aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/hugo.h
blob: 56d808968228550d8961d9a7646e2ce98b7af64b (plain)
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
/* 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"
#include "hugo/menu.h"

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

#define HUGO_DAT_VER_MAJ 0                          // 1 byte
#define HUGO_DAT_VER_MIN 41                         // 1 byte
#define DATAALIGNMENT    4

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 {

static const int kSavegameVersion = 3;
static const int kInvDx = 32;                       // Width of an inventory icon
static const int kInvDy = 32;                       // Height of inventory icon
static const int kMaxTunes = 16;                    // Max number of tunes
static const int kStepDx = 5;                       // Num pixels moved in x by HERO per step
static const int kStepDy = 4;                       // Num pixels moved in y by HERO per step
static const int kXPix = 320;                       // Width of pcx background file
static const int kYPix = 200;                       // Height of pcx background file
static const int kViewSizeX = kXPix;                // Width of window view
static const int kViewSizeY = 184;                  // Height of window view
static const int kDibOffY = 0;                      // Offset into dib SrcY (old status line area). In original game: 8
static const int kCompLineSize = 40;                // number of bytes in a compressed line
static const int kMaxLineSize = kCompLineSize - 2;  // Max length of user input line
static const int kMaxTextRows = 25;                 // Number of text lines in display
static const int kMaxBoxChar = kMaxLineSize * kMaxTextRows; // Max chars on screen
static const int kOvlSize = kCompLineSize * kYPix;  // Size of an overlay file
static const int kStateDontCare = 0xFF;             // Any state allowed in command verb
static const int kHeroIndex = 0;                    // In all enums, HERO is the first element
static const int kArrowNumb = 2;                    // Number of arrows (left/right)
static const int kLeftArrow = -2;                   // Cursor over Left arrow in inventory icon bar
static const int kRightArrow = -3;                  // Cursor over Right arrow in inventory icon bar
static const int kMaxPath = 256;                    // Max length of a full path name
static const int kHeroMaxWidth = 24;                // Maximum width of hero
static const int kHeroMinWidth = 16;                // Minimum width of hero
static const int kNumColors = 16;                   // Num colors to save in palette

typedef char fpath_t[kMaxPath];                     // File path
typedef char command_t[kMaxLineSize + 8];           // Command line (+spare for prompt,cursor)

struct PCC_header_t {                               // Structure of PCX file header
	byte   mfctr, vers, enc, bpx;
	uint16  x1, y1, x2, y2;                         // bounding box
	uint16  xres, yres;
	byte   palette[3 * kNumColors];                 // EGA color palette
	byte   vmode, planes;
	uint16 bytesPerLine;                            // Bytes per line
	byte   fill2[60];
};                                                  // Header of a PCC file

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 playlist[kMaxTunes];                       // Tune playlist
};

typedef byte icondib_t[kXPix * kInvDy];             // Icon bar dib
typedef byte viewdib_t[(long)kXPix * kYPix];        // Viewport dib
typedef byte overlay_t[kOvlSize];                   // Overlay file

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,
	kDebugMusic     = 1 <<  9
};

/**
* Ways to dismiss a text/prompt box
*/
enum box_t {kBoxAny, kBoxOk, kBoxPrompt, kBoxYesNo};

/**
* Inventory icon bar states
*/
enum istate_t {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive};

/**
* Game view state machine
*/
enum vstate_t {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit};

/**
* Purpose of an automatic route
*/
enum go_t {kRouteSpace, kRouteExit, kRouteLook, kRouteGet};

/**
* 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 {kPriorityForeground, kPriorityBackground, kPriorityFloating, kPriorityOverOverlay};

/**
* Display list functions
*/
enum dupdate_t {kDisplayInit, kDisplayAdd, kDisplayDisplay, kDisplayRestore};

/**
* Priority for sound effect
*/
enum priority_t {kSoundPriorityLow, kSoundPriorityMedium, kSoundPriorityHigh};

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

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

struct HugoGameDescription;

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;
	bool     skipIntroFl;
	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
};

/**
* 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
};

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

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

	OSystem *_system;

	byte   _numVariant;
	byte   _gameVariant;
	byte   _maxInvent;
	byte   _numBonuses;
	int8   _soundSilence;
	int8   _soundTest;
	int8   _tunesNbr;
	uint16 _numScreens;
	int8   _normalTPS;                              // Number of ticks (frames) per second.
	                                                // 8 for Win versions, 9 for DOS versions
	object_t *_hero;
	byte  *_screen_p;
	byte  _heroImage;

	byte  *_introX;
	byte  *_introY;
	byte  *_screenStates;
	command_t _line;                                // Line of user text input
	config_t  _config;                              // User's config
	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;
	Common::String _picDir;

	Common::String _saveFilename;

	command_t _statusLine;
	command_t _scoreLine;

	const HugoGameDescription *_gameDescription;
	uint32 getFeatures() const;
	const char *getGameId() 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;
	}

	bool canLoadGameStateCurrently();
	bool canSaveGameStateCurrently();
	bool loadHugoDat();

	char *useBG(char *name);

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

	int8 getTPS();

	void initGame(const HugoGameDescription *gd);
	void initGamePart(const HugoGameDescription *gd);
	void boundaryCollision(object_t *obj);
	void clearBoundary(int x1, int x2, int y);
	void clearScreenBoundary(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);
	void syncSoundSettings();

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

	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;
	}
	Common::Error saveGameState(int slot, const char *desc) {
		return (_file->saveGame(slot, desc) ? Common::kWritingFailed : Common::kNoError);
	}

	Common::Error loadGameState(int slot) {
		return (_file->restoreGame(slot) ? Common::kReadingFailed : Common::kNoError);
	}

	bool hasFeature(EngineFeature f) const {
		return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime);
	}

	const char *getCopyrightString() { return "Copyright 1989-1997 David P Gray, All Rights Reserved."; }


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

	TopMenu *_topMenu;

protected:

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

private:
	static const int kTurboTps = 16;                // This many in turbo mode

	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

	uint16 **loadLongArray(Common::File &in);

	void initPlaylist(bool playlist[kMaxTunes]);
	void initConfig();
	void initialize();
	void initMachine();
	void calcMaxScore();
	void resetConfig();
	void runMachine();

};

} // End of namespace Hugo

#endif // Hugo_H