/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on original Hugo Trilogy source code * * Copyright (c) 1989-1995 David P. Gray * */ #include "common/system.h" #include "common/random.h" #include "hugo/game.h" #include "hugo/hugo.h" #include "hugo/object.h" #include "hugo/global.h" #include "hugo/display.h" #include "hugo/file.h" #include "hugo/route.h" #include "hugo/util.h" #include "hugo/parser.h" namespace Hugo { ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) { } ObjectHandler::~ObjectHandler() { } void ObjectHandler::saveSeq(object_t *obj) { // Save sequence number and image number in given object debugC(1, kDebugObject, "saveSeq"); bool found = false; for (int j = 0; !found && (j < obj->seqNumb); j++) { seq_t *q = obj->seqList[j].seqPtr; for (int k = 0; !found && (k < obj->seqList[j].imageNbr); k++) { if (obj->currImagePtr == q) { found = true; obj->curSeqNum = j; obj->curImageNum = k; } else { q = q->nextSeqPtr; } } } } void ObjectHandler::restoreSeq(object_t *obj) { // Set up cur_seq_p from stored sequence and image number in object debugC(1, kDebugObject, "restoreSeq"); seq_t *q = obj->seqList[obj->curSeqNum].seqPtr; for (int j = 0; j < obj->curImageNum; j++) q = q->nextSeqPtr; obj->currImagePtr = q; } // If status.objid = -1, pick up objid, else use status.objid on objid, // if objid can't be picked up, use it directly void ObjectHandler::useObject(int16 objId) { debugC(1, kDebugObject, "useObject(%d)", objId); char *verb; // Background verb to use directly object_t *obj = &_objects[objId]; // Ptr to object if (_vm->getGameStatus().inventoryObjId == -1) { // Get or use objid directly if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_take][0], _vm->_arrayNouns[obj->nounIndex][0]); else if (obj->genericCmd & LOOK) // Look item sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]); else if (obj->genericCmd & DROP) // Drop item sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_drop][0], _vm->_arrayNouns[obj->nounIndex][0]); else if (obj->cmdIndex != 0) // Use non-collectible item if able sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_cmdList[obj->cmdIndex][1].verbIndex][0], _vm->_arrayNouns[obj->nounIndex][0]); else if ((verb = _vm->useBG(_vm->_arrayNouns[obj->nounIndex][0])) != 0) sprintf(_line, "%s %s", verb, _vm->_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", _vm->_arrayVerbs[_vm->_cmdList[_objects[_vm->getGameStatus().inventoryObjId].cmdIndex][1].verbIndex][0], _vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0], _vm->_arrayNouns[obj->nounIndex][0]); // Check valid use of objects and override verb if necessary for (uses_t *use = _vm->_uses; use->objId != _vm->_numObj; use++) { if (_vm->getGameStatus().inventoryObjId == use->objId) { // Look for secondary object, if found use matching verb bool foundFl = false; for (target_t *target = use->targets; _vm->_arrayNouns[target->nounIndex] != 0; target++) if (_vm->_arrayNouns[target->nounIndex][0] == _vm->_arrayNouns[obj->nounIndex][0]) { foundFl = true; sprintf(_line, "%s %s %s", _vm->_arrayVerbs[target->verbIndex][0], _vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0], _vm->_arrayNouns[obj->nounIndex][0]); } // No valid use of objects found, print failure string if (!foundFl) { // Deselect dragged icon if inventory not active if (_vm->getGameStatus().inventoryState != I_ACTIVE) _vm->getGameStatus().inventoryObjId = -1; Utils::Box(BOX_ANY, "%s", _vm->_textData[use->dataIndex]); return; } } } } if (_vm->getGameStatus().inventoryState == I_ACTIVE) // If inventory active, remove it _vm->getGameStatus().inventoryState = I_UP; _vm->getGameStatus().inventoryObjId = -1; // Deselect any dragged icon _vm->_parser->lineHandler(); // and process command } // Return object index of the topmost object under the cursor, or -1 if none // Objects are filtered if not "useful" int16 ObjectHandler::findObject(uint16 x, uint16 y) { debugC(3, kDebugObject, "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 < _vm->_numObj; i++, obj++) { // Object must be in current screen and "useful" if (obj->screenIndex == *_vm->_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; } // Issue "Look at " command // Note special case of swapped hero image void ObjectHandler::lookObject(object_t *obj) { debugC(1, kDebugObject, "lookObject"); if (obj == _vm->_hero) // Hero swapped - look at other obj = &_objects[_vm->_heroImage]; _vm->_parser->command("%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]); } // Free all object images void ObjectHandler::freeObjects() { debugC(1, kDebugObject, "freeObjects"); // Nothing to do if not allocated yet if (_vm->_hero->seqList[0].seqPtr == 0) return; // Free all sequence lists and image data for (int i = 0; i < _vm->_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 } } } // 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 ObjectHandler::y2comp(const void *a, const void *b) { debugC(6, kDebugObject, "y2comp"); // const object_t *p1 = &s_Engine->_objects[*(const byte *)a]; // const object_t *p2 = &s_Engine->_objects[*(const byte *)b]; const object_t *p1 = &HugoEngine::get()._object->_objects[*(const byte *)a]; const object_t *p2 = &HugoEngine::get()._object->_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; } // Return TRUE if object being carried by hero bool ObjectHandler::isCarrying(uint16 wordIndex) { debugC(1, kDebugObject, "isCarrying(%d)", wordIndex); for (int i = 0; i < _vm->_numObj; i++) { if ((wordIndex == _objects[i].nounIndex) && _objects[i].carriedFl) return true; } return false; } // Describe any takeable objects visible in this screen void ObjectHandler::showTakeables() { debugC(1, kDebugObject, "showTakeables"); for (int j = 0; j < _vm->_numObj; j++) { object_t *obj = &_objects[j]; if ((obj->cycling != INVISIBLE) && (obj->screenIndex == *_vm->_screen_p) && (((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) { Utils::Box(BOX_ANY, "You can also see:\n%s.", _vm->_arrayNouns[obj->nounIndex][LOOK_NAME]); } } } // Find a clear space around supplied object that hero can walk to bool ObjectHandler::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) { debugC(1, kDebugObject, "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; } void ObjectHandler::freeObjectArr() { free(_objects); } void ObjectHandler::loadObjectArr(Common::File &in) { debugC(6, kDebugObject, "loadObject(&in)"); // TODO: For Hugo3, if not in story mode, set _objects[2].state to 3 for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { uint16 numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _objCount = numElem; _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(); uint16 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(); uint16 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(); } } } } } // End of namespace Hugo