/* 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/debug-channels.h" #include "common/array.h" #include "common/rect.h" #include "common/str.h" #include "common/hashmap.h" #include "common/hash-str.h" #include "common/func.h" #include "common/scummsys.h" #include "engines/engine.h" #include "audio/mixer.h" #include "audio/softsynth/pcspk.h" #include "adl/console.h" #include "adl/disk.h" namespace Common { class ReadStream; class WriteStream; class SeekableReadStream; class File; struct Event; } namespace Adl { class Console; class Display; class GraphicsMan; class Speaker; struct AdlGameDescription; class ScriptEnv; enum kDebugChannels { kDebugChannelScript = 1 << 0 }; // Save and restore opcodes #define IDO_ACT_SAVE 0x0f #define IDO_ACT_LOAD 0x10 #define IDI_CUR_ROOM 0xfc #define IDI_VOID_ROOM 0xfd #define IDI_ANY 0xfe #define IDI_WORD_SIZE 8 enum Direction { IDI_DIR_NORTH, IDI_DIR_SOUTH, IDI_DIR_EAST, IDI_DIR_WEST, IDI_DIR_UP, IDI_DIR_DOWN, IDI_DIR_TOTAL }; struct Room { Room() : description(0), picture(0), curPicture(0), isFirstTime(true) { memset(connections, 0, sizeof(connections)); } byte description; byte connections[IDI_DIR_TOTAL]; DataBlockPtr data; byte picture; byte curPicture; bool isFirstTime; }; typedef Common::HashMap PictureMap; typedef Common::Array Script; struct Command { byte room; byte verb, noun; byte numCond, numAct; Script script; }; class ScriptEnv { public: ScriptEnv(const Command &cmd, byte room, byte verb, byte noun) : _cmd(cmd), _room(room), _verb(verb), _noun(noun), _ip(0) { } byte op() const { return _cmd.script[_ip]; } // We keep this 1-based for easier comparison with the original engine byte arg(uint i) const { return _cmd.script[_ip + i]; } void skip(uint i) { _ip += i; } bool isMatch() const { return (_cmd.room == IDI_ANY || _cmd.room == _room) && (_cmd.verb == IDI_ANY || _cmd.verb == _verb) && (_cmd.noun == IDI_ANY || _cmd.noun == _noun); } byte getCondCount() const { return _cmd.numCond; } byte getActCount() const { return _cmd.numAct; } byte getNoun() const { return _noun; } const Command &getCommand() const { return _cmd; } private: const Command &_cmd; const byte _room, _verb, _noun; byte _ip; }; enum { IDI_ITEM_NOT_MOVED, IDI_ITEM_DROPPED, IDI_ITEM_DOESNT_MOVE }; struct Item { byte id; byte noun; byte region; byte room; byte picture; bool isLineArt; Common::Point position; int state; byte description; Common::Array roomPictures; bool isOnScreen; Item() : id(0), noun(0), region(0), room(0), picture(0), isLineArt(false), state(0), description(0), isOnScreen(false) { } }; struct Time { byte hours, minutes; Time() : hours(12), minutes(0) { } }; struct RoomState { byte picture; byte isFirstTime; }; struct Region { Common::Array vars; Common::Array rooms; }; struct State { Common::Array regions; Common::Array rooms; Common::List items; Common::Array vars; byte region, prevRegion; byte room; byte curPicture; uint16 moves; bool isDark; Time time; State() : region(0), prevRegion(0), room(1), curPicture(0), moves(1), isDark(false) { } }; typedef Common::List Commands; typedef Common::HashMap WordMap; struct RoomData { Common::String description; PictureMap pictures; Commands commands; }; // Opcode debugging macros #define OP_DEBUG_0(F) do { \ if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F)) \ return 0; \ } while (0) #define OP_DEBUG_1(F, P1) do { \ if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1)) \ return 1; \ } while (0) #define OP_DEBUG_2(F, P1, P2) do { \ if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2)) \ return 2; \ } while (0) #define OP_DEBUG_3(F, P1, P2, P3) do { \ if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2, P3)) \ return 3; \ } while (0) #define OP_DEBUG_4(F, P1, P2, P3, P4) do { \ if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2, P3, P4)) \ return 4; \ } while (0) class AdlEngine : public Engine { friend class Console; public: virtual ~AdlEngine(); bool pollEvent(Common::Event &event) const; protected: AdlEngine(OSystem *syst, const AdlGameDescription *gd); // Engine Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &desc); virtual void loadState(Common::ReadStream &stream); virtual void saveState(Common::WriteStream &stream); Common::String readString(Common::ReadStream &stream, byte until = 0) const; Common::String readStringAt(Common::SeekableReadStream &stream, uint offset, byte until = 0) const; void openFile(Common::File &file, const Common::String &name) const; virtual void printString(const Common::String &str) = 0; virtual Common::String loadMessage(uint idx) const = 0; virtual void printMessage(uint idx); virtual Common::String getItemDescription(const Item &item) const; void delay(uint32 