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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.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef HUGO_H
#define HUGO_H

#include "engines/engine.h"
#include "common/file.h"
#include "hugo/console.h"

// This include is here temporarily while the engine is being refactored.
#include "hugo/game.h"

#define HUGO_DAT_VER_MAJ 0                          // 1 byte
#define HUGO_DAT_VER_MIN 27                         // 1 byte
#define DATAALIGNMENT    4
#define EDGE             10                         // Closest object can get to edge of screen
#define EDGE2            (EDGE * 2)                 // Push object further back on edge collision
#define SHIFT            8                          // Place hero this far inside bounding box

namespace Common {
class RandomSource;
}

/**
 * This is the namespace of the Hugo engine.
 *
 * Status of this engine: ???
 *
 * Games using this engine:
 * - Hugo's House of Horror
 * - Whodunit?
 * - Jungle of Doom
 */
namespace Hugo {

enum GameType {
	kGameTypeNone  = 0,
	kGameTypeHugo1,
	kGameTypeHugo2,
	kGameTypeHugo3
};

enum GameVariant {
	kGameVariantH1Win = 0,
	kGameVariantH2Win,
	kGameVariantH3Win,
	kGameVariantH1Dos,
	kGameVariantH2Dos,
	kGameVariantH3Dos
};

enum HugoDebugChannels {
	kDebugSchedule  = 1 <<  0,
	kDebugEngine    = 1 <<  1,
	kDebugDisplay   = 1 <<  2,
	kDebugMouse     = 1 <<  3,
	kDebugParser    = 1 <<  4,
	kDebugFile      = 1 <<  5,
	kDebugRoute     = 1 <<  6,
	kDebugInventory = 1 <<  7,
	kDebugObject    = 1 <<  8
};

enum HugoGameFeatures {
	GF_PACKED = (1 << 0) // Database
};

// Strings used by the engine
enum seqTextEngine {
	kEsAdvertise = 0
};
struct HugoGameDescription;

class FileManager;
class Scheduler;
class Screen;
class MouseHandler;
class InventoryHandler;
class Parser;
class Route;
class SoundHandler;
class IntroHandler;
class ObjectHandler;


class HugoEngine : public Engine {
public:
	HugoEngine(OSystem *syst, const HugoGameDescription *gd);
	~HugoEngine();

	byte   _numVariant;
	byte   _gameVariant;
	byte   _maxInvent;
	byte   _numBonuses;
	int8   _soundSilence;
	int8   _soundTest;
	int8   _tunesNbr;
	uint16 _numScreens;

	object_t *_hero;
	byte  *_screen_p;
	byte  _heroImage;

	byte  *_introX;
	byte  *_introY;
	byte  *_screenStates;
	char  **_textData;
	char  **_stringtData;
	char  **_screenNames;
	char  **_textEngine;
	char  **_textIntro;
	char  **_textMouse;
	char  **_textParser;
	char  **_textSchedule;
	char  **_textUtil;
	char  ***_arrayNouns;
	char  ***_arrayVerbs;
	uint16    **_arrayReqs;
	hotspot_t *_hotspots;
	int16     *_invent;
	uses_t    *_uses;
	uint16     _usesSize;
	background_t *_catchallList;
	background_t **_backgroundObjects;
	uint16    _backgroundObjectsSize;
	point_t   *_points;
	cmd       **_cmdList;
	uint16    _cmdListSize;
	uint16    **_screenActs;
	uint16    _screenActsSize;
	int16     *_defltTunes;
	uint16    _look;
	uint16    _take;
	uint16    _drop;
	uint16    _numObj;

	GUI::Debugger *getDebugger() { return _console; }

	Common::RandomSource *_rnd;

	const char *_episode;
	const char *_picDir;

	Common::String _initFilename, _saveFilename;

	command_t _statusLine;
	command_t _scoreLine;

	const HugoGameDescription *_gameDescription;
	uint32 getFeatures() const;

	GameType getGameType() const;
	Common::Platform getPlatform() const;
	bool isPacked() const;

	// Temporary, until the engine is fully objectified.
	static HugoEngine &get() {
		assert(s_Engine != 0);
		return *s_Engine;
	}

	void initGame(const HugoGameDescription *gd);
	void initGamePart(const HugoGameDescription *gd);
	bool loadHugoDat();

	int getMouseX() const {
		return _mouseX;
	}
	int getMouseY() const {
		return _mouseY;
	}

	void boundaryCollision(object_t *obj);
	void clearBoundary(int x1, int x2, int y);
	void endGame();
	void initStatus();
	void readObjectImages();
	void readScreenFiles(int screen);
	void screenActions(int screen);
	void setNewScreen(int screen);
	void shutdown();
	void storeBoundary(int x1, int x2, int y);

	char *useBG(char *name);

	int deltaX(int x1, int x2, int vx, int y);
	int deltaY(int x1, int x2, int vy, int y);

	overlay_t &getBoundaryOverlay() {
		return _boundary;
	}
	overlay_t &getObjectBoundaryOverlay() {
		return _objBound;
	}
	overlay_t &getBaseBoundaryOverlay() {
		return _ovlBase;
	}
	overlay_t &getFirstOverlay() {
		return _overlay;
	}
	status_t &getGameStatus() {
		return _status;
	}
	int getScore() const {
		return _score;
	}
	void setScore(int newScore) {
		_score = newScore;
	}
	void adjustScore(int adjustment) {
		_score += adjustment;
	}
	int getMaxScore() const {
		return _maxscore;
	}
	void setMaxScore(int newScore) {
		_maxscore = newScore;
	}
	byte getIntroSize() {
		return _introXSize;
	}

	FileManager *_file;
	Scheduler *_scheduler;
	Screen *_screen;
	MouseHandler *_mouse;
	InventoryHandler *_inventory;
	Parser *_parser;
	Route *_route;
	SoundHandler *_sound;
	IntroHandler *_intro;
	ObjectHandler *_object;

protected:

	// Engine APIs
	Common::Error run();

private:
	int _mouseX;
	int _mouseY;
	byte _introXSize;
	status_t _status;                               // Game status structure

	static HugoEngine *s_Engine;

	HugoConsole *_console;

// The following are bit plane display overlays which mark travel boundaries,
// foreground stationary objects and baselines for those objects (used to
// determine foreground/background wrt moving objects)

// Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without.
// Needs more investigation. Alignment issues?

	static overlay_t _boundary;                     // Boundary overlay file
	static overlay_t _overlay;                      // First overlay file
	static overlay_t _ovlBase;                      // First overlay base file
	static overlay_t _objBound;                     // Boundary file marks object baselines

	GameType _gameType;
	Common::Platform _platform;
	bool _packedFl;

	int _score;                                     // Holds current score
	int _maxscore;                                  // Holds maximum score

	char **loadTextsVariante(Common::File &in, uint16 *arraySize);
	char ***loadTextsArray(Common::File &in);
	uint16 **loadLongArray(Common::File &in);
	char **loadTexts(Common::File &in);
	void freeTexts(char **ptr);

	void initPlaylist(bool playlist[MAX_TUNES]);
	void initConfig(inst_t action);
	void initialize();
	void calcMaxScore();
	void initMachine();
	void runMachine();

};

} // End of namespace Hugo

#endif // Hugo_H