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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
*
*/
#include "common/system.h"
#include "common/random.h"
#include "hugo/hugo.h"
#include "hugo/game.h"
#include "hugo/object.h"
#include "hugo/display.h"
#include "hugo/file.h"
#include "hugo/route.h"
#include "hugo/util.h"
#include "hugo/parser.h"
#include "hugo/schedule.h"
#include "hugo/text.h"
#include "hugo/inventory.h"
#include "hugo/mouse.h"
namespace Hugo {
ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm), _objects(0), _uses(0) {
_numObj = 0;
_objCount = 0;
_usesSize = 0;
memset(_objBound, '\0', sizeof(overlay_t));
memset(_boundary, '\0', sizeof(overlay_t));
memset(_overlay, '\0', sizeof(overlay_t));
memset(_ovlBase, '\0', sizeof(overlay_t));
}
ObjectHandler::~ObjectHandler() {
}
byte ObjectHandler::getBoundaryOverlay(uint16 index) const {
return _boundary[index];
}
byte ObjectHandler::getObjectBoundary(uint16 index) const {
return _objBound[index];
}
byte ObjectHandler::getBaseBoundary(uint16 index) const {
return _ovlBase[index];
}
byte ObjectHandler::getFirstOverlay(uint16 index) const {
return _overlay[index];
}
bool ObjectHandler::isCarried(int objIndex) const {
return _objects[objIndex].carriedFl;
}
void ObjectHandler::setCarry(int objIndex, bool val) {
_objects[objIndex].carriedFl = val;
}
void ObjectHandler::setVelocity(int objIndex, int8 vx, int8 vy) {
_objects[objIndex].vx = vx;
_objects[objIndex].vy = vy;
}
void ObjectHandler::setPath(int objIndex, path_t pathType, int16 vxPath, int16 vyPath) {
_objects[objIndex].pathType = pathType;
_objects[objIndex].vxPath = vxPath;
_objects[objIndex].vyPath = vyPath;
}
/**
* Save sequence number and image number in given object
*/
void ObjectHandler::saveSeq(object_t *obj) {
debugC(1, kDebugObject, "saveSeq");
bool found = false;
for (int i = 0; !found && (i < obj->seqNumb); i++) {
seq_t *q = obj->seqList[i].seqPtr;
for (int j = 0; !found && (j < obj->seqList[i].imageNbr); j++) {
if (obj->currImagePtr == q) {
found = true;
obj->curSeqNum = i;
obj->curImageNum = j;
} else {
q = q->nextSeqPtr;
}
}
}
}
/**
* Set up cur_seq_p from stored sequence and image number in object
*/
void ObjectHandler::restoreSeq(object_t *obj) {
debugC(1, kDebugObject, "restoreSeq");
seq_t *q = obj->seqList[obj->curSeqNum].seqPtr;
for (int j = 0; j < obj->curImageNum; j++)
q = q->nextSeqPtr;
obj->currImagePtr = q;
}
/**
* If status.objid = -1, pick up objid, else use status.objid on objid,
* if objid can't be picked up, use it directly
*/
void ObjectHandler::useObject(int16 objId) {
debugC(1, kDebugObject, "useObject(%d)", objId);
const char *verb; // Background verb to use directly
int16 inventObjId = _vm->_inventory->getInventoryObjId();
object_t *obj = &_objects[objId]; // Ptr to object
if (inventObjId == -1) {
// Get or use objid directly
if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item
sprintf(_vm->_line, "%s %s", _vm->_text->getVerb(_vm->_take, 0), _vm->_text->getNoun(obj->nounIndex, 0));
else if (obj->cmdIndex != 0) // Use non-collectible item if able
sprintf(_vm->_line, "%s %s", _vm->_text->getVerb(_vm->_parser->getCmdDefaultVerbIdx(obj->cmdIndex), 0), _vm->_text->getNoun(obj->nounIndex, 0));
else if ((verb = _vm->_parser->useBG(_vm->_text->getNoun(obj->nounIndex, 0))) != 0)
sprintf(_vm->_line, "%s %s", verb, _vm->_text->getNoun(obj->nounIndex, 0));
else
return; // Can't use object directly
} else {
// Use status.objid on objid
// Default to first cmd verb
sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(_vm->_parser->getCmdDefaultVerbIdx(_objects[inventObjId].cmdIndex), 0),
_vm->_text->getNoun(_objects[inventObjId].nounIndex, 0),
_vm->_text->getNoun(obj->nounIndex, 0));
// Check valid use of objects and override verb if necessary
for (uses_t *use = _uses; use->objId != _numObj; use++) {
if (inventObjId == use->objId) {
// Look for secondary object, if found use matching verb
bool foundFl = false;
