/* 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 "common/hashmap.h" #include "common/hash-str.h" #include "common/func.h" #include "engines/engine.h" #include "audio/mixer.h" #include "audio/softsynth/pcspk.h" namespace Common { class ReadStream; class SeekableReadStream; class File; struct Event; } namespace Adl { class Display; class GraphicsMan; class Speaker; struct AdlGameDescription; struct ScriptEnv; // Save and restore opcodes #define IDO_ACT_SAVE 0x0f #define IDO_ACT_LOAD 0x10 #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 { byte description; byte connections[IDI_DIR_TOTAL]; byte track; byte sector; byte offset; byte picture; byte curPicture; bool isFirstTime; }; struct Picture { byte block; uint16 offset; }; 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; } 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 noun; byte room; byte picture; bool isLineArt; Common::Point position; int state; byte description; Common::Array roomPictures; }; struct Time { byte hours, minutes; Time() : hours(12), minutes(0) { } }; struct State { Common::Array rooms; Common::Array items; Common::Array vars; byte room; uint16 moves; bool isDark; Time time; State() : room(1), moves(1), isDark(false) { } }; typedef Common::List Commands; typedef Common::HashMap WordMap; class AdlEngine : public Engine { public: virtual ~AdlEngine(); static bool pollEvent(Common::Event &event); protected: AdlEngine(OSystem *syst, const AdlGameDescription *gd); // Engine Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &desc); 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 printMessage(uint idx, bool wait = true); void delay(uint32 ms) const; Common::String inputString(byte prompt = 0) const; byte inputKey(bool showCursor = true) const; void loadWords(Common::ReadStream &stream, WordMap &map) const; void readCommands(Common::ReadStream &stream, Commands &commands); virtual void checkInput(byte verb, byte noun); virtual void setupOpcodeTables(); virtual bool matchesCurrentPic(byte pic) const; virtual byte roomArg(byte room) const; virtual void advanceClock() { } // 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 drawItems() const; // Sound void bell(uint count = 1) 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(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); 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 Common::Array _pictures; // Dropped item screen offsets Common::Array _itemOffsets; // lists Commands _roomCommands; Commands _globalCommands