1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
|
/* 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 {
// WARNING!!
// Type "PPG" in the game to enter cheat mode.
#define COPYRIGHT "Copyright 1989-1997 David P Gray, All Rights Reserved."
// Started code on 04/01/95
//#define VER "1.0" // 10/01/95 Initial Release
//#define VER "1.1" // 10/06/95 Restore system volume levels on exit
//#define VER "v1.2"// 10/12/95 Added "background music" checkbox in volume dlg
//#define VER "v1.3"// 10/23/95 Support game 1 as shareware
//#define VER "v1.4"// 12/06/95 Faster graphics, logical palette
//#define VER "v1.5" // 10/07/97 Added order form, new web site
// Game specific equates
#define MAX_TUNES 16 // Max number of tunes
#define TURBO_TPS 16 // This many in turbo mode
#define DX 5 // Num pixels moved in x by HERO per step
#define DY 4 // Num pixels moved in y by HERO per step
#define XBYTES 40 // number of bytes in a compressed line
#define XPIX 320 // Width of pcx background file
#define YPIX 200 // Height of pcx background file
#define VIEW_DX XPIX // Width of window view
#define VIEW_DY 184 // Height of window view
#define INV_DX 32 // Width of an inventory icon
#define INV_DY 32 // Height of inventory icon
#define DIBOFF_Y 0 // Offset into dib SrcY (old status line area). In original game: 8
#define OVL_SIZE (XBYTES * YPIX) // Size of an overlay file
#define MAX_SEQUENCES 4 // Number of sequences of images in object
#define MAX_CHARS (XBYTES - 2) // Max length of user input line
#define NUM_ROWS 25 // Number of text lines in display
#define MAX_BOX (MAX_CHARS * NUM_ROWS) // Max chars on screen
#define DONT_CARE 0xFF // Any state allowed in command verb
#define MAX_FPATH 256 // Max length of a full path name
#define HERO_MAX_WIDTH 24 // Maximum width of hero
#define HERO_MIN_WIDTH 16 // Minimum width of hero
#define LOOK_NAME 1 // Index of name used in showing takeables
#define TAKE_NAME 2 // Index of name used in confirming take
#define TAKE_TEXT "Picked up the %s ok."
#define REP_MASK 0xC0 // Top 2 bits mean a repeat code
#define MAX_STRLEN 1024
#define WARNLEN 512
#define ERRLEN 512
#define STEP_DY 8 // Pixels per step movement
#define CENTER -1 // Used to center text in x
// Only for non-database
#define BKGEXT ".PCX" // Extension of background files
#define OBJEXT ".PIX" // Extension of object picture files
#define NAME_LEN 12 // Max length of a DOS file name
// Definitions of 'generic' commands: Max # depends on size of gencmd in
// the object_t record since each requires 1 bit. Currently up to 16
#define LOOK 1
#define TAKE 2
#define DROP 4
#define LOOK_S 8 // Description depends on state of object
#define NUM_COLORS 16 // Num colors to save in palette
#define MAX_UIFS 32 // Max possible uif items in hdr
#define NUM_FONTS 3 // Number of dib fonts
#define FIRST_FONT U_FONT5
#define FONT_LEN 128 // Number of chars in font
#define FONTSIZE 1200 // Max size of font data
#define CRYPT "Copyright 1992, David P Gray, Gray Design Associates"
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};
/**
* Enumerate overlay file types
*/
enum ovl_t {BOUNDARY, OVERLAY, OVLBASE};
/**
* Enumerate ways of cycling a sequence of frames
*/
enum cycle_t {INVISIBLE, ALMOST_INVISIBLE, NOT_CYCLING, CYCLE_FORWARD, CYCLE_BACKWARD};
/**
* Enumerate sequence index matching direction of travel
*/
enum {RIGHT, LEFT, DOWN, _UP};
/**
* Channel requirement during sound effect
*/
enum stereo_t {BOTH_CHANNELS, RIGHT_CHANNEL, LEFT_CHANNEL};
/**
* Priority for sound effect
*/
enum priority_t {LOW_PRI, MED_PRI, HIGH_PRI};
/**
* Enumerate the different path types for an object
*/
enum path_t {
USER, // User has control of object via cursor keys
AUTO, // Computer has control, controlled by action lists
QUIET, // Computer has control and no commands allowed
CHASE, // Computer has control, object is chasing hero
CHASE2, // Same as CHASE, except keeps cycling when stationary
WANDER, // Computer has control, object is wandering randomly
WANDER2 // Same as WANDER, except keeps cycling when stationary
};
/**
* 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 {FOREGROUND, BACKGROUND, FLOATING, OVEROVL};
/**
* Game view state machine
*/
enum vstate_t {V_IDLE, V_INTROINIT, V_INTRO, V_PLAY, V_INVENT, V_EXIT};
enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
/**
* Ways to dismiss a text/prompt box
*/
enum box_t {BOX_ANY, BOX_OK, BOX_PROMPT, BOX_YESNO};
/**
* Display list functions
*/
enum dupdate_t {D_INIT, D_ADD, D_DISPLAY, D_RESTORE};
/**
* General device installation commands
*/
enum inst_t {INSTALL, RESTORE, RESET};
/**
* Inventory icon bar states
*/
enum istate_t {I_OFF, I_UP, I_DOWN, I_ACTIVE};
/**
* Actions for Process_inventory()
*/
enum invact_t {INV_INIT, INV_LEFT, INV_RIGHT, INV_GET};
/**
* Purpose of an automatic route
*/
enum go_t {GO_SPACE, GO_EXIT, GO_LOOK, GO_GET};
/**
* 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)
};
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
};
struct act0 { // Type 0 - Schedule
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 actIndex; // Ptr to an action list
};
struct act1 { // Type 1 - Start an object
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int cycleNumb; // Number of times to cycle
cycle_t cycle; // Direction to start cycling
};
struct act2 { // Type 2 - Initialise an object coords
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int x, y; // Coordinates
};
struct act3 { // Type 3 - Prompt user for text
