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/* 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
*
*/
#ifndef HUGO_GAME_H
#define HUGO_GAME_H
#include "common/keyboard.h"
namespace Common {
class WriteStream;
class SeekableReadStream;
}
namespace Hugo {
// Game specific equates
#define TAKE_TEXT "Picked up the %s ok."
enum {LOOK_NAME = 1, TAKE_NAME}; // Index of name used in showing takeables and in confirming take
// Definitions of 'generic' commands: Max # depends on size of gencmd in
// the object_t record since each requires 1 bit. Currently up to 16
enum {LOOK = 1, TAKE = 2, DROP = 4, LOOK_S = 8};
enum TEXTCOLORS {
_TBLACK, _TBLUE, _TGREEN, _TCYAN,
_TRED, _TMAGENTA, _TBROWN, _TWHITE,
_TGRAY, _TLIGHTBLUE, _TLIGHTGREEN, _TLIGHTCYAN,
_TLIGHTRED, _TLIGHTMAGENTA, _TLIGHTYELLOW, _TBRIGHTWHITE
};
enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS};
static const int kFirstFont = U_FONT5;
/**
* Enumerate ways of cycling a sequence of frames
*/
enum cycle_t {kCycleInvisible, kCycleAlmostInvisible, kCycleNotCycling, kCycleForward, kCycleBackward};
/**
* Enumerate sequence index matching direction of travel
*/
enum {RIGHT, LEFT, DOWN, _UP};
enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
/**
* Enumerate the different path types for an object
*/
enum path_t {
kPathUser, // User has control of object via cursor keys
kPathAuto, // Computer has control, controlled by action lists
kPathQuiet, // Computer has control and no commands allowed
kPathChase, // Computer has control, object is chasing hero
kPathChase2, // Same as CHASE, except keeps cycling when stationary
kPathWander, // Computer has control, object is wandering randomly
kPathWander2 // Same as WANDER, except keeps cycling when stationary
};
/**
* Following defines the action types and action list
*/
enum action_t { // Parameters:
ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
START_OBJ, // 1 - Object number
INIT_OBJXY, // 2 - Object number, x,y
PROMPT, // 3 - index of prompt & response string, ptrs to action
// lists. First if response matches, 2nd if not.
BKGD_COLOR, // 4 - new background color
INIT_OBJVXY, // 5 - Object number, vx, vy
INIT_CARRY, // 6 - Object number, carried status
INIT_HF_COORD, // 7 - Object number (gets hero's 'feet' coordinates)
NEW_SCREEN, // 8 - New screen number
INIT_OBJSTATE, // 9 - Object number, new object state
INIT_PATH, // 10 - Object number, new path type
COND_R, // 11 - Conditional on object state - req state, 2 act_lists
TEXT, // 12 - Simple text box
SWAP_IMAGES, // 13 - Swap 2 object images
COND_SCR, // 14 - Conditional on current screen
AUTOPILOT, // 15 - Set object to home in on another (stationary) object
INIT_OBJ_SEQ, // 16 - Object number, sequence index to set curr_seq_p to
SET_STATE_BITS, // 17 - Objnum, mask to OR with obj states word
CLEAR_STATE_BITS, // 18 - Objnum, mask to ~AND with obj states word
TEST_STATE_BITS, // 19 - Objnum, mask to test obj states word
DEL_EVENTS, // 20 - Action type to delete all occurrences of
GAMEOVER, // 21 - Disable hero & commands. Game is over
INIT_HH_COORD, // 22 - Object number (gets hero's actual coordinates)
EXIT, // 23 - Exit game back to DOS
BONUS, // 24 - Get score bonus for an action
COND_BOX, // 25 - Conditional on object within bounding box
SOUND, // 26 - Set currently playing sound
ADD_SCORE, // 27 - Add object's value to current score
SUB_SCORE, // 28 - Subtract object's value from current score
COND_CARRY, // 29 - Conditional on carrying object
INIT_MAZE, // 30 - Start special maze hotspot processing
EXIT_MAZE, // 31 - Exit special maze processing
INIT_PRIORITY, // 32 - Initialize fbg field
INIT_SCREEN, // 33 - Initialise screen field of object
AGSCHEDULE, // 34 - Global schedule - lasts over new screen
REMAPPAL, // 35 - Remappe palette - palette index, color
COND_NOUN, // 36 - Conditional on noun appearing in line
SCREEN_STATE, // 37 - Set new screen state - used for comments
INIT_LIPS, // 38 - Position lips object for supplied object
INIT_STORY_MODE, // 39 - Set story mode TRUE/FALSE (user can't type)
WARN, // 40 - Same as TEXT but can't dismiss box by typing
COND_BONUS, // 41 - Conditional on bonus having been scored
TEXT_TAKE, // 42 - Issue text box with "take" info string
YESNO, // 43 - Prompt user for Yes or No
STOP_ROUTE, // 44 - Skip any route in progress (hero still walks)
COND_ROUTE, // 45 - Conditional on route in progress
INIT_JUMPEXIT, // 46 - Initialize status.jumpexit
INIT_VIEW, // 47 - Initialize viewx, viewy, dir
INIT_OBJ_FRAME, // 48 - Object number, seq,frame to set curr_seq_p to
OLD_SONG = 49 // Added by Strangerke - Set currently playing sound, old way: that is, using a string index instead of a reference in a file
};
struct hugo_boot_t { // Common HUGO boot file
char checksum; // Checksum for boot structure (not exit text)
char registered; // TRUE if registered version, else FALSE
char pbswitch[8]; // Playback switch string
char distrib[32]; // Distributor branding string
uint16 exit_len; // Length of exit text (next in file)
} PACKED_STRUCT;
struct uif_hdr_t { // UIF font/image look up
uint16 size; // Size of uif item
uint32 offset; // Offset of item in file
};
/**
* Game specific type definitions
*/
typedef byte *image_pt; // ptr to an object image (sprite)
typedef byte *sound_pt; // ptr to sound (or music) data
/**
* Following are points for achieving certain actions.