for (target_t *target = use->targets; target->nounIndex != 0; target++)
if (target->nounIndex == obj->nounIndex) {
foundFl = true;
sprintf(_vm->_line, "%s %s %s", _vm->_text->getVerb(target->verbIndex, 0),
_vm->_text->getNoun(_objects[inventObjId].nounIndex, 0),
_vm->_text->getNoun(obj->nounIndex, 0));
}
// No valid use of objects found, print failure string
if (!foundFl) {
// Deselect dragged icon if inventory not active
if (_vm->_inventory->getInventoryState() != kInventoryActive)
_vm->_screen->resetInventoryObjId();
Utils::Box(kBoxAny, "%s", _vm->_text->getTextData(use->dataIndex));
return;
}
}
}
}
if (_vm->_inventory->getInventoryState() == kInventoryActive) // If inventory active, remove it
_vm->_inventory->setInventoryState(kInventoryUp);
_vm->_screen->resetInventoryObjId();
_vm->_parser->lineHandler(); // and process command
}
/**
* Return object index of the topmost object under the cursor, or -1 if none
* Objects are filtered if not "useful"
*/
int16 ObjectHandler::findObject(uint16 x, uint16 y) {
debugC(3, kDebugObject, "findObject(%d, %d)", x, y);
int16 objIndex = -1; // Index of found object
uint16 y2Max = 0; // Greatest y2
object_t *obj = _objects;
// Check objects on screen
for (int i = 0; i < _numObj; i++, obj++) {
// Object must be in current screen and "useful"
if (obj->screenIndex == *_vm->_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) {
seq_t *curImage = obj->currImagePtr;
// Object must have a visible image...
if (curImage != 0 && obj->cycling != kCycleInvisible) {
// If cursor inside object
if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) {
// If object is closest so far
if (obj->y + curImage->y2 > y2Max) {
y2Max = obj->y + curImage->y2;
objIndex = i; // Found an object!
}
}
} else {
// ...or a dummy object that has a hotspot rectangle
if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) {
// If cursor inside special rectangle
if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) {
// If object is closest so far
if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) {
y2Max = obj->oldy + obj->vyPath - 1;
objIndex = i; // Found an object!
}
}
}
}
}
}
return objIndex;
}
/**
* Issue "Look at <object>" command
* Note special case of swapped hero image
*/
void ObjectHandler::lookObject(object_t *obj) {
debugC(1, kDebugObject, "lookObject");
if (obj == _vm->_hero)
// Hero swapped - look at other
obj = &_objects[_vm->_heroImage];
_vm->_parser->command("%s %s", _vm->_text->getVerb(_vm->_look, 0), _vm->_text->getNoun(obj->nounIndex, 0));
}
/**
* Free all object images, uses and ObjArr (before exiting)
*/
void ObjectHandler::freeObjects() {
debugC(1, kDebugObject, "freeObjects");
if (_vm->_hero != 0 && _vm->_hero->seqList[0].seqPtr != 0) {
// Free all sequence lists and image data
for (int16 i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i];
for (int16 j = 0; j < obj->seqNumb; j++) {
seq_t *seq = obj->seqList[j].seqPtr;
seq_t *next;
if (seq == 0) // Failure during database load
break;
if (seq->imagePtr != 0) {
free(seq->imagePtr);
seq->imagePtr = 0;
}
seq = seq->nextSeqPtr;
while (seq != obj->seqList[j].seqPtr) {
if (seq->imagePtr != 0) {
free(seq->imagePtr);
seq->imagePtr = 0;
}
next = seq->nextSeqPtr;
free(seq);
seq = next;
}
free(seq);
}
}
}
if (_uses) {
for (int16 i = 0; i < _usesSize; i++)
free(_uses[i].targets);
free(_uses);
}
for(int16 i = 0; i < _objCount; i++) {
free(_objects[i].stateDataIndex);
_objects[i].stateDataIndex = 0;
}
free(_objects);
_objects = 0;
}
/**
* Compare function for the quicksort. The sort is to order the objects in
* increasing vertical position, using y+y2 as the baseline
* Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0
*/
int ObjectHandler::y2comp(const void *a, const void *b) {
debugC(6, kDebugObject, "y2comp");
const object_t *p1 = &HugoEngine::get()._object->_objects[*(const byte *)a];
const object_t *p2 = &HugoEngine::get()._object->_objects[*(const byte *)b];
if (p1 == p2)
// Why does qsort try the same indexes?
