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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 30 // 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
* - Hugo's Horrific Adventure
* - Hugo's Mystery Adventure
* - Hugo's Amazon Adventure
*/
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 **_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;
GUI::Debugger *getDebugger() { return _console; }
Common::RandomSource *_rnd;
const char *_episode;
const char *_picDir;
Common::String _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 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
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