*/
struct point_t {
byte score; // The value of the point
bool scoredFl; // Whether scored yet
};
/**
* Structure for initializing maze processing
*/
struct maze_t {
bool enabledFl; // TRUE when maze processing enabled
byte size; // Size of (square) maze matrix
int x1, y1, x2, y2; // maze hotspot bounding box
int x3, x4; // north, south x entry coordinates
byte firstScreenIndex; // index of first screen in maze
};
/**
* The following determines how a verb is acted on, for an object
*/
struct cmd {
uint16 verbIndex; // the verb
uint16 reqIndex; // ptr to list of required objects
uint16 textDataNoCarryIndex; // ptr to string if any of above not carried
byte reqState; // required state for verb to be done
byte newState; // new states if verb done
uint16 textDataWrongIndex; // ptr to string if wrong state
uint16 textDataDoneIndex; // ptr to string if verb done
uint16 actIndex; // Ptr to action list if verb done
};
/**
* The following is a linked list of images in an animation sequence
* The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
*/
struct seq_t { // Linked list of images
byte *imagePtr; // ptr to image
uint16 bytesPerLine8; // bytes per line (8bits)
uint16 lines; // lines
uint16 x1, x2, y1, y2; // Offsets from x,y: data bounding box
seq_t *nextSeqPtr; // ptr to next record
};
/**
* The following is an array of structures of above sequences
*/
struct seqList_t {
uint16 imageNbr; // Number of images in sequence
seq_t *seqPtr; // Ptr to sequence structure
};
/**
* Following is structure of verbs and nouns for 'background' objects
* These are objects that appear in the various screens, but nothing
* interesting ever happens with them. Rather than just be dumb and say
* "don't understand" we produce an interesting msg to keep user sane.
*/
struct background_t {
uint16 verbIndex;
uint16 nounIndex;
int commentIndex; // Index of comment produced on match
bool matchFl; // TRUE if noun must match when present
byte roomState; // "State" of room. Comments might differ.
byte bonusIndex; // Index of bonus score (0 = no bonus)
};
typedef background_t *objectList_t;
struct target_t { // Secondary target for action
uint16 nounIndex; // Secondary object
uint16 verbIndex; // Action on secondary object
};
struct uses_t { // Define uses of certain objects
int16 objId; // Primary object
uint16 dataIndex; // String if no secondary object matches
target_t *targets; // List of secondary targets
};
// Global externs
extern maze_t _maze; // Maze control structure
extern hugo_boot_t _boot; // Boot info structure
#include "common/pack-start.h" // START STRUCT PACKING
struct sound_hdr_t { // Sound file lookup entry
uint16 size; // Size of sound data in bytes
uint32 offset; // Offset of sound data in file
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
static const int kMaxSeqNumb = 4; // Number of sequences of images in object
/**
* Following is definition of object attributes
*/
struct object_t {
uint16 nounIndex; // String identifying object
uint16 dataIndex; // String describing the object
uint16 *stateDataIndex; // Added by Strangerke to handle the LOOK_S state-dependant descriptions
path_t pathType; // Describe path object follows
int vxPath, vyPath; // Delta velocities (e.g. for CHASE)
uint16 actIndex; // Action list to do on collision with hero
byte seqNumb; // Number of sequences in list
seq_t *currImagePtr; // Sequence image currently in use
seqList_t seqList[kMaxSeqNumb]; // Array of sequence structure ptrs and lengths
cycle_t cycling; // Whether cycling, forward or backward
byte cycleNumb; // No. of times to cycle
byte frameInterval; // Interval (in ticks) between frames
byte frameTimer; // Decrementing timer for above
int8 radius; // Defines sphere of influence by hero
byte screenIndex; // Screen in which object resides
int x, y; // Current coordinates of object
int oldx, oldy; // Previous coordinates of object
int8 vx, vy; // Velocity
byte objValue; // Value of object
int genericCmd; // Bit mask of 'generic' commands for object
uint16 cmdIndex; // ptr to list of cmd structures for verbs
bool carriedFl; // TRUE if object being carried
byte state; // state referenced in cmd list
bool verbOnlyFl; // TRUE if verb-only cmds allowed e.g. sit,look
byte priority; // Whether object fore, background or floating
int16 viewx, viewy; // Position to view object from (or 0 or -1)
int16 direction; // Direction to view object from
byte curSeqNum; // Save which seq number currently in use
byte curImageNum; // Save which image of sequence currently in use
int8 oldvx; // Previous vx (used in wandering)
int8 oldvy; // Previous vy
};
} // End of namespace Hugo
#endif
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