/* 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 { 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 }; struct Room { byte description; byte connections[6]; byte field8; byte picture; }; 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 isDrawing; Common::Point position; int state; byte description; Common::Array roomPictures; }; 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 uint getEngineMessage(EngineMessage msg) = 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(); void takeItem(byte noun); void dropItem(byte noun); Display *_display; Parser *_parser; Common::Array _strings; Common::Array _messages; Common::Array _pictures; Common::Array _inventory; Common::Array _itemOffsets; Common::Array > _drawings; Commands _roomCommands; Commands _globalCommands; // Game state Common::Array _rooms; byte _room; uint16 _steps; Common::Array _variables; bool _isDark; private: void printEngineMessage(EngineMessage); }; AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd); } // End of namespace Adl #endif