16BE(); _actListArr[i][j].a32.objNumb = in.readSint16BE(); _actListArr[i][j].a32.priority = in.readByte(); break; case INIT_SCREEN: // 33 _actListArr[i][j].a33.timer = in.readSint16BE(); _actListArr[i][j].a33.objNumb = in.readSint16BE(); _actListArr[i][j].a33.screenIndex = in.readSint16BE(); break; case AGSCHEDULE: // 34 _actListArr[i][j].a34.timer = in.readSint16BE(); _actListArr[i][j].a34.actIndex = in.readUint16BE(); break; case REMAPPAL: // 35 _actListArr[i][j].a35.timer = in.readSint16BE(); _actListArr[i][j].a35.oldColorIndex = in.readSint16BE(); _actListArr[i][j].a35.newColorIndex = in.readSint16BE(); break; case COND_NOUN: // 36 _actListArr[i][j].a36.timer = in.readSint16BE(); _actListArr[i][j].a36.nounIndex = in.readUint16BE(); _actListArr[i][j].a36.actPassIndex = in.readUint16BE(); _actListArr[i][j].a36.actFailIndex = in.readUint16BE(); break; case SCREEN_STATE: // 37 _actListArr[i][j].a37.timer = in.readSint16BE(); _actListArr[i][j].a37.screenIndex = in.readSint16BE(); _actListArr[i][j].a37.newState = in.readByte(); break; case INIT_LIPS: // 38 _actListArr[i][j].a38.timer = in.readSint16BE(); _actListArr[i][j].a38.lipsObjNumb = in.readSint16BE(); _actListArr[i][j].a38.objNumb = in.readSint16BE(); _actListArr[i][j].a38.dxLips = in.readByte(); _actListArr[i][j].a38.dyLips = in.readByte(); break; case INIT_STORY_MODE: // 39 _actListArr[i][j].a39.timer = in.readSint16BE(); _actListArr[i][j].a39.storyModeFl = (in.readByte() == 1); break; case WARN: // 40 _actListArr[i][j].a40.timer = in.readSint16BE(); _actListArr[i][j].a40.stringIndex = in.readSint16BE(); break; case COND_BONUS: // 41 _actListArr[i][j].a41.timer = in.readSint16BE(); _actListArr[i][j].a41.BonusIndex = in.readSint16BE(); _actListArr[i][j].a41.actPassIndex = in.readUint16BE(); _actListArr[i][j].a41.actFailIndex = in.readUint16BE(); break; case TEXT_TAKE: // 42 _actListArr[i][j].a42.timer = in.readSint16BE(); _actListArr[i][j].a42.objNumb = in.readSint16BE(); break; case YESNO: // 43 _actListArr[i][j].a43.timer = in.readSint16BE(); _actListArr[i][j].a43.promptIndex = in.readSint16BE(); _actListArr[i][j].a43.actYesIndex = in.readUint16BE(); _actListArr[i][j].a43.actNoIndex = in.readUint16BE(); break; case STOP_ROUTE: // 44 _actListArr[i][j].a44.timer = in.readSint16BE(); break; case COND_ROUTE: // 45 _actListArr[i][j].a45.timer = in.readSint16BE(); _actListArr[i][j].a45.routeIndex = in.readSint16BE(); _actListArr[i][j].a45.actPassIndex = in.readUint16BE(); _actListArr[i][j].a45.actFailIndex = in.readUint16BE(); break; case INIT_JUMPEXIT: // 46 _actListArr[i][j].a46.timer = in.readSint16BE(); _actListArr[i][j].a46.jumpExitFl = (in.readByte() == 1); break; case INIT_VIEW: // 47 _actListArr[i][j].a47.timer = in.readSint16BE(); _actListArr[i][j].a47.objNumb = in.readSint16BE(); _actListArr[i][j].a47.viewx = in.readSint16BE(); _actListArr[i][j].a47.viewy = in.readSint16BE(); _actListArr[i][j].a47.direction = in.readSint16BE(); break; case INIT_OBJ_FRAME: // 48 _actListArr[i][j].a48.timer = in.readSint16BE(); _actListArr[i][j].a48.objNumb = in.readSint16BE(); _actListArr[i][j].a48.seqIndex = in.readSint16BE(); _actListArr[i][j].a48.frameIndex = in.readSint16BE(); break; case OLD_SONG: //49 _actListArr[i][j].a49.timer = in.readSint16BE(); _actListArr[i][j].a49.soundIndex = in.readUint16BE(); break; default: error("Engine - Unknown action type encountered: %d", _actListArr[i][j].a0.actType); } } _actListArr[i][numSubElem].a0.actType = ANULL; } } else { for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); for (int j = 0; j < numSubElem; j++) { numSubAct = in.readByte(); switch (numSubAct) { case ANULL: // -1 break; case ASCHEDULE: // 0 in.readSint16BE(); in.readUint16BE(); break; case START_OBJ: // 1 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_OBJXY: // 2 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case PROMPT: // 3 in.readSint16BE(); in.readSint16BE(); numSubAct = in.readUint16BE(); for (int k = 0; k < numSubAct; k++) in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); in.readByte(); break; case BKGD_COLOR: // 4 in.readSint16BE(); in.readUint32BE(); break; case INIT_OBJVXY: // 5 