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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.
+ *
+ */
+
+#ifndef ADL_ADL_H
+#define ADL_ADL_H
+
+#include "common/array.h"
+#include "common/rect.h"
+#include "common/str.h"
+
+#include "engines/engine.h"
+
+namespace Common {
+class ReadStream;
+class SeekableReadStream;
+}
+
+namespace Adl {
+
+class Display;
+struct AdlGameDescription;
+
+// Conditional opcodes
+#define IDO_CND_ITEM_IN_ROOM 0x03
+#define IDO_CND_MOVES_GE 0x05
+#define IDO_CND_VAR_EQ 0x06
+#define IDO_CND_CUR_PIC_EQ 0x09
+#define IDO_CND_ITEM_PIC_EQ 0x0a
+
+// Action opcodes
+#define IDO_ACT_VAR_ADD 0x01
+#define IDO_ACT_VAR_SUB 0x02
+#define IDO_ACT_VAR_SET 0x03
+#define IDO_ACT_LIST_ITEMS 0x04
+#define IDO_ACT_MOVE_ITEM 0x05
+#define IDO_ACT_SET_ROOM 0x06
+#define IDO_ACT_SET_CUR_PIC 0x07
+#define IDO_ACT_SET_PIC 0x08
+#define IDO_ACT_PRINT_MSG 0x09
+#define IDO_ACT_SET_LIGHT 0x0a
+#define IDO_ACT_SET_DARK 0x0b
+#define IDO_ACT_QUIT 0x0d
+#define IDO_ACT_SAVE 0x0f
+#define IDO_ACT_LOAD 0x10
+#define IDO_ACT_RESTART 0x11
+#define IDO_ACT_PLACE_ITEM 0x12
+#define IDO_ACT_SET_ITEM_PIC 0x13
+#define IDO_ACT_RESET_PIC 0x14
+#define IDO_ACT_GO_NORTH 0x15
+#define IDO_ACT_GO_SOUTH 0x16
+#define IDO_ACT_GO_EAST 0x17
+#define IDO_ACT_GO_WEST 0x18
+#define IDO_ACT_GO_UP 0x19
+#define IDO_ACT_GO_DOWN 0x1a
+#define IDO_ACT_TAKE_ITEM 0x1b
+#define IDO_ACT_DROP_ITEM 0x1c
+#define IDO_ACT_SET_ROOM_PIC 0x1d
+
+#define IDI_WORD_SIZE 8
+
+struct Room {
+ byte description;
+ byte connections[6];
+ byte picture;
+ byte curPicture;
+};
+
+struct Picture {
+ byte block;
+ uint16 offset;
+};
+
+struct Command {
+ byte room;
+ byte verb, noun;
+ byte numCond, numAct;
+ Common::Array<byte> script;
+};
+
+enum {
+ IDI_ITEM_NOT_MOVED,
+ IDI_ITEM_MOVED,
+ IDI_ITEM_DOESNT_MOVE
+};
+
+#define IDI_NONE 0xfe
+
+struct Item {
+ byte noun;
+ byte room;
+ byte picture;
+ bool isLineArt;
+ Common::Point position;
+ int state;
+ byte description;
+ Common::Array<byte> roomPictures;
+};
+
+struct State {
+ Common::Array<Room> rooms;
+ Common::Array<Item> items;
+ Common::Array<byte> vars;
+
+ byte room;
+ uint16 moves;
+ bool isDark;
+
+ State() : room(1), moves(0), isDark(false) { }
+};
+
+typedef Common::List<Command> Commands;
+typedef Common::HashMap<Common::String, uint> WordMap;
+
+class AdlEngine : public Engine {
+public:
+ virtual ~AdlEngine();
+
+protected:
+ AdlEngine(OSystem *syst, const AdlGameDescription *gd);
+
+ Common::String readString(Common::ReadStream &stream, byte until = 0) const;
+ Common::String readStringAt(Common::SeekableReadStream &stream, uint offset, byte until = 0) const;
+
+ virtual void printMessage(uint idx, bool wait = true) const;
+ void delay(uint32 ms) const;
+
+ Common::String inputString(byte prompt = 0) const;
+ byte inputKey() const;
+
+ void loadWords(Common::ReadStream &stream, WordMap &map) const;
+ void readCommands(Common::ReadStream &stream, Commands &commands);
+
+ Display *_display;
+
+ // Message strings in data file
+ Common::Array<Common::String> _messages;
+ // Picture data
+ Common::Array<Picture> _pictures;
+ // Dropped item screen offsets
+ Common::Array<Common::Point> _itemOffsets;
+ // Drawings consisting of horizontal and vertical lines only, but
+ // supporting scaling and rotation
+ Common::Array<Common::Array<byte> > _lineArt;
+ // <room, verb, noun, script> lists
+ Commands _roomCommands;
+ Commands _globalCommands;
+
+ WordMap _verbs;
+ WordMap _nouns;
+
+ struct {
+ Common::String enterCommand;
+ Common::String dontHaveIt;
+ Common::String gettingDark;
+ Common::String verbError;
+ Common::String nounError;
+ Common::String playAgain;
+ } _strings;
+
+ struct {
+ uint cantGoThere;
+ uint dontUnderstand;
+ uint itemDoesntMove;
+ uint itemNotHere;
+ uint thanksForPlaying;
+ } _messageIds;
+
+ // Game state
+ State _state;
+
+private:
+ virtual void runIntro() const { }
+ virtual void loadData() = 0;
+ virtual void initState() = 0;
+ virtual void restartGame() = 0;
+ virtual void drawPic(byte pic, Common::Point pos = Common::Point()) const = 0;
+
+ // Engine
+ Common::Error run();
+ bool hasFeature(EngineFeature f) const;
+ Common::Error loadGameState(int slot);
+ bool canLoadGameStateCurrently();
+ Common::Error saveGameState(int slot, const Common::String &desc);
+ bool canSaveGameStateCurrently();
+
+ // Text output
+ void wordWrap(Common::String &str) const;
+
+ // Text input
+ byte convertKey(uint16 ascii) const;
+ Common::String getLine() const;
+ Common::String getWord(const Common::String &line, uint &index) const;
+ void getInput(uint &verb, uint &noun);
+
+ // Graphics
+ void showRoom() const;
+ void clearScreen() const;
+ void drawItems() const;
+ void drawNextPixel(Common::Point &p, byte color, byte bits, byte quadrant) const;
+ void drawLineArt(const Common::Array<byte> &lineArt, const Common::Point &pos, byte rotation = 0, byte scaling = 1, byte color = 0x7f) const;
+
+ // Game state functions
+ const Room &getRoom(uint i) const;
+ Room &getRoom(uint i);
+ const Room &getCurRoom() const;
+ Room &getCurRoom();
+ const Item &getItem(uint i) const;
+ Item &getItem(uint i);
+ byte getVar(uint i) const;
+ void setVar(uint i, byte value);
+ void takeItem(byte noun);
+ void dropItem(byte noun);
+ bool matchCommand(const Command &command, byte verb, byte noun, uint *actions = nullptr) const;
+ void doActions(const Command &command, byte noun, byte offset);
+ bool doOneCommand(const Commands &commands, byte verb, byte noun);
+ void doAllCommands(const Commands &commands, byte verb, byte noun);
+
+ const AdlGameDescription *_gameDescription;
+ bool _isRestarting, _isRestoring;
+ byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
+ bool _canSaveNow, _canRestoreNow;
+};
+
+AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd);
+
+} // End of namespace Adl
+
+#endif