/* 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. * * $URL$ * $Id$ * */ #ifndef HUGO_H #define HUGO_H #include "engines/engine.h" #include "common/file.h" #include "hugo/console.h" #include "hugo/menu.h" // This include is here temporarily while the engine is being refactored. #include "hugo/game.h" #include "hugo/file.h" #define HUGO_DAT_VER_MAJ 0 // 1 byte #define HUGO_DAT_VER_MIN 40 // 1 byte #define DATAALIGNMENT 4 namespace Common { class RandomSource; } /** * This is the namespace of the Hugo engine. * * Status of this engine: ??? * * Games using this engine: * - Hugo's House of Horror * - Whodunit? * - Jungle of Doom * - Hugo's Horrific Adventure * - Hugo's Mystery Adventure * - Hugo's Amazon Adventure */ namespace Hugo { static const int kSavegameVersion = 2; static const int kInvDx = 32; // Width of an inventory icon static const int kInvDy = 32; // Height of inventory icon static const int kMaxTunes = 16; // Max number of tunes static const int kStepDx = 5; // Num pixels moved in x by HERO per step static const int kStepDy = 4; // Num pixels moved in y by HERO per step static const int kXPix = 320; // Width of pcx background file static const int kYPix = 200; // Height of pcx background file static const int kViewSizeX = kXPix; // Width of window view static const int kViewSizeY = 184; // Height of window view static const int kDibOffY = 0; // Offset into dib SrcY (old status line area). In original game: 8 static const int kCompLineSize = 40; // number of bytes in a compressed line static const int kMaxLineSize = kCompLineSize - 2; // Max length of user input line static const int kMaxTextRows = 25; // Number of text lines in display static const int kMaxBoxChar = kMaxLineSize * kMaxTextRows; // Max chars on screen static const int kOvlSize = kCompLineSize * kYPix; // Size of an overlay file static const int kStateDontCare = 0xFF; // Any state allowed in command verb static const int kHeroIndex = 0; // In all enums, HERO is the first element static const int kArrowNumb = 2; // Number of arrows (left/right) static const int kLeftArrow = -2; // Cursor over Left arrow in inventory icon bar static const int kRightArrow = -3; // Cursor over Right arrow in inventory icon bar static const int kMaxPath = 256; // Max length of a full path name static const int kHeroMaxWidth = 24; // Maximum width of hero static const int kHeroMinWidth = 16; // Minimum width of hero static const int kNumColors = 16; // Num colors to save in palette typedef char fpath_t[kMaxPath]; // File path typedef char command_t[kMaxLineSize + 8]; // Command line (+spare for prompt,cursor) struct PCC_header_t { // Structure of PCX file header byte mfctr, vers, enc, bpx; uint16 x1, y1, x2, y2; // bounding box uint16 xres, yres; byte palette[3 * kNumColors]; // EGA color palette byte vmode, planes; uint16 bytesPerLine; // Bytes per line byte fill2[60]; }; // Header of a PCC file struct config_t { // User's config (saved) bool musicFl; // State of Music button/menu item bool soundFl; // State of Sound button/menu item bool turboFl; // State of Turbo button/menu item bool playlist[kMaxTunes]; // Tune playlist }; typedef byte icondib_t[kXPix * kInvDy]; // Icon bar dib typedef byte viewdib_t[(long)kXPix * kYPix]; // Viewport dib typedef byte overlay_t[kOvlSize]; // Overlay file enum GameType { kGameTypeNone = 0, kGameTypeHugo1, kGameTypeHugo2, kGameTypeHugo3 }; enum GameVariant { kGameVariantH1Win = 0, kGameVariantH2Win, kGameVariantH3Win, kGameVariantH1Dos, kGameVariantH2Dos, kGameVariantH3Dos }; enum HugoDebugChannels { kDebugSchedule = 1 << 0, kDebugEngine = 1 << 1, kDebugDisplay = 1 << 2, kDebugMouse = 1 << 3, kDebugParser = 1 << 4, kDebugFile = 1 << 5, kDebugRoute = 1 << 6, kDebugInventory = 1 << 7, kDebugObject = 1 << 8, kDebugMusic = 1 << 9 }; /** * Ways to dismiss a text/prompt box */ enum box_t {kBoxAny, kBoxOk, kBoxPrompt, kBoxYesNo}; /** * Inventory icon bar states */ enum istate_t {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive}; /** * Game view state