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 promptIndex; // Index of prompt string
int *responsePtr; // Array of indexes to valid response
// string(s) (terminate list with -1)
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
bool encodedFl; // (HUGO 1 DOS ONLY) Whether response is encoded or not
};
struct act4 { // Type 4 - Set new background color
action_t actType; // The type of action
int timer; // Time to set off the action
long newBackgroundColor; // New color
};
struct act5 { // Type 5 - Initialise an object velocity
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int vx, vy; // velocity
};
struct act6 { // Type 6 - Initialise an object carrying
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
bool carriedFl; // carrying
};
struct act7 { // Type 7 - Initialise an object to hero's coords
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
};
struct act8 { // Type 8 - switch to new screen
action_t actType; // The type of action
int timer; // Time to set off the action
int screenIndex; // The new screen number
};
struct act9 { // Type 9 - Initialise an object state
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
byte newState; // New state
};
struct act10 { // Type 10 - Initialise an object path type
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int newPathType; // New path type
int8 vxPath, vyPath; // Max delta velocities e.g. for CHASE
};
struct act11 { // Type 11 - Conditional on object's state
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
byte stateReq; // Required state
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act12 { // Type 12 - Simple text box
action_t actType; // The type of action
int timer; // Time to set off the action
int stringIndex; // Index (enum) of string in strings.dat
};
struct act13 { // Type 13 - Swap first object image with second
action_t actType; // The type of action
int timer; // Time to set off the action
int obj1; // Index of first object
int obj2; // 2nd
};
struct act14 { // Type 14 - Conditional on current screen
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The required object
int screenReq; // The required screen number
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act15 { // Type 15 - Home in on an object
action_t actType; // The type of action
int timer; // Time to set off the action
int obj1; // The object number homing in
int obj2; // The object number to home in on
int8 dx, dy; // Max delta velocities
};
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! timer > 0 is safe
struct act16 { // Type 16 - Set curr_seq_p to seq
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int seqIndex; // The index of seq array to set to
};
struct act17 { // Type 17 - SET obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int stateMask; // The mask to OR with current obj state
};
struct act18 { // Type 18 - CLEAR obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int stateMask; // The mask to ~AND with current obj state
};
struct act19 { // Type 19 - TEST obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int stateMask; // The mask to AND with current obj state
uint16 actPassIndex; // Ptr to action list (all bits set)
uint16 actFailIndex; // Ptr to action list (not all set)
};
struct act20 { // Type 20 - Remove all events with this type of action
action_t actType; // The type of action
int timer; // Time to set off the action
action_t actTypeDel; // The action type to remove
};
struct act21 { // Type 21 - Gameover. Disable hero & commands
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act22 { // Type 22 - Initialise an object to hero's coords
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
};
struct act23 { // Type 23 - Exit game back to DOS
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act24 { // Type 24 - Get bonus score
action_t actType; // The type of action
int timer; // Time to set off the action
int pointIndex; // Index into points array
};
struct act25 { // Type 25 - Conditional on bounding box
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The required object number
int x1, y1, x2, y2; // The bounding box
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act26 { // Type 26 - Play a sound
action_t actType; // The type of action
int timer; // Time to set off the action
int16 soundIndex; // Sound index in data file
};
struct act27 { // Type 27 - Add object's value to score
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // object number
};
struct act28 { // Type 28 - Subtract object's value from score
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // object number
};
struct act29 { // Type 29 - Conditional on object carried
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The required object number
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act30 { // Type 30 - Start special maze processing
action_t actType; // The type of action
int timer; // Time to set off the action
byte mazeSize; // Size of (square) maze
int x1, y1, x2, y2; // Bounding box of maze
int x3, x4; // Extra x points for perspective correction
byte firstScreenIndex; // First (top left) screen of maze
};
struct act31 { // Type 31 - Exit special maze processing
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act32 { // Type 32 - Init fbg field of object
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
byte priority; // Value of foreground/background field
};
struct act33 { // Type 33 - Init screen field of object
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int screenIndex; // Screen number
};
