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
|
/* 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/game.h"
#include "hugo/hugo.h"
#include "hugo/object.h"
#include "hugo/global.h"
#include "hugo/display.h"
#include "hugo/file.h"
#include "hugo/route.h"
#include "hugo/util.h"
#include "hugo/parser.h"
namespace Hugo {
ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) {
}
ObjectHandler::~ObjectHandler() {
}
void ObjectHandler::saveSeq(object_t *obj) {
// Save sequence number and image number in given object
debugC(1, kDebugObject, "saveSeq");
bool found = false;
for (int j = 0; !found && (j < obj->seqNumb); j++) {
seq_t *q = obj->seqList[j].seqPtr;
for (int k = 0; !found && (k < obj->seqList[j].imageNbr); k++) {
if (obj->currImagePtr == q) {
found = true;
obj->curSeqNum = j;
obj->curImageNum = k;
} else {
q = q->nextSeqPtr;
}
}
}
}
void ObjectHandler::restoreSeq(object_t *obj) {
// Set up cur_seq_p from stored sequence and image number in object
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);
char *verb; // Background verb to use directly
object_t *obj = &_objects[objId]; // Ptr to object
if (_vm->getGameStatus().inventoryObjId == -1) {
// Get or use objid directly
if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item
sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_take][0], _vm->_arrayNouns[obj->nounIndex][0]);
else if (obj->genericCmd & LOOK) // Look item
sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]);
else if (obj->genericCmd & DROP) // Drop item
sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_drop][0], _vm->_arrayNouns[obj->nounIndex][0]);
else if (obj->cmdIndex != 0) // Use non-collectible item if able
sprintf(_line, "%s %s", _vm->_arrayVerbs[_vm->_cmdList[obj->cmdIndex][1].verbIndex][0], _vm->_arrayNouns[obj->nounIndex][0]);
else if ((verb = _vm->useBG(_vm->_arrayNouns[obj->nounIndex][0])) != 0)
sprintf(_line, "%s %s", verb, _vm->_arrayNouns[obj->nounIndex][0]);
else
return; // Can't use object directly
} else {
// Use status.objid on objid
// Default to first cmd verb
sprintf(_line, "%s %s %s", _vm->_arrayVerbs[_vm->_cmdList[_objects[_vm->getGameStatus().inventoryObjId].cmdIndex][1].verbIndex][0],
_vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0],
_vm->_arrayNouns[obj->nounIndex][0]);
// Check valid use of objects and override verb if necessary
for (uses_t *use = _vm->_uses; use->objId != _vm->_numObj; use++) {
if (_vm->getGameStatus().inventoryObjId == use->objId) {
// Look for secondary object, if found use matching verb
bool foundFl = false;
for (target_t *target = use->targets; _vm->_arrayNouns[target->nounIndex] != 0; target++)
if (_vm->_arrayNouns[target->nounIndex][0] == _vm->_arrayNouns[obj->nounIndex][0]) {
foundFl = true;
sprintf(_line, "%s %s %s", _vm->_arrayVerbs[target->verbIndex][0],
_vm->_arrayNouns[_objects[_vm->getGameStatus().inventoryObjId].nounIndex][0],
_vm->_arrayNouns[obj->nounIndex][0]);
}
// No valid use of objects found, print failure string
if (!foundFl) {
// Deselect dragged icon if inventory not active
if (_vm->getGameStatus().inventoryState != I_ACTIVE)
_vm->getGameStatus().inventoryObjId = -1;
Utils::Box(BOX_ANY, "%s", _vm->_textData[use->dataIndex]);
return;
}
}
}
}
if (_vm->getGameStatus().inventoryState == I_ACTIVE) // If inventory active, remove it
_vm->getGameStatus().inventoryState = I_UP;
_vm->getGameStatus().inventoryObjId = -1; // Deselect any dragged icon
_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 < _vm->_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 != INVISIBLE) {
// 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->_arrayVerbs[_vm->_look][0], _vm->_arrayNouns[obj->nounIndex][0]);
}
// Free all object images
void ObjectHandler::freeObjects() {
debugC(1, kDebugObject, "freeObjects");
// Nothing to do if not allocated yet
if (_vm->_hero->seqList[0].seqPtr == 0)
return;
// Free all sequence lists and image data
for (int i = 0; i < _vm->_numObj; i++) {
object_t *obj = &_objects[i];
for (int j = 0; j < obj->seqNumb; j++) { // for each sequence