return 0;
if (p1->priority == kPriorityBackground)
return -1;
if (p2->priority == kPriorityBackground)
return 1;
if (p1->priority == kPriorityForeground)
return 1;
if (p2->priority == kPriorityForeground)
return -1;
int ay2 = p1->y + p1->currImagePtr->y2;
int by2 = p2->y + p2->currImagePtr->y2;
return ay2 - by2;
}
/**
* Return TRUE if object being carried by hero
*/
bool ObjectHandler::isCarrying(uint16 wordIndex) {
debugC(1, kDebugObject, "isCarrying(%d)", wordIndex);
for (int i = 0; i < _numObj; i++) {
if ((wordIndex == _objects[i].nounIndex) && _objects[i].carriedFl)
return true;
}
return false;
}
/**
* Describe any takeable objects visible in this screen
*/
void ObjectHandler::showTakeables() {
debugC(1, kDebugObject, "showTakeables");
for (int j = 0; j < _numObj; j++) {
object_t *obj = &_objects[j];
if ((obj->cycling != kCycleInvisible) &&
(obj->screenIndex == *_vm->_screen_p) &&
(((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) {
Utils::Box(kBoxAny, "You can also see:\n%s.", _vm->_text->getNoun(obj->nounIndex, LOOK_NAME));
}
}
}
/**
* Find a clear space around supplied object that hero can walk to
*/
bool ObjectHandler::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) {
debugC(1, kDebugObject, "findObjectSpace(obj, %d, %d)", *destx, *desty);
seq_t *curImage = obj->currImagePtr;
int16 y = obj->y + curImage->y2 - 1;
bool foundFl = true;
// Try left rear corner
for (int16 x = *destx = obj->x + curImage->x1; x < *destx + kHeroMaxWidth; x++) {
if (checkBoundary(x, y))
foundFl = false;
}
if (!foundFl) { // Try right rear corner
foundFl = true;
for (int16 x = *destx = obj->x + curImage->x2 - kHeroMaxWidth + 1; x <= obj->x + (int16)curImage->x2; x++) {
if (checkBoundary(x, y))
foundFl = false;
}
}
if (!foundFl) { // Try left front corner
foundFl = true;
y += 2;
for (int16 x = *destx = obj->x + curImage->x1; x < *destx + kHeroMaxWidth; x++) {
if (checkBoundary(x, y))
foundFl = false;
}
}
if (!foundFl) { // Try right rear corner
foundFl = true;
for (int16 x = *destx = obj->x + curImage->x2 - kHeroMaxWidth + 1; x <= obj->x + (int16)curImage->x2; x++) {
if (checkBoundary(x, y))
foundFl = false;
}
}
*desty = y;
return foundFl;
}
void ObjectHandler::readUse(Common::ReadStream &in, uses_t &curUse) {
curUse.objId = in.readSint16BE();
curUse.dataIndex = in.readUint16BE();
uint16 numSubElem = in.readUint16BE();
curUse.targets = (target_t *)malloc(sizeof(target_t) * numSubElem);
for (int j = 0; j < numSubElem; j++) {
curUse.targets[j].nounIndex = in.readUint16BE();
curUse.targets[j].verbIndex = in.readUint16BE();
}
}
/**
* Load _uses from Hugo.dat
*/
void ObjectHandler::loadObjectUses(Common::ReadStream &in) {
uses_t tmpUse;
//Read _uses
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
tmpUse.targets = 0;
uint16 numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant) {
_usesSize = numElem;
_uses = (uses_t *)malloc(sizeof(uses_t) * numElem);
}
for (int i = 0; i < numElem; i++)
readUse(in, (varnt == _vm->_gameVariant) ? _uses[i] : tmpUse);
if (tmpUse.targets)
free(tmpUse.targets);
}
}
void ObjectHandler::readObject(Common::ReadStream &in, object_t &curObject) {
curObject.nounIndex = in.readUint16BE();
curObject.dataIndex = in.readUint16BE();
uint16 numSubElem = in.readUint16BE();
if (numSubElem == 0)
curObject.stateDataIndex = 0;
else
curObject.stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
for (int j = 0; j < numSubElem; j++)
curObject.stateDataIndex[j] = in.readUint16BE();
curObject.pathType = (path_t) in.readSint16BE();
curObject.vxPath = in.readSint16BE();
curObject.vyPath = in.readSint16BE();
curObject.actIndex = in.readUint16BE();
curObject.seqNumb = in.readByte();
curObject.currImagePtr = 0;