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case INIT_CARRY: // 6 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_HF_COORD: // 7 in.readSint16BE(); in.readSint16BE(); break; case NEW_SCREEN: // 8 in.readSint16BE(); in.readSint16BE(); break; case INIT_OBJSTATE: // 9 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_PATH: // 10 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); break; case COND_R: // 11 in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readUint16BE(); in.readUint16BE(); break; case TEXT: // 12 in.readSint16BE(); in.readSint16BE(); break; case SWAP_IMAGES: // 13 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case COND_SCR: // 14 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case AUTOPILOT: // 15 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); break; case INIT_OBJ_SEQ: // 16 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case SET_STATE_BITS: // 17 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case CLEAR_STATE_BITS: // 18 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case TEST_STATE_BITS: // 19 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case DEL_EVENTS: // 20 in.readSint16BE(); in.readByte(); break; case GAMEOVER: // 21 in.readSint16BE(); break; case INIT_HH_COORD: // 22 in.readSint16BE(); in.readSint16BE(); break; case EXIT: // 23 in.readSint16BE(); break; case BONUS: // 24 in.readSint16BE(); in.readSint16BE(); break; case COND_BOX: // 25 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case SOUND: // 26 in.readSint16BE(); in.readSint16BE(); break; case ADD_SCORE: // 27 in.readSint16BE(); in.readSint16BE(); break; case SUB_SCORE: // 28 in.readSint16BE(); in.readSint16BE(); break; case COND_CARRY: // 29 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case INIT_MAZE: // 30 in.readSint16BE(); in.readByte(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case EXIT_MAZE: // 31 in.readSint16BE(); break; case INIT_PRIORITY: // 32 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_SCREEN: // 33 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case AGSCHEDULE: // 34 in.readSint16BE(); in.readUint16BE(); break; case REMAPPAL: // 35 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case COND_NOUN: // 36 in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); in.readUint16BE(); break; case SCREEN_STATE: // 37 in.readSint16BE(); in.readSint16BE(); in.readByte(); break; case INIT_LIPS: // 38 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readByte(); in.readByte(); break; case INIT_STORY_MODE: // 39 in.readSint16BE(); in.readByte(); break; case WARN: // 40 in.readSint16BE(); in.readSint16BE(); break; case COND_BONUS: // 41 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case TEXT_TAKE: // 42 in.readSint16BE(); in.readSint16BE(); break; case YESNO: // 43 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case STOP_ROUTE: // 44 in.readSint16BE(); break; case COND_ROUTE: // 45 in.readSint16BE(); in.readSint16BE(); in.readUint16BE(); in.readUint16BE(); break; case INIT_JUMPEXIT: // 46 in.readSint16BE(); in.readByte(); break; case INIT_VIEW: // 47 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case INIT_OBJ_FRAME: // 48 in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); in.readSint16BE(); break; case OLD_SONG: //49 in.readSint16BE(); in.readUint16BE(); break; default: error("Engine - Unknown action type encountered %d - variante %d pos %d.%d", numSubAct, varnt, i, j); } } } } } for (int varnt = 0; varnt < _numVariant; varnt++) { if (varnt == _gameVariant) { _tunesNbr = in.readByte(); _soundSilence = in.readByte(); _soundTest = in.readByte(); } else { in.readByte(); in.readByte(); in.readByte(); } } //Read _defltTunes for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _maxInvent = numElem; _defltTunes = (int16 *)malloc(sizeof(int16) * numElem); for (int i = 0; i < numElem; i++) _defltTunes[i] = in.readSint16BE(); } else { for (int i = 0; i < numElem; i++) in.readSint16BE(); } } //Read _screenStates size for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _screenStates = (byte *)malloc(sizeof(byte) * numElem); for (int i = 0; i < numElem; i++) _screenStates[i] = 0; } } //Read look, take and drop special verbs indexes for (int varnt = 0; varnt < _numVariant; varnt++) { if (varnt == _gameVariant) { _look = in.readUint16BE(); _take = in.readUint16BE(); _drop = in.readUint16BE(); } else { in.readUint16BE(); in.readUint16BE(); in.readUint16BE(); } } //Read LASTOBJ for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) _numObj = numElem; } //Read kALnewscr used by maze (Hugo 2) for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) _alNewscrIndex = numElem; } if (_gameVariant > 2) { _arrayFontSize[0] = in.readUint16BE(); _arrayFont[0] = (byte *)malloc(sizeof(byte) * _arrayFontSize[0]); for (int j = 0; j < _arrayFontSize[0]; j++) _arrayFont[0][j] = in.readByte(); _arrayFontSize[1] = in.readUint16BE(); _arrayFont[1] = (byte *)malloc(sizeof(byte) * _arrayFontSize[1]); for (int j = 0; j < _arrayFontSize[1]; j++) _arrayFont[1][j] = in.readByte(); _arrayFontSize[2] = in.readUint16BE(); _arrayFont[2] = (byte *)malloc(sizeof(byte) * _arrayFontSize[2]); for (int j = 0; j < _arrayFontSize[2]; j++) _arrayFont[2][j] = in.readByte(); } else { numElem = in.readUint16BE(); for (int j = 0; j < numElem; j++) in.readByte(); numElem = in.readUint16BE(); for (int j = 0; j < numElem; j++) in.readByte(); numElem = in.readUint16BE(); for (int j = 0; j < numElem; j++) in.readByte(); } return true; } char **HugoEngine::loadTextsVariante(Common::File &in, uint16 *arraySize) { int numTexts; int entryLen; int len; char **res = 0; char *pos = 0; for (int varnt = 0; varnt < _numVariant; varnt++) { numTexts = in.readUint16BE(); entryLen = in.readUint16BE(); pos = (char *)malloc(entryLen); if (varnt == _gameVariant) { if (arraySize) *arraySize = numTexts; res = (char **)malloc(sizeof(char *) * numTexts); res[0] = pos; in.read(res[0], entryLen); res[0] += DATAALIGNMENT; } else { in.read(pos, entryLen); } pos += DATAALIGNMENT; for (int i = 1; i < numTexts; i++) { pos -= 2; len = READ_BE_UINT16(pos); pos += 2 + len; if (varnt == _gameVariant) res[i] = pos; } } return res; } uint16 **HugoEngine::loadLongArray(Common::File &in) { uint16 **resArray = 0; for (int varnt = 0; varnt < _numVariant; varnt++) { uint16 numRows = in.readUint16BE(); if (varnt == _gameVariant) { resArray = (uint16 **)malloc(sizeof(uint16 *) * (numRows + 1)); resArray[numRows] = 0; } for (int i = 0; i < numRows; i++) { uint16 numElems = in.readUint16BE(); if (varnt == _gameVariant) { uint16 *resRow = (uint16 *)malloc(sizeof(uint16) * numElems); for (int j = 0; j < numElems; j++) resRow[j] = in.readUint16BE(); resArray[i] = resRow; } else { for (int j = 0; j < numElems; j++) in.readUint16BE(); } } } return resArray; } char ***HugoEngine::loadTextsArray(Common::File &in) { char ***resArray = 0; for (int varnt = 0; varnt < _numVariant; varnt++) { int numNouns = in.readUint16BE(); if (varnt == _gameVariant) { resArray = (char ** *)malloc(sizeof(char **) * (numNouns + 1)); resArray[numNouns] = 0; } for (int i = 0; i < numNouns; i++) { int numTexts = in.readUint16BE(); int entryLen = in.readUint16BE(); char *pos = (char *)malloc(entryLen); char **res = 0; if (varnt == _gameVariant) { res = (char **)malloc(sizeof(char *) * numTexts); res[0] = pos; in.read(res[0], entryLen); res[0] += DATAALIGNMENT; } else { in.read(pos, entryLen); } pos += DATAALIGNMENT; for (int j = 0; j < numTexts; j++) { if (varnt == _gameVariant) res[j] = pos; pos -= 2; int len = READ_BE_UINT16(pos); pos += 2 + len; } if (varnt == _gameVariant) resArray[i] = res; } } return resArray; } char **HugoEngine::loadTexts(Common::File &in) { int numTexts = in.readUint16BE(); char **res = (char **)malloc(sizeof(char *) * numTexts); int entryLen = in.readUint16BE(); char *pos = (char *)malloc(entryLen); in.read(pos, entryLen); pos += DATAALIGNMENT; res[0] = pos; for (int i = 1; i < numTexts; i++) { pos -= 2; int len = READ_BE_UINT16(pos); pos += 2 + len; res[i] = pos; } return res; } void HugoEngine::freeTexts(char **ptr) { if (!ptr) return; free(*ptr); free(ptr); } // 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"); _maze.enabledFl = false; _line[0] = '\0'; 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); } } // 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