machine */ enum vstate_t {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit}; /** * Purpose of an automatic route */ enum go_t {kRouteSpace, kRouteExit, kRouteLook, kRouteGet}; /** * Enumerate whether object is foreground, background or 'floating' * If floating, HERO can collide with it and fore/back ground is determined * by relative y-coord of object base. This is the general case. * If fore or background, no collisions can take place and object is either * behind or in front of all others, although can still be hidden by the * the overlay plane. OVEROVL means the object is FLOATING (to other * objects) but is never hidden by the overlay plane */ enum {kPriorityForeground, kPriorityBackground, kPriorityFloating, kPriorityOverOverlay}; /** * Display list functions */ enum dupdate_t {kDisplayInit, kDisplayAdd, kDisplayDisplay, kDisplayRestore}; /** * Priority for sound effect */ enum priority_t {kSoundPriorityLow, kSoundPriorityMedium, kSoundPriorityHigh}; enum HugoGameFeatures { GF_PACKED = (1 << 0) // Database }; // Strings used by the engine enum seqTextEngine { kEsAdvertise = 0 }; struct HugoGameDescription; struct status_t { // Game status (not saved) bool storyModeFl; // Game is telling story - no commands bool gameOverFl; // Game is over - hero knobbled bool demoFl; // Game is in demo mode bool textBoxFl; // Game is (halted) in text box bool lookFl; // Toolbar "look" button pressed bool recallFl; // Toolbar "recall" button pressed bool leftButtonFl; // Left mouse button pressed bool rightButtonFl; // Right button pressed bool newScreenFl; // New screen just loaded in dib_a bool jumpExitFl; // Allowed to jump to a screen exit bool godModeFl; // Allow DEBUG features in live version bool helpFl; // Calling WinHelp (don't disable music) bool doQuitFl; bool skipIntroFl; uint32 tick; // Current time in ticks vstate_t viewState; // View state machine istate_t inventoryState; // Inventory icon bar state int16 inventoryHeight; // Inventory icon bar height int16 inventoryObjId; // Inventory object selected, or -1 int16 routeIndex; // Index into route list, or -1 go_t go_for; // Purpose of an automatic route int16 go_id; // Index of exit of object walking to fpath_t path; // Alternate path for saved files int16 song; // Current song int16 cx, cy; // Cursor position (dib coords) // Strangerke - Suppress as related to playback // bool playbackFl; // Game is in playback mode // bool recordFl; // Game is in record mode // Strangerke - Not used ? // bool mmtimeFl; // Multimedia timer supported // int16 screenWidth; // Desktop screen width // uint32 saveTick; // Time of last save in ticks // int16 saveSlot; // Current slot to save/restore game }; /** * Structure to define an EXIT or other collision-activated hotspot */ struct hotspot_t { int screenIndex; // Screen in which hotspot appears int x1, y1, x2, y2; // Bounding box of hotspot uint16 actIndex; // Actions to carry out if a 'hit' int16 viewx, viewy, direction; // Used in auto-route mode }; class FileManager; class Scheduler; class Screen; class MouseHandler; class InventoryHandler; class Parser; class Route; class SoundHandler; class IntroHandler; class ObjectHandler; class HugoEngine : public Engine { public: HugoEngine(OSystem *syst, const HugoGameDescription *gd); ~HugoEngine(); OSystem *_system; byte _numVariant; byte _gameVariant; byte _maxInvent; byte _numBonuses; int8 _soundSilence; int8 _soundTest; int8 _tunesNbr; uint16 _numScreens; int8 _normalTPS; // Number of ticks (frames) per second. // 8 for Win versions, 9 for DOS versions object_t *_hero; byte *_screen_p; byte _heroImage; byte *_introX; byte *_introY; byte *_screenStates; char **_textData; char **_stringtData; char **_screenNames; char **_textEngine; char **_textIntro; char **_textMouse; char **_textParser; char **_textUtil; char ***_arrayNouns; char ***_arrayVerbs; command_t _line; // Line of user text input config_t _config; // User's config uint16 **_arrayReqs; hotspot_t *_hotspots; int16 *_invent; uses_t *_uses; uint16 _usesSize; background_t *_catchallList; background_t **_backgroundObjects; uint16 _backgroundObjectsSize; point_t *_points; cmd **_cmdList; uint16 _cmdListSize; uint16 **_screenActs; uint16 _screenActsSize; int16 *_defltTunes; uint16 _look; uint16 _take; uint16 _drop; GUI::Debugger *getDebugger() { return _console; } Common::RandomSource *_rnd; const char *_episode; const char *_picDir; Common::String _saveFilename; command_t _statusLine; command_t _scoreLine; const HugoGameDescription *_gameDescription; uint32 getFeatures() const; const char *getGameId() const; GameType getGameType() const; Common::Platform getPlatform() const; bool isPacked() const; // Temporary, until the engine is fully objectified. static HugoEngine &get() { assert(s_Engine != 0); return *s_Engine; } bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); bool loadHugoDat(); char *useBG(char *name); int deltaX(int x1, int x2, int vx, int y); int deltaY(int x1, int x2, int vy, int y); int8 getTPS(); void initGame(const HugoGameDescription *gd); void initGamePart(const HugoGameDescription *gd); void boundaryCollision(object_t *obj); void clearBoundary(int x1, int x2, int y); void clearScreenBoundary(int x1, int x2, int y); void endGame(); void initStatus(); void readScreenFiles(int screen); void screenActions(int screen); void setNewScreen(int screen); void shutdown(); void storeBoundary(int x1, int x2, int y); void syncSoundSettings(); int getMouseX() const { return _mouseX; } int getMouseY() const { return _mouseY; } overlay_t &getBoundaryOverlay() { return _boundary; } overlay_t &getObjectBoundaryOverlay() { return _objBound; } overlay_t &getBaseBoundaryOverlay() { return _ovlBase; } overlay_t &getFirstOverlay() { return _overlay; } status_t &getGameStatus() { return _status; } int getScore() const { return _score; } void setScore(int newScore) { _score = newScore; } void adjustScore(int adjustment) { _score += adjustment; } int getMaxScore() const { return _maxscore; } void setMaxScore(int newScore) { _maxscore = newScore; } byte getIntroSize() { return _introXSize; } Common::Error saveGameState(int slot, const char *desc) { return (_file->saveGame(slot, desc) ? Common::kWritingFailed : Common::kNoError); } Common::Error loadGameState(int slot) { return (_file->restoreGame(slot) ? Common::kReadingFailed : Common::kNoError); } bool hasFeature(EngineFeature f) const { return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } FileManager *_file; Scheduler *_scheduler; Screen *_screen; MouseHandler *_mouse; InventoryHandler *_inventory; Parser *_parser; Route *_route; SoundHandler *_sound; IntroHandler *_intro; ObjectHandler *_object; TopMenu *_topMenu; protected: // Engine APIs Common::Error run(); private: static const int kTurboTps = 16; // This many in turbo mode int _mouseX; int _mouseY; byte _introXSize; status_t _status; // Game status structure static HugoEngine *s_Engine; HugoConsole *_console; // The following are bit plane display overlays which mark travel boundaries, // foreground stationary objects and baselines for those objects (used to // determine foreground/background wrt moving objects) // Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without. // Needs more investigation. Alignment issues? static overlay_t _boundary; // Boundary overlay file static overlay_t _overlay; // First overlay file static overlay_t _ovlBase; // First overlay base file static overlay_t _objBound; // Boundary file marks object baselines GameType _gameType; Common::Platform _platform; bool _packedFl; int _score; // Holds current score int _maxscore; // Holds maximum score char **loadTextsVariante(Common::File &in, uint16 *arraySize); char ***loadTextsArray(Common::File &in); char **loadTexts(Common::File &in); uint16 **loadLongArray(Common::File &in); void freeTexts(char **ptr); void initPlaylist(bool playlist[kMaxTunes]); void initConfig(); void initialize(); void initMachine(); void calcMaxScore(); void resetConfig(); void runMachine(); }; } // End of namespace Hugo #endif // Hugo_H