if (curObject.seqNumb == 0) {
curObject.seqList[0].imageNbr = 0;
curObject.seqList[0].seqPtr = 0;
}
for (int j = 0; j < curObject.seqNumb; j++) {
curObject.seqList[j].imageNbr = in.readUint16BE();
curObject.seqList[j].seqPtr = 0;
}
curObject.cycling = (cycle_t)in.readByte();
curObject.cycleNumb = in.readByte();
curObject.frameInterval = in.readByte();
curObject.frameTimer = in.readByte();
curObject.radius = in.readByte();
curObject.screenIndex = in.readByte();
curObject.x = in.readSint16BE();
curObject.y = in.readSint16BE();
curObject.oldx = in.readSint16BE();
curObject.oldy = in.readSint16BE();
curObject.vx = in.readByte();
curObject.vy = in.readByte();
curObject.objValue = in.readByte();
curObject.genericCmd = in.readSint16BE();
curObject.cmdIndex = in.readUint16BE();
curObject.carriedFl = (in.readByte() != 0);
curObject.state = in.readByte();
curObject.verbOnlyFl = (in.readByte() != 0);
curObject.priority = in.readByte();
curObject.viewx = in.readSint16BE();
curObject.viewy = in.readSint16BE();
curObject.direction = in.readSint16BE();
curObject.curSeqNum = in.readByte();
curObject.curImageNum = in.readByte();
curObject.oldvx = in.readByte();
curObject.oldvy = in.readByte();
}
/**
* Load ObjectArr from Hugo.dat
*/
void ObjectHandler::loadObjectArr(Common::ReadStream &in) {
debugC(6, kDebugObject, "loadObject(&in)");
object_t tmpObject;
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
uint16 numElem = in.readUint16BE();
tmpObject.stateDataIndex = 0;
if (varnt == _vm->_gameVariant) {
_objCount = numElem;
_objects = (object_t *)malloc(sizeof(object_t) * numElem);
}
for (int i = 0; i < numElem; i++)
readObject(in, (varnt == _vm->_gameVariant) ? _objects[i] : tmpObject);
if (tmpObject.stateDataIndex)
free(tmpObject.stateDataIndex);
}
}
/**
* Set the screenindex property of the carried objets to the given screen
* number
*/
void ObjectHandler::setCarriedScreen(int screenNum) {
for (int i = kHeroIndex + 1; i < _numObj; i++) {// Any others
if (isCarried(i)) // being carried
_objects[i].screenIndex = screenNum;
}
}
/**
* Load _numObj from Hugo.dat
*/
void ObjectHandler::loadNumObj(Common::ReadStream &in) {
int numElem;
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant)
_numObj = numElem;
}
}
/**
* Restore all sequences
*/
void ObjectHandler::restoreAllSeq() {
// Restore ptrs to currently loaded objects
for (int i = 0; i < _numObj; i++)
restoreSeq(&_objects[i]);
}
/**
* Save objects
*/
void ObjectHandler::saveObjects(Common::WriteStream *out) {
for (int i = 0; i < _numObj; i++) {
// Save where curr_seq_p is pointing to
saveSeq(&_objects[i]);
out->writeByte(_objects[i].pathType);
out->writeSint16BE(_objects[i].vxPath);
out->writeSint16BE(_objects[i].vyPath);
out->writeByte(_objects[i].cycling);
out->writeByte(_objects[i].cycleNumb);
out->writeByte(_objects[i].frameTimer);
out->writeByte(_objects[i].screenIndex);
out->writeSint16BE(_objects[i].x);
out->writeSint16BE(_objects[i].y);
out->writeSint16BE(_objects[i].oldx);
out->writeSint16BE(_objects[i].oldy);
out->writeSByte(_objects[i].vx);
out->writeSByte(_objects[i].vy);
out->writeByte(_objects[i].objValue);
out->writeByte((_objects[i].carriedFl) ? 1 : 0);
out->writeByte(_objects[i].state);
out->writeByte(_objects[i].priority);
out->writeSint16BE(_objects[i].viewx);
out->writeSint16BE(_objects[i].viewy);
out->writeSint16BE(_objects[i].direction);
out->writeByte(_objects[i].curSeqNum);
out->writeByte(_objects[i].curImageNum);
out->writeSByte(_objects[i].oldvx);
out->writeSByte(_objects[i].oldvy);
}
}
/**
* Restore objects
*/
void ObjectHandler::restoreObjects(Common::SeekableReadStream *in) {
for (int i = 0; i < _numObj; i++) {
