/* 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/random.h" #include "common/rect.h" #include "engines/engine.h" #include "gui/debugger.h" namespace Common { class ReadStream; class SeekableReadStream; } namespace Adl { #define SAVEGAME_VERSION 0 class Display; class Parser; class Console; struct AdlGameDescription; enum GameType { kGameTypeNone = 0, kGameTypeHires1 }; struct StringOffset { int stringIdx; uint offset; }; // Messages used outside of scripts enum EngineMessage { IDI_MSG_CANT_GO_THERE, IDI_MSG_DONT_UNDERSTAND, IDI_MSG_ITEM_DOESNT_MOVE, IDI_MSG_ITEM_NOT_HERE, IDI_MSG_THANKS_FOR_PLAYING }; // Strings embedded in the executable enum EngineString { IDI_STR_ENTER_COMMAND, IDI_STR_VERB_ERROR, IDI_STR_NOUN_ERROR, IDI_STR_PLAY_AGAIN, IDI_STR_TOTAL }; // 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 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 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 roomPictures; }; struct State { Common::Array rooms; Common::Array items; Common::Array vars; byte room; uint16 moves; bool isDark; State() : room(1), moves(0), isDark(false) { } }; typedef Common::List Commands; class AdlEngine : public Engine { public: AdlEngine(OSystem *syst, const AdlGameDescription *gd); virtual ~AdlEngine(); const AdlGameDescription *_gameDescription; uint32 getFeatures() const; const char *getGameId() const; static AdlEngine *create(GameType type, OSystem *syst, const AdlGameDescription *gd); Common::Error run(); virtual Common::String getEngineString(int str); protected: virtual void runGame() = 0; virtual void initState() = 0; virtual void restartGame() = 0; virtual uint getEngineMessage(EngineMessage msg) = 0; virtual uint32 getTag() = 0; Common::String readString(Common::ReadStream &stream, byte until = 0); void printStrings(Common::SeekableReadStream &stream, int count = 1); virtual void printMessage(uint idx, bool wait = true); void wordWrap(Common::String &str); void readCommands(Common::ReadStream &stream, Commands &commands); bool checkCommand(const Command &command, byte verb, byte noun); bool doOneCommand(const Commands &commands, byte verb, byte noun); void doAllCommands(const Commands &commands, byte verb, byte noun); void doActions(const Command &command, byte noun, byte offset); void clearScreen(); virtual void drawPic(byte pic, Common::Point pos = Common::Point()) = 0; void drawItems(); void showRoom(); void takeItem(byte noun); void dropItem(byte noun); Display *_display; Parser *_parser; bool _isRestarting; Common::Array _strings; Common::Array _messages; Common::Array _pictures; Common::Array _itemOffsets; Common::Array > _lineArt; Commands _roomCommands; Commands _globalCommands; // Game state State _state; private: void printEngineMessage(EngineMessage); bool saveState(uint slot); bool loadState(uint slot); Common::String getTargetName() { return _targetName; } }; AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd); } // End of namespace Adl #endif