ms) const; Common::String inputString(byte prompt = 0) const; byte inputKey(bool showCursor = true) const; virtual Common::String formatVerbError(const Common::String &verb) const; virtual Common::String formatNounError(const Common::String &verb, const Common::String &noun) const; void loadWords(Common::ReadStream &stream, WordMap &map, Common::StringArray &pri) const; void readCommands(Common::ReadStream &stream, Commands &commands); void removeCommand(Commands &commands, uint idx); Command &getCommand(Commands &commands, uint idx); void checkInput(byte verb, byte noun); virtual bool isInputValid(byte verb, byte noun, bool &is_any); virtual bool isInputValid(const Commands &commands, byte verb, byte noun, bool &is_any); virtual void applyRoomWorkarounds(byte roomNr) { } virtual void applyRegionWorkarounds() { } virtual void setupOpcodeTables(); virtual void initState(); virtual void switchRoom(byte roomNr); virtual byte roomArg(byte room) const; virtual void advanceClock() { } void loadDroppedItemOffsets(Common::ReadStream &stream, byte count); // Opcodes int o1_isItemInRoom(ScriptEnv &e); int o1_isMovesGT(ScriptEnv &e); int o1_isVarEQ(ScriptEnv &e); int o1_isCurPicEQ(ScriptEnv &e); int o1_isItemPicEQ(ScriptEnv &e); int o1_varAdd(ScriptEnv &e); int o1_varSub(ScriptEnv &e); int o1_varSet(ScriptEnv &e); int o1_listInv(ScriptEnv &e); int o1_moveItem(ScriptEnv &e); int o1_setRoom(ScriptEnv &e); int o1_setCurPic(ScriptEnv &e); int o1_setPic(ScriptEnv &e); int o1_printMsg(ScriptEnv &e); int o1_setLight(ScriptEnv &e); int o1_setDark(ScriptEnv &e); int o1_save(ScriptEnv &e); int o1_restore(ScriptEnv &e); int o1_restart(ScriptEnv &e); int o1_quit(ScriptEnv &e); int o1_placeItem(ScriptEnv &e); int o1_setItemPic(ScriptEnv &e); int o1_resetPic(ScriptEnv &e); template int o1_goDirection(ScriptEnv &e); int o1_takeItem(ScriptEnv &e); int o1_dropItem(ScriptEnv &e); int o1_setRoomPic(ScriptEnv &e); // Graphics void clearScreen() const; void drawPic(byte pic, Common::Point pos = Common::Point()) const; // Sound void bell(uint count = 1) const; // Game state functions const Region &getRegion(uint i) const; Region &getRegion(uint i); const Room &getRoom(uint i) const; Room &getRoom(uint i); const Region &getCurRegion() const; Region &getCurRegion(); 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); virtual void takeItem(byte noun); virtual void dropItem(byte noun); bool matchCommand(ScriptEnv &env) const; void doActions(ScriptEnv &env); bool doOneCommand(const Commands &commands, byte verb, byte noun); void doAllCommands(const Commands &commands, byte verb, byte noun); // Debug functions static Common::String toAscii(const Common::String &str); Common::String itemStr(uint i) const; Common::String roomStr(uint i) const; Common::String itemRoomStr(uint i) const; Common::String verbStr(uint i) const; Common::String nounStr(uint i) const; Common::String msgStr(uint i) const; Common::String dirStr(Direction dir) const; bool op_debug(const char *fmt, ...) const; Common::DumpFile *_dumpFile; Display *_display; GraphicsMan *_graphics; Speaker *_speaker; // Opcodes typedef Common::Functor1 Opcode; Common::Array _condOpcodes, _actOpcodes; // Message strings in data file Common::Array _messages; // Picture data PictureMap _pictures; // Dropped item screen offsets Common::Array _itemOffsets; // lists Commands _roomCommands; Commands _globalCommands; // Data related to the current room RoomData _roomData; WordMap _verbs; WordMap _nouns; Common::StringArray _priVerbs; Common::StringArray _priNouns; struct { Common::String enterCommand; Common::String verbError; Common::String nounError; Common::String playAgain; Common::String pressReturn; Common::String lineFeeds; } _strings; struct { uint cantGoThere; uint dontUnderstand; uint itemDoesntMove; uint itemNotHere; uint thanksForPlaying; } _messageIds; // Game state State _state; bool _isRestarting, _isRestoring, _isQuitting; bool _skipOneCommand; const AdlGameDescription *_gameDescription; private: virtual void runIntro() { } virtual void init() = 0; virtual void initGameState() = 0; virtual void drawItems() = 0; virtual void drawItem(Item &item, const Common::Point &pos) = 0; virtual void loadRoom(byte roomNr) = 0; virtual void showRoom() = 0; virtual void switchRegion(byte region) { } // Engine Common::Error run(); bool hasFeature(EngineFeature f) const; bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); // 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); Console *_console; GUI::Debugger *getDebugger() { return _console; } byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun; bool _canSaveNow, _canRestoreNow; }; } // End of namespace Adl #endif