_objects[i].pathType = (path_t) in->readByte();
_objects[i].vxPath = in->readSint16BE();
_objects[i].vyPath = in->readSint16BE();
_objects[i].cycling = (cycle_t) in->readByte();
_objects[i].cycleNumb = in->readByte();
_objects[i].frameTimer = in->readByte();
_objects[i].screenIndex = in->readByte();
_objects[i].x = in->readSint16BE();
_objects[i].y = in->readSint16BE();
_objects[i].oldx = in->readSint16BE();
_objects[i].oldy = in->readSint16BE();
_objects[i].vx = in->readSByte();
_objects[i].vy = in->readSByte();
_objects[i].objValue = in->readByte();
_objects[i].carriedFl = (in->readByte() == 1);
_objects[i].state = in->readByte();
_objects[i].priority = in->readByte();
_objects[i].viewx = in->readSint16BE();
_objects[i].viewy = in->readSint16BE();
_objects[i].direction = in->readSint16BE();
_objects[i].curSeqNum = in->readByte();
_objects[i].curImageNum = in->readByte();
_objects[i].oldvx = in->readSByte();
_objects[i].oldvy = in->readSByte();
}
}
/**
* Compute max object score
*/
int ObjectHandler::calcMaxScore() {
int score = 0;
for (int i = 0; i < _numObj; i++)
score += _objects[i].objValue;
return score;
}
/**
* Read Object images
*/
void ObjectHandler::readObjectImages() {
debugC(1, kDebugObject, "readObjectImages");
for (int i = 0; i < _numObj; i++)
_vm->_file->readImage(i, &_objects[i]);
}
bool ObjectHandler::checkBoundary(int16 x, int16 y) {
// Check if Boundary bit set
return (_boundary[y * kCompLineSize + x / 8] & (0x80 >> x % 8)) != 0;
}
/**
* Return maximum allowed movement (from zero to vx) such that object does
* not cross a boundary (either background or another object)
*/
int ObjectHandler::deltaX(const int x1, const int x2, const int vx, int y) const {
// Explanation of algorithm: The boundaries are drawn as contiguous
// lines 1 pixel wide. Since DX,DY are not necessarily 1, we must
// detect boundary crossing. If vx positive, examine each pixel from
// x1 old to x2 new, else x2 old to x1 new, both at the y2 line.
// If vx zero, no need to check. If vy non-zero then examine each
// pixel on the line segment x1 to x2 from y old to y new.
// Fix from Hugo I v1.5:
// Note the diff is munged in the return statement to cater for a special
// cases arising from differences in image widths from one sequence to
// another. The problem occurs reversing direction at a wall where the
// new image intersects before the object can move away. This is cured
// by comparing the intersection with half the object width pos. If the
// intersection is in the other half wrt the intended direction, use the
// desired vx, else use the computed delta. i.e. believe the desired vx
debugC(3, kDebugEngine, "deltaX(%d, %d, %d, %d)", x1, x2, vx, y);
if (vx == 0)
return 0; // Object stationary
y *= kCompLineSize; // Offset into boundary file
if (vx > 0) {
// Moving to right
for (int i = x1 >> 3; i <= (x2 + vx) >> 3; i++) {// Search by byte
int b = Utils::firstBit((byte)(_boundary[y + i] | _objBound[y + i]));
if (b < 8) { // b is index or 8
// Compute x of boundary and test if intersection
b += i << 3;
if ((b >= x1) && (b <= x2 + vx))
return (b < x1 + ((x2 - x1) >> 1)) ? vx : b - x2 - 1; // return dx
}
}
} else {
// Moving to left
for (int i = x2 >> 3; i >= (x1 + vx) >> 3; i--) {// Search by byte
int b = Utils::lastBit((byte)(_boundary[y + i] | _objBound[y + i]));
if (b < 8) { // b is index or 8
// Compute x of boundary and test if intersection
b += i << 3;
if ((b >= x1 + vx) && (b <= x2))
return (b > x1 + ((x2 - x1) >> 1)) ? vx : b - x1 + 1; // return dx
}
}
}
return vx;
}
/**
* Similar to Delta_x, but for movement in y direction. Special case of
* bytes at end of line segment; must only count boundary bits falling on
* line segment.
*/
int ObjectHandler::deltaY(const int x1, const int x2, const int vy, const int y) const {
debugC(3, kDebugEngine, "deltaY(%d, %d, %d, %d)", x1, x2, vy, y);
if (vy == 0)
return 0; // Object stationary
int inc = (vy > 0) ? 1 : -1;
for (int j = y + inc; j != (y + vy + inc); j += inc) { //Search by byte
for (int i = x1 >> 3; i <= x2 >> 3; i++) {
int b = _boundary[j * kCompLineSize + i] | _objBound[j * kCompLineSize + i];
if (b != 0) { // Any bit set
// Make sure boundary bits fall on line segment
if (i == (x2 >> 3)) // Adjust right end
b &= 0xff << ((i << 3) + 7 - x2);
else if (i == (x1 >> 3)) // Adjust left end
b &= 0xff >> (x1 - (i << 3));
if (b)
return j - y - inc;
}
}
}
return vy;
}
/**
* Store a horizontal line segment in the object boundary file
*/
void ObjectHandler::storeBoundary(const int x1, const int x2, const int y) {
debugC(5, kDebugEngine, "storeBoundary(%d, %d, %d)", x1, x2, y);
for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
byte *b = &_objBound[y * kCompLineSize + i];// get boundary byte
if (i == x2 >> 3) // Adjust right end
*b |= 0xff << ((i << 3) + 7 - x2);
else if (i == x1 >> 3) // Adjust left end
*b |= 0xff >> (x1 - (i << 3));
else
*b = 0xff;
}
}
/**
* Clear a horizontal line segment in the object boundary file
*/
void ObjectHandler::clearBoundary(const int x1, const int x2, const int y) {
debugC(5, kDebugEngine, "clearBoundary(%d, %d, %d)", x1, x2, y);
for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
byte *b = &_objBound[y * kCompLineSize + i];// get boundary byte
if (i == x2 >> 3) // Adjust right end
*b &= ~(0xff << ((i << 3) + 7 - x2));
else if (i == x1 >> 3) // Adjust left end
*b &= ~(0xff >> (x1 - (i << 3)));
else
*b = 0;
}
}
/**
* Clear a horizontal line segment in the screen boundary file
* Used to fix some data issues
*/
void ObjectHandler::clearScreenBoundary(const int x1, const int x2, const int y) {
debugC(5, kDebugEngine, "clearScreenBoundary(%d, %d, %d)", x1, x2, y);
for (int i = x1 >> 3; i <= x2 >> 3; i++) { // For each byte in line
byte *b = &_boundary[y * kCompLineSize + i];// get boundary byte
if (i == x2 >> 3) // Adjust right end
*b &= ~(0xff << ((i << 3) + 7 - x2));
else if (i == x1 >> 3) // Adjust left end
*b &= ~(0xff >> (x1 - (i << 3)));
else
*b = 0;
}
}
/**
* An object has collided with a boundary. See if any actions are required
*/
void ObjectHandler::boundaryCollision(object_t *obj) {
debugC(1, kDebugEngine, "boundaryCollision");
if (obj == _vm->_hero) {
// Hotspots only relevant to HERO
int x;
if (obj->vx > 0)
x = obj->x + obj->currImagePtr->x2;
else
x = obj->x + obj->currImagePtr->x1;
int y = obj->y + obj->currImagePtr->y2;
int16 index = _vm->_mouse->findExit(x, y, obj->screenIndex);
if (index >= 0)
_vm->_scheduler->insertActionList(_vm->_mouse->getHotspotActIndex(index));
} else {
// Check whether an object collided with HERO
int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - obj->currImagePtr->x1;
int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - obj->currImagePtr->y2;
// If object's radius is infinity, use a closer value
int8 radius = obj->radius;
if (radius < 0)
radius = kStepDx * 2;
if ((abs(dx) <= radius) && (abs(dy) <= radius))
_vm->_scheduler->insertActionList(obj->actIndex);
}
}
} // End of namespace Hugo
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