seq_t *seq = obj->seqList[j].seqPtr; // Free image
if (seq == 0) // Failure during database load
break;
do {
free(seq->imagePtr);
seq = seq->nextSeqPtr;
} while (seq != obj->seqList[j].seqPtr);
free(seq); // Free sequence record
}
}
}
// 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 = &s_Engine->_objects[*(const byte *)a];
// const object_t *p2 = &s_Engine->_objects[*(const byte *)b];
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 == BACKGROUND)
return -1;
if (p2->priority == BACKGROUND)
return 1;
if (p1->priority == FOREGROUND)
return 1;
if (p2->priority == FOREGROUND)
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 < _vm->_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 < _vm->_numObj; j++) {
object_t *obj = &_objects[j];
if ((obj->cycling != INVISIBLE) &&
(obj->screenIndex == *_vm->_screen_p) &&
(((TAKE & obj->genericCmd) == TAKE) || obj->objValue)) {
Utils::Box(BOX_ANY, "You can also see:\n%s.", _vm->_arrayNouns[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 + HERO_MAX_WIDTH; x++) {
if (BOUND(x, y))
foundFl = false;
}
if (!foundFl) { // Try right rear corner
foundFl = true;
for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) {
if (BOUND(x, y))
foundFl = false;
}
}
if (!foundFl) { // Try left front corner
foundFl = true;
y += 2;
for (int16 x = *destx = obj->x + curImage->x1; x < *destx + HERO_MAX_WIDTH; x++) {
if (BOUND(x, y))
foundFl = false;
}
}
if (!foundFl) { // Try right rear corner
foundFl = true;
for (int16 x = *destx = obj->x + curImage->x2 - HERO_MAX_WIDTH + 1; x <= obj->x + (int16)curImage->x2; x++) {
if (BOUND(x, y))
foundFl = false;
}
}
*desty = y;
return foundFl;
}
void ObjectHandler::freeObjectArr() {
free(_objects);
}
void ObjectHandler::loadObjectArr(Common::File &in) {
debugC(6, kDebugObject, "loadObject(&in)");
// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
for (int varnt = 0; varnt < _vm->_numVariant; varnt++) {
uint16 numElem = in.readUint16BE();
if (varnt == _vm->_gameVariant) {
_objCount = numElem;
_objects = (object_t *)malloc(sizeof(object_t) * numElem);
for (int i = 0; i < numElem; i++) {
_objects[i].nounIndex = in.readUint16BE();
_objects[i].dataIndex = in.readUint16BE();
uint16 numSubElem = in.readUint16BE();
if (numSubElem == 0)
_objects[i].stateDataIndex = 0;
else
_objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
for (int j = 0; j < numSubElem; j++)
_objects[i].stateDataIndex[j] = in.readUint16BE();
_objects[i].pathType = (path_t) in.readSint16BE();
_objects[i].vxPath = in.readSint16BE();
_objects[i].vyPath = in.readSint16BE();
_objects[i].actIndex = in.readUint16BE();
_objects[i].seqNumb = in.readByte();
_objects[i].currImagePtr = 0;
if (_objects[i].seqNumb == 0) {
_objects[i].seqList[0].imageNbr = 0;
_objects[i].seqList[0].seqPtr = 0;
}
for (int j = 0; j < _objects[i].seqNumb; j++) {
_objects[i].seqList[j].imageNbr = in.readUint16BE();
_objects[i].seqList[j].seqPtr = 0;
}
_objects[i].cycling = (cycle_t)in.readByte();
_objects[i].cycleNumb = in.readByte();
_objects[i].frameInterval = in.readByte();
_objects[i].frameTimer = in.readByte();
_objects[i].radius = 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.readByte();
_objects[i].vy = in.readByte();
_objects[i].objValue = in.readByte();
_objects[i].genericCmd = in.readSint16BE();
_objects[i].cmdIndex = in.readUint16BE();
_objects[i].carriedFl = (in.readByte() != 0);
_objects[i].state = in.readByte();
_objects[i].verbOnlyFl = (in.readByte() != 0);
_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.readByte();
_objects[i].oldvy = in.readByte();
}
} else {
for (int i = 0; i < numElem; i++) {
in.readUint16BE();
in.readUint16BE();
uint16 numSubElem = in.readUint16BE();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
numSubElem = in.readByte();
for (int j = 0; j < numSubElem; j++)
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
in.readSint16BE();
in.readSint16BE();
in.readUint16BE();
in.readByte();
in.readByte();
in.readByte();
in.readByte();
}
}
}
}
} // End of namespace Hugo
|