struct act34 { // Type 34 - Global Schedule
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 actIndex; // Ptr to an action list
};
struct act35 { // Type 35 - Remappe palette
action_t actType; // The type of action
int timer; // Time to set off the action
int16 oldColorIndex; // Old color index, 0..15
int16 newColorIndex; // New color index, 0..15
};
struct act36 { // Type 36 - Conditional on noun mentioned
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 nounIndex; // The required noun (list)
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
struct act37 { // Type 37 - Set new screen state
action_t actType; // The type of action
int timer; // Time to set off the action
int screenIndex; // The screen number
byte newState; // The new state
};
struct act38 { // Type 38 - Position lips
action_t actType; // The type of action
int timer; // Time to set off the action
int lipsObjNumb; // The LIPS object
int objNumb; // The object to speak
byte dxLips; // Relative offset of x
byte dyLips; // Relative offset of y
};
struct act39 { // Type 39 - Init story mode
action_t actType; // The type of action
int timer; // Time to set off the action
bool storyModeFl; // New state of story_mode flag
};
struct act40 { // Type 40 - Unsolicited text box
action_t actType; // The type of action
int timer; // Time to set off the action
int stringIndex; // Index (enum) of string in strings.dat
};
struct act41 { // Type 41 - Conditional on bonus scored
action_t actType; // The type of action
int timer; // Time to set off the action
int BonusIndex; // Index into bonus list
uint16 actPassIndex; // Index of the action list if scored for the first time
uint16 actFailIndex; // Index of the action list if already scored
};
struct act42 { // Type 42 - Text box with "take" string
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object taken
};
struct act43 { // Type 43 - Prompt user for Yes or No
action_t actType; // The type of action
int timer; // Time to set off the action
int promptIndex; // index of prompt string
uint16 actYesIndex; // Ptr to action list if YES
uint16 actNoIndex; // Ptr to action list if NO
};
struct act44 { // Type 44 - Stop any route in progress
action_t actType; // The type of action
int timer; // Time to set off the action
};
struct act45 { // Type 45 - Conditional on route in progress
action_t actType; // The type of action
int timer; // Time to set off the action
int routeIndex; // Must be >= current status.rindex
uint16 actPassIndex; // Ptr to action list if en-route
uint16 actFailIndex; // Ptr to action list if not
};
struct act46 { // Type 46 - Init status.jumpexit
action_t actType; // The type of action
int timer; // Time to set off the action
bool jumpExitFl; // New state of jumpexit flag
};
struct act47 { // Type 47 - Init viewx,viewy,dir
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object
int16 viewx; // object.viewx
int16 viewy; // object.viewy
int16 direction; // object.dir
};
struct act48 { // Type 48 - Set curr_seq_p to frame n
action_t actType; // The type of action
int timer; // Time to set off the action
int objNumb; // The object number
int seqIndex; // The index of seq array to set to
int frameIndex; // The index of frame to set to
};
struct act49 { // Added by Strangerke - Type 79 - Play a song (DOS way)
action_t actType; // The type of action
int timer; // Time to set off the action
uint16 songIndex; // Song index in string array
};
union act {
act0 a0;
act1 a1;
act2 a2;
act3 a3;
act4 a4;
act5 a5;
act6 a6;
act7 a7;
act8 a8;
act9 a9;
act10 a10;
act11 a11;
act12 a12;
act13 a13;
act14 a14;
act15 a15;
act16 a16;
act17 a17;
act18 a18;
act19 a19;
act20 a20;
act21 a21;
act22 a22;
act23 a23;
act24 a24;
act25 a25;
act26 a26;
act27 a27;
act28 a28;
act29 a29;
act30 a30;
act31 a31;
act32 a32;
act33 a33;
act34 a34;
act35 a35;
act36 a36;
act37 a37;
act38 a38;
act39 a39;
act40 a40;
act41 a41;
act42 a42;
act43 a43;
act44 a44;
act45 a45;
act46 a46;
act47 a47;
act48 a48;
act49 a49;
};
/**
* 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 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[MAX_SEQUENCES]; // 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
};
/**
* 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;
typedef byte overlay_t[OVL_SIZE]; // Overlay file
typedef byte viewdib_t[(long)XPIX *YPIX]; // Viewport dib
typedef byte icondib_t[XPIX *INV_DY]; // Icon bar dib
typedef char command_t[MAX_CHARS + 8]; // Command line (+spare for prompt,cursor)
typedef char fpath_t[MAX_FPATH]; // File path
/**
* 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
};
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;
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
};
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 backgroundMusicFl; // Continue music when task inactive
byte musicVolume; // Music volume percentage
byte soundVolume; // Sound volume percentage
bool playlist[MAX_TUNES]; // Tune playlist
};
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 config_t _config; // User's config
extern maze_t _maze; // Maze control structure
extern hugo_boot_t _boot; // Boot info structure
extern char _textBoxBuffer[]; // Useful box text buffer
extern command_t _line; // Line of user text input
/**
* Structure of scenery file lookup entry
*/
struct sceneBlock_t {
uint32 scene_off;
uint32 scene_len;
uint32 b_off;
uint32 b_len;
uint32 o_off;
uint32 o_len;
uint32 ob_off;
uint32 ob_len;
};
#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
} // End of namespace Hugo
#endif
|