/* 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/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 "hugo/object.h" #include "hugo/text.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; maze_t _maze; // Default to not in maze hugo_boot_t _boot; // Boot info structure file HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0), _points(0), _cmdList(0), _screenActs(0), _hero(0), _heroImage(0), _defltTunes(0), _introX(0), _introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _score(0), _maxscore(0), _backgroundObjectsSize(0), _screenActsSize(0), _usesSize(0), _lastTime(0), _curTime(0) { _system = syst; 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"); DebugMan.addDebugChannel(kDebugObject, "Object", "Object debug level"); DebugMan.addDebugChannel(kDebugMusic, "Music", "Music debug level"); _console = new HugoConsole(this); _rnd = 0; } HugoEngine::~HugoEngine() { shutdown(); _screen->freePalette(); _text->freeAllTexts(); free(_introX); free(_introY); if (_arrayReqs) { for (int i = 0; _arrayReqs[i] != 0; i++) free(_arrayReqs[i]); free(_arrayReqs); } free(_hotspots); free(_invent); if (_uses) { for (int i = 0; i < _usesSize; i++) free(_uses[i].targets); free(_uses); } free(_catchallList); if (_backgroundObjects) { for (int i = 0; i < _backgroundObjectsSize; i++) free(_backgroundObjects[i]); free(_backgroundObjects); } free(_points); if (_cmdList) { for (int i = 0; i < _cmdListSize; i++) free(_cmdList[i]); free(_cmdList); } if (_cmdList) { for (int i = 0; i < _screenActsSize; i++) free(_screenActs[i]); free(_screenActs); } _object->freeObjectArr(); _scheduler->freeActListArr(); free(_defltTunes); free(_screenStates); _screen->freeFonts(); delete _topMenu; delete _object; delete _sound; delete _route; delete _parser; delete _inventory; delete _mouse; delete _screen; delete _intro; delete _scheduler; delete _file; DebugMan.clearAllDebugChannels(); delete _console; delete _rnd; } 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); _mouse = new MouseHandler(this); _inventory = new InventoryHandler(this); _route = new Route(this); _sound = new SoundHandler(this); _text = new TextHandler(this); _topMenu = new TopMenu(this); switch (_gameVariant) { case kGameVariantH1Win: // H1 Win _file = new FileManager_v1w(this); _scheduler = new Scheduler_v1w(this); _intro = new intro_v1w(this); _screen = new Screen_v1w(this); _parser = new Parser_v1w(this); _object = new ObjectHandler_v1w(this); _normalTPS = 9; break; case kGameVariantH2Win: _file = new FileManager_v2w(this); _scheduler = new Scheduler_v1w(this); _intro = new intro_v2w(this); _screen = new Screen_v1w(this); _parser = new Parser_v1w(this); _object = new ObjectHandler_v1w(this); _normalTPS = 9; break; case kGameVariantH3Win: _file = new FileManager_v2w(this); _scheduler = new Scheduler_v1w(this); _intro = new intro_v3w(this); _screen = new Screen_v1w(this); _parser = new Parser_v1w(this); _object = new ObjectHandler_v1w(this); _normalTPS = 9; break; case kGameVariantH1Dos: // H1 DOS _file = new FileManager_v1d(this); _scheduler = new Scheduler_v1d(this); _intro = new intro_v1d(this); _screen = new Screen_v1d(this); _parser = new Parser_v1d(this); _object = new ObjectHandler_v1d(this); _normalTPS = 8; break; case kGameVariantH2Dos: _file = new FileManager_v2d(this); _scheduler = new Scheduler_v2d(this); _intro = new intro_v2d(this); _screen = new Screen_v1d(this); _parser = new Parser_v2d(this); _object = new ObjectHandler_v2d(this); _normalTPS = 8; break; case kGameVariantH3Dos: _file = new FileManager_v3d(this); _scheduler = new Scheduler_v3d(this); _intro = new intro_v3d(this); _screen = new Screen_v1d(this); _parser = new Parser_v3d(this); _object = new ObjectHandler_v3d(this); _normalTPS = 9; break; } if (!loadHugoDat()) return Common::kUnknownError; // Use Windows-looking mouse cursor _screen->setCursorPal(); _screen->resetInventoryObjId(); initStatus(); // Initialize game status initConfig(); // Initialize user's config initialize(); resetConfig(); // Reset user's config initMachine(); // Start the state machine _status.viewState = kViewIntroInit; _status.doQuitFl = false; while (!_status.doQuitFl) { _screen->drawHotspots(); g_system->updateScreen(); runMachine(); // Handle input Common::Event event; while (_eventMan->pollEvent(event)) { switch (event.type) { case Common::EVENT_KEYDOWN: _parser->keyHandler(event); break; case Common::EVENT_MOUSEMOVE: _mouseX = event.mouse.x; _mouseY = event.mouse.y; break; case Common::EVENT_LBUTTONUP: _status.leftButtonFl = true; break; case Common::EVENT_RBUTTONUP: _status.rightButtonFl = true; break; case Common::EVENT_QUIT: _status.doQuitFl = true; break; default: break; } } _mouse->mouseHandler(); // Mouse activity - adds to display list _screen->displayList(kDisplayDisplay); // Blit the display list to screen _status.doQuitFl |= shouldQuit(); // update game quit flag } return Common::kNoError; } void HugoEngine::initMachine() { if (_gameVariant == kGameVariantH1Dos) readScreenFiles(0); else _file->readBackground(_numScreens - 1); // Splash screen _object->readObjectImages(); // Read all object images if (_platform == Common::kPlatformWindows) _file->readUIFImages(); // Read all uif images (only in Win versions) _sound->initPcspkrPlayer(); } /** * Hugo game state machine - called during onIdle */ void HugoEngine::runMachine() { 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; _curTime = g_system->getMillis(); // Process machine once every tick while (_curTime - _lastTime < (uint32)(1000 / getTPS())) { g_system->delayMillis(5); _curTime = g_system->getMillis(); } _lastTime = _curTime; switch (gameStatus.viewState) { case kViewIdle: // Not processing state machine _screen->hideCursor(); _intro->preNewGame(); // Any processing before New Game selected break; case kViewIntroInit: // Initialization before intro begins _intro->introInit(); gameStatus.viewState = kViewIntro; break; case kViewIntro: // Do any game-dependant preamble if (_intro->introPlay()) { // Process intro screen _scheduler->newScreen(0); // Initialize first screen gameStatus.viewState = kViewPlay; } break; case kViewPlay: // Playing game _screen->showCursor(); _parser->charHandler(); // Process user cmd input _object->moveObjects(); // Process object movement _scheduler->runScheduler(); // Process any actions _screen->displayList(kDisplayRestore); // Restore previous background _object->updateImages(); // Draw into _frontBuffer, compile display list _screen->drawStatusText(); _screen->displayList(kDisplayDisplay); // Blit the display list to screen _sound->checkMusic(); break; case kViewInvent: // Accessing inventory _inventory->runInventory(); // Process Inventory state machine break; case kViewExit: // Game over or user exited gameStatus.viewState = kViewIdle; _status.doQuitFl = true; break; } } /** * Loads Hugo.dat file, which contains all the hardcoded data in the original executables */ 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(); _screen->loadPalette(in); _text->loadAllTexts(in); // 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 _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; //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) { _usesSize = numElem; _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) { _backgroundObjectsSize = numElem; _backgroundObjects = (background_t **)malloc(sizeof(background_t *) * _backgroundObjectsSize); for (int i = 0; i < _backgroundObjectsSize; 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) { _cmdListSize = numElem; _cmdList = (cmd **)malloc(sizeof(cmd *) * _cmdListSize); for (int i = 0; i < _cmdListSize; 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(); } } } } // Read _screenActs for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _screenActsSize = numElem; _screenActs = (uint16 **)malloc(sizeof(uint16 *) * _screenActsSize); for (int i = 0; i < _screenActsSize; 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(); } } } _object->loadObjectArr(in); _hero = &_object->_objects[kHeroIndex]; // This always points to hero _screen_p = &(_object->_objects[kHeroIndex].screenIndex); // Current screen is hero's _heroImage = kHeroIndex; // Current in use hero image _scheduler->loadActListArr(in); for (int varnt = 0; varnt < _numVariant; varnt++) { if (varnt == _gameVariant) { _tunesNbr = in.readSByte(); _soundSilence = in.readSByte(); _soundTest = in.readSByte(); } else { in.readSByte(); in.readSByte(); in.readSByte(); } } //Read _defltTunes for (int varnt = 0; varnt < _numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _gameVariant) { _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(); } } _object->loadNumObj(in); _scheduler->loadAlNewscrIndex(in); _sound->loadIntroSong(in); _screen->loadFontArr(in); _topMenu->loadBmpArr(in); return true; } 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; } /** * Sets the playlist to be the default tune selection */ void HugoEngine::initPlaylist(bool playlist[kMaxTunes]) { debugC(1, kDebugEngine, "initPlaylist"); for (int16 i = 0; i < kMaxTunes; 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.storyModeFl = false; // Not in story mode _status.gameOverFl = false; // Hero not knobbled yet _status.demoFl = false; // Not demo mode _status.textBoxFl = false; // Not processing a text box _status.lookFl = false; // Toolbar "look" button _status.recallFl = false; // Toolbar "recall" button _status.leftButtonFl = false; // Left mouse button pressed _status.rightButtonFl = false; // Right mouse button pressed _status.newScreenFl = false; // Screen not just loaded _status.jumpExitFl = false; // Can't jump to a screen exit _status.godModeFl = false; // No special cheats allowed _status.helpFl = false; // Not calling WinHelp() _status.doQuitFl = false; _status.skipIntroFl = false; _status.path[0] = 0; // Path to write files // Initialize every start of new game _status.tick = 0; // Tick count _status.viewState = kViewIdle; // View state _status.inventoryState = kInventoryOff; // Inventory icon bar state _status.inventoryHeight = 0; // Inventory icon bar pos _status.inventoryObjId = -1; // Inventory object selected (none) _status.routeIndex = -1; // Hero not following a route _status.go_for = kRouteSpace; // Hero walking to space _status.go_id = -1; // Hero not walking to anything // Strangerke - Suppress as related to playback // _status.recordFl = false; // Not record mode // _status.playbackFl = false; // Not playback mode // Strangerke - Not used ? // _status.mmtime = false; // Multimedia timer support // _status.screenWidth = 0; // Desktop screen width // _status.saveTick = 0; // Time of last save // _status.saveSlot = 0; // Slot to save/restore game } /** * Initialize default config values. Must be done before Initialize(). */ void HugoEngine::initConfig() { debugC(1, kDebugEngine, "initConfig()"); _config.musicFl = true; // Music state initially on _config.soundFl = true; // Sound state initially on _config.turboFl = false; // Turbo state initially off initPlaylist(_config.playlist); // Initialize default tune playlist _file->readBootFile(); // Read startup structure } /** * Reset config parts. Currently only reset music played based on playlist */ void HugoEngine::resetConfig() { debugC(1, kDebugEngine, "resetConfig()"); // Find first tune and play it for (int16 i = 0; i < kMaxTunes; i++) { if (_config.playlist[i]) { _sound->playMusic(i); 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 (_gameVariant) { case kGameVariantH1Dos: _episode = "\"Hugo's House of Horrors\""; _picDir = ""; break; case kGameVariantH2Dos: _episode = "\"Hugo II: Whodunit?\""; _picDir = ""; break; case kGameVariantH3Dos: _episode = "\"Hugo III: Jungle of Doom\""; _picDir = "pictures/"; break; case kGameVariantH1Win: _episode = "\"Hugo's Horrific Adventure\""; _picDir = "hugo1/"; break; case kGameVariantH2Win: _episode = "\"Hugo's Mystery Adventure\""; _picDir = "hugo2/"; break; case kGameVariantH3Win: _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(); _object->freeObjects(); } /** * Read scenery, overlay files for given screen number */ void HugoEngine::readScreenFiles(const 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, kOvlBoundary); // Boundary file _file->readOverlay(screenNum, _overlay, kOvlOverlay); // Overlay file _file->readOverlay(screenNum, _ovlBase, kOvlBase); // Overlay base file // Suppress a boundary used in H3 DOS in 'Crash' screen, which blocks // pathfinding and is useless. if ((screenNum == 0) && (_gameVariant == kGameVariantH3Dos)) clearScreenBoundary(50, 311, 152); } /** * Return maximum allowed movement (from zero to vx) such that object does * not cross a boundary (either background or another object) */ int HugoEngine::deltaX(const int x1, const int x2, const int vx, int y) const { // 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 *= kCompLineSize; // 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(const int x1, const int x2, const int vy, const int y) const { 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 * kCompLineSize + i] | _objBound[j * kCompLineSize + 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(const int x1, const int x2, const 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 * kCompLineSize + 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(const int x1, const int x2, const 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 * kCompLineSize + 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; } } /** * Clear a horizontal line segment in the screen boundary file * Used to fix some data issues */ void HugoEngine::clearScreenBoundary(const int x1, const int x2, const int y) { debugC(5, kDebugEngine, "clearScreenBoundary(%d, %d, %d)", x1, x2, y); for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line byte *b = &_boundary[y * kCompLineSize + 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; } } /** * Search background command list for this screen for supplied object. * Return first associated verb (not "look") or 0 if none found. */ char *HugoEngine::useBG(const char *name) { debugC(1, kDebugEngine, "useBG(%s)", name); objectList_t p = _backgroundObjects[*_screen_p]; for (int i = 0; p[i].verbIndex != 0; i++) { if ((name == _text->getNoun(p[i].nounIndex, 0) && p[i].verbIndex != _look) && ((p[i].roomState == kStateDontCare) || (p[i].roomState == _screenStates[*_screen_p]))) return _text->getVerb(p[i].verbIndex, 0); } return 0; } /** * Add action lists for this screen to event queue */ void HugoEngine::screenActions(const 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(const int screenNum) { debugC(1, kDebugEngine, "setNewScreen(%d)", screenNum); *_screen_p = screenNum; // HERO object _object->setCarriedScreen(screenNum); // Carried objects } /** * 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 = kStepDx * 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"); _maxscore = _object->calcMaxScore(); 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(kBoxAny, "%s", _text->getTextEngine(kEsAdvertise)); Utils::Box(kBoxAny, "%s\n%s", _episode, getCopyrightString()); _status.viewState = kViewExit; } bool HugoEngine::canLoadGameStateCurrently() const { return true; } bool HugoEngine::canSaveGameStateCurrently() const { return (_status.viewState == kViewPlay); } int8 HugoEngine::getTPS() const { return ((_config.turboFl) ? kTurboTps : _normalTPS); } void HugoEngine::syncSoundSettings() { Engine::syncSoundSettings(); _sound->syncVolume(); } } // End of namespace Hugo