/* 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/debug.h" #include "hugo/hugo.h" #include "hugo/game.h" #include "hugo/object.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" #include "hugo/text.h" #include "hugo/inventory.h" #include "hugo/mouse.h" namespace Hugo { ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm), _objects(0), _uses(0) { _numObj = 0; _objCount = 0; _usesSize = 0; memset(_objBound, '\0', sizeof(overlay_t)); memset(_boundary, '\0', sizeof(overlay_t)); memset(_overlay, '\0', sizeof(overlay_t)); memset(_ovlBase, '\0', sizeof(overlay_t)); } ObjectHandler::~ObjectHandler() { } byte ObjectHandler::getBoundaryOverlay(uint16 index) const { return _boundary[index]; } byte ObjectHandler::getObjectBoundary(uint16 index) const { return _objBound[index]; } byte ObjectHandler::getBaseBoundary(uint16 index) const { return _ovlBase[index]; } byte ObjectHandler::getFirstOverlay(uint16 index) const { return _overlay[index]; } bool ObjectHandler::isCarried(int objIndex) const { return _objects[objIndex].carriedFl; } void ObjectHandler::setCarry(int objIndex, bool val) { _objects[objIndex].carriedFl = val; } void ObjectHandler::setVelocity(int objIndex, int8 vx, int8 vy) { _objects[objIndex].vx = vx; _objects[objIndex].vy = vy; } void ObjectHandler::setPath(int objIndex, path_t pathType, int16 vxPath, int16 vyPath) { _objects[objIndex].pathType = pathType; _objects[objIndex].vxPath = vxPath; _objects[objIndex].vyPath = vyPath; } /** * 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); const char *verb; // Background verb to use directly int16 inventObjId = _vm->_inventory->getInventoryObjId(); object_t *obj = &_objects[objId]; // Ptr to object if (inventObjId == -1) { // Get or use objid directly if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item sprintf(_vm->_line, "%s %s", _vm->_text->getVerb(_vm->_take, 0), _vm->_text->getNoun(obj->nounIndex, 0)); else if (obj->cmdIndex != 0) // Use non-collectible item if able sprintf(_vm->_line, "%s %s", _vm->_text->getVerb(_vm->_parser->getCmdDefaultVerbIdx(obj->cmdIndex), 0), _vm->_text->getNoun(obj->nounIndex, 0)); else if ((verb = _vm->_parser->useBG(_vm->_text->getNoun(obj->nounIndex, 0))) != 0) sprintf(_vm->_line, "%s %s", verb, _vm->_text->getNoun(obj->nounIndex, 0)); else return; // Can't use object directly } else { // Use status.objid on objid // Default to first cmd verb sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(_vm->_parser->getCmdDefaultVerbIdx(_objects[inventObjId].cmdIndex), 0), _vm->_text->getNoun(_objects[inventObjId].nounIndex, 0), _vm->_text->getNoun(obj->nounIndex, 0)); // Check valid use of objects and override verb if necessary for (uses_t *use = _uses; use->objId != _numObj; use++) { if (inventObjId == use->objId) { // Look for secondary object, if found use matching verb bool foundFl = false; for (target_t *target = use->targets; target->nounIndex != 0; target++) if (target->nounIndex == obj->nounIndex) { foundFl = true; sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(target->verbIndex, 0), _vm->_text->getNoun(_objects[inventObjId].nounIndex, 0), _vm->_text->getNoun(obj->nounIndex, 0)); } // No valid use of objects found, print failure string if (!foundFl) { // Deselect dragged icon if inventory not active if (_vm->_inventory->getInventoryState() != kInventoryActive) _vm->_screen->resetInventoryObjId(); Utils::notifyBox(_vm->_text->getTextData(use->dataIndex)); return; } } } } if (_vm->_inventory->getInventoryState() == kInventoryActive) // If inventory active, remove it _vm->_inventory->setInventoryState(kInventoryUp); _vm->_screen->resetInventoryObjId(); _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 != kCycleInvisible) { // 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->_text->getVerb(_vm->_look, 0), _vm->_text->getNoun(obj->nounIndex, 0)); } /** * Free all object images, uses and ObjArr (before exiting) */ void ObjectHandler::freeObjects() { debugC(1, kDebugObject, "freeObjects"); if (_vm->_hero != 0 && _vm->_hero->seqList[0].seqPtr != 0) { // Free all sequence lists and image data for (int16 i = 0; i < _numObj; i++) { object_t *obj = &_objects[i]; for (int16 j = 0; j < obj->seqNumb; j++) { seq_t *seq = obj->seqList[j].seqPtr; seq_t *next; if (seq == 0) // Failure during database load break; if (seq->imagePtr != 0) { free(seq->imagePtr); seq->imagePtr = 0; } seq = seq->nextSeqPtr; while (seq != obj->seqList[j].seqPtr) { if (seq->imagePtr != 0) { free(seq->imagePtr); seq->imagePtr = 0; } next = seq->nextSeqPtr; free(seq); seq = next; } free(seq); } } } if (_uses) { for (int16 i = 0; i < _usesSize; i++) free(_uses[i].targets); free(_uses); } for(int16 i = 0; i < _objCount; i++) { free(_objects[i].stateDataIndex); _objects[i].stateDataIndex = 0; } free(_objects); _objects = 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 == kPriorityBackground) return -1; if (p2->priority == kPriorityBackground) return 1; if (p1->priority == kPriorityForeground) return 1; if (p2->priority == kPriorityForeground) 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 != kCycleInvisible) && (obj->screenIndex == *_vm->_screen_p) && (((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) { Utils::notifyBox(Common::String::format("You can also see:\n%s.", _vm->_text->getNoun(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 + kHeroMaxWidth; x++) { if (checkBoundary(x, y)) foundFl = false; } if (!foundFl) { // Try right rear corner foundFl = true; for (int16 x = *destx = obj->x + curImage->x2 - kHeroMaxWidth + 1; x <= obj->x + (int16)curImage->x2; x++) { if (checkBoundary(x, y)) foundFl = false; } } if (!foundFl) { // Try left front corner foundFl = true; y += 2; for (int16 x = *destx = obj->x + curImage->x1; x < *destx + kHeroMaxWidth; x++) { if (checkBoundary(x, y)) foundFl = false; } } if (!foundFl) { // Try right rear corner foundFl = true; for (int16 x = *destx = obj->x + curImage->x2 - kHeroMaxWidth + 1; x <= obj->x + (int16)curImage->x2; x++) { if (checkBoundary(x, y)) foundFl = false; } } *desty = y; return foundFl; } void ObjectHandler::readUse(Common::ReadStream &in, uses_t &curUse) { curUse.objId = in.readSint16BE(); curUse.dataIndex = in.readUint16BE(); uint16 numSubElem = in.readUint16BE(); curUse.targets = (target_t *)malloc(sizeof(target_t) * numSubElem); for (int j = 0; j < numSubElem; j++) { curUse.targets[j].nounIndex = in.readUint16BE(); curUse.targets[j].verbIndex = in.readUint16BE(); } } /** * Load _uses from Hugo.dat */ void ObjectHandler::loadObjectUses(Common::ReadStream &in) { uses_t tmpUse; tmpUse.targets = 0; //Read _uses for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { uint16 numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _usesSize = numElem; _uses = (uses_t *)malloc(sizeof(uses_t) * numElem); } for (int i = 0; i < numElem; i++) { if (varnt == _vm->_gameVariant) readUse(in, _uses[i]); else { readUse(in, tmpUse); free(tmpUse.targets); tmpUse.targets = 0; } } } } void ObjectHandler::readObject(Common::ReadStream &in, object_t &curObject) { curObject.nounIndex = in.readUint16BE(); curObject.dataIndex = in.readUint16BE(); uint16 numSubElem = in.readUint16BE(); if (numSubElem == 0) curObject.stateDataIndex = 0; else curObject.stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem); for (int j = 0; j < numSubElem; j++) curObject.stateDataIndex[j] = in.readUint16BE(); curObject.pathType = (path_t) in.readSint16BE(); curObject.vxPath = in.readSint16BE(); curObject.vyPath = in.readSint16BE(); curObject.actIndex = in.readUint16BE(); curObject.seqNumb = in.readByte(); curObject.currImagePtr = 0; if (curObject.seqNumb == 0) { curObject.seqList[0].imageNbr = 0; curObject.seqList[0].seqPtr = 0; } for (int j = 0; j < curObject.seqNumb; j++) { curObject.seqList[j].imageNbr = in.readUint16BE(); curObject.seqList[j].seqPtr = 0; } curObject.cycling = (cycle_t)in.readByte(); curObject.cycleNumb = in.readByte(); curObject.frameInterval = in.readByte(); curObject.frameTimer = in.readByte(); curObject.radius = in.readByte(); curObject.screenIndex = in.readByte(); curObject.x = in.readSint16BE(); curObject.y = in.readSint16BE(); curObject.oldx = in.readSint16BE(); curObject.oldy = in.readSint16BE(); curObject.vx = in.readByte(); curObject.vy = in.readByte(); curObject.objValue = in.readByte(); curObject.genericCmd = in.readSint16BE(); curObject.cmdIndex = in.readUint16BE(); curObject.carriedFl = (in.readByte() != 0); curObject.state = in.readByte(); curObject.verbOnlyFl = (in.readByte() != 0); curObject.priority = in.readByte(); curObject.viewx = in.readSint16BE(); curObject.viewy = in.readSint16BE(); curObject.direction = in.readSint16BE(); curObject.curSeqNum = in.readByte(); curObject.curImageNum = in.readByte(); curObject.oldvx = in.readByte(); curObject.oldvy = in.readByte(); } /** * Load ObjectArr from Hugo.dat */ void ObjectHandler::loadObjectArr(Common::ReadStream &in) { debugC(6, kDebugObject, "loadObject(&in)"); object_t tmpObject; tmpObject.stateDataIndex = 0; 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++) { if (varnt == _vm->_gameVariant) readObject(in, _objects[i]); else { // Skip over uneeded objects. readObject(in, tmpObject); free(tmpObject.stateDataIndex); tmpObject.stateDataIndex = 0; } } } } /** * Set the screenindex property of the carried objets to the given screen * number */ void ObjectHandler::setCarriedScreen(int screenNum) { for (int i = kHeroIndex + 1; i < _numObj; i++) {// Any others if (isCarried(i)) // being carried _objects[i].screenIndex = screenNum; } } /** * Load _numObj from Hugo.dat */ void ObjectHandler::loadNumObj(Common::ReadStream &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]); } bool ObjectHandler::checkBoundary(int16 x, int16 y) { // Check if Boundary bit set return (_boundary[y * kCompLineSize + x / 8] & (0x80 >> x % 8)) != 0; } /** * Return maximum allowed movement (from zero to vx) such that object does * not cross a boundary (either background or another object) */ int ObjectHandler::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 ObjectHandler::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 ObjectHandler::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 ObjectHandler::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 ObjectHandler::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; } } /** * An object has collided with a boundary. See if any actions are required */ void ObjectHandler::boundaryCollision(object_t *obj) { debugC(1, kDebugEngine, "boundaryCollision"); if (obj == _vm->_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; int16 index = _vm->_mouse->findExit(x, y, obj->screenIndex); if (index >= 0) _vm->_scheduler->insertActionList(_vm->_mouse->getHotspotActIndex(index)); } else { // Check whether an object collided with HERO int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - obj->currImagePtr->x1; int dy = _vm->_hero->y + _vm->_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)) _vm->_scheduler->insertActionList(obj->actIndex); } } } // End of namespace Hugo