/* 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" #include "hugo/schedule.h" namespace Hugo { ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm), _objects(0) { _numObj = 0; } ObjectHandler::~ObjectHandler() { } /** * Save sequence number and image number in given object */ void ObjectHandler::saveSeq(object_t *obj) { debugC(1, kDebugObject, "saveSeq"); bool found = false; for (int i = 0; !found && (i < obj->seqNumb); i++) { seq_t *q = obj->seqList[i].seqPtr; for (int j = 0; !found && (j < obj->seqList[i].imageNbr); j++) { if (obj->currImagePtr == q) { found = true; obj->curSeqNum = i; obj->curImageNum = j; } else { q = q->nextSeqPtr; } } } } /** * Set up cur_seq_p from stored sequence and image number in object */ void ObjectHandler::restoreSeq(object_t *obj) { 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 != _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 < _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 < _numObj; i++) { object_t *obj = &_objects[i]; debugC(1, kDebugObject, "\tObject %d: %d Sequences", i, obj->seqNumb); debugC(1, kDebugObject, "\tObject %d->currImagePtr: %p", i, (void *) obj->currImagePtr); // FIXME - currImagePtr can be an alias into one of obj->seqList[].seqPtr so need to avoid freeing in that case. //if (obj->currImagePtr != 0 && obj->currImagePtr != seq) { // free(obj->currImagePtr); // obj->currImagePtr = 0; //} for (int j = 0; j < obj->seqNumb; j++) { // for each sequence debugC(1, kDebugObject, "\tSequence %d: seqlist %p", j, (void *) &obj->seqList[j]); debugC(1, kDebugObject, "\tSequence %d: seqPtr %p", j, (void *) obj->seqList[j].seqPtr); seq_t *seq = obj->seqList[j].seqPtr; // Free image if (seq == 0) // Failure during database load break; do { debugC(1, kDebugObject, "\t\tseq->ImagePtr: %p", seq->imagePtr); if (seq->imagePtr != 0) { free(seq->imagePtr); seq->imagePtr = 0; } seq = seq->nextSeqPtr; } while (seq != obj->seqList[j].seqPtr); free(seq); // Free sequence record seq = 0; } } } /** * 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 = &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 < _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 < _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; } /** * Free ObjectArr (before exiting) */ void ObjectHandler::freeObjectArr() { for(int16 i = 0; i < _objCount; i++) { free(_objects[i].stateDataIndex); _objects[i].stateDataIndex = 0; } free(_objects); _objects = 0; } /** * Load ObjectArr from Hugo.dat */ 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(); } } } } /** * Set the screenindex property of the carried objets to the given screen * number */ void ObjectHandler::setCarriedScreen(int screenNum) { for (int i = HERO + 1; i < _numObj; i++) { // Any others if (isCarried(i)) // being carried _objects[i].screenIndex = screenNum; } } /** * Load _numObj from Hugo.dat */ void ObjectHandler::loadNumObj(Common::File &in) { int numElem; for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) _numObj = numElem; } } /** * Restore all sequences */ void ObjectHandler::restoreAllSeq() { // Restore ptrs to currently loaded objects for (int i = 0; i < _numObj; i++) restoreSeq(&_objects[i]); } /** * Save objects */ void ObjectHandler::saveObjects(Common::WriteStream *out) { for (int i = 0; i < _numObj; i++) { // Save where curr_seq_p is pointing to saveSeq(&_objects[i]); out->writeByte(_objects[i].pathType); out->writeSint16BE(_objects[i].vxPath); out->writeSint16BE(_objects[i].vyPath); out->writeByte(_objects[i].cycling); out->writeByte(_objects[i].cycleNumb); out->writeByte(_objects[i].frameTimer); out->writeByte(_objects[i].screenIndex); out->writeSint16BE(_objects[i].x); out->writeSint16BE(_objects[i].y); out->writeSint16BE(_objects[i].oldx); out->writeSint16BE(_objects[i].oldy); out->writeSByte(_objects[i].vx); out->writeSByte(_objects[i].vy); out->writeByte(_objects[i].objValue); out->writeByte((_objects[i].carriedFl) ? 1 : 0); out->writeByte(_objects[i].state); out->writeByte(_objects[i].priority); out->writeSint16BE(_objects[i].viewx); out->writeSint16BE(_objects[i].viewy); out->writeSint16BE(_objects[i].direction); out->writeByte(_objects[i].curSeqNum); out->writeByte(_objects[i].curImageNum); out->writeSByte(_objects[i].oldvx); out->writeSByte(_objects[i].oldvy); } } /** * Restore objects */ void ObjectHandler::restoreObjects(Common::SeekableReadStream *in) { for (int i = 0; i < _numObj; i++) { _objects[i].pathType = (path_t) in->readByte(); _objects[i].vxPath = in->readSint16BE(); _objects[i].vyPath = in->readSint16BE(); _objects[i].cycling = (cycle_t) in->readByte(); _objects[i].cycleNumb = in->readByte(); _objects[i].frameTimer = 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->readSByte(); _objects[i].vy = in->readSByte(); _objects[i].objValue = in->readByte(); _objects[i].carriedFl = (in->readByte() == 1); _objects[i].state = in->readByte(); _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->readSByte(); _objects[i].oldvy = in->readSByte(); } } /** * Compute max object score */ int ObjectHandler::calcMaxScore() { int score = 0; for (int i = 0; i < _numObj; i++) score += _objects[i].objValue; return(score); } /** * Read Object images */ void ObjectHandler::readObjectImages() { debugC(1, kDebugObject, "readObjectImages"); for (int i = 0; i < _numObj; i++) _vm->_file->readImage(i, &_objects[i]); } } // End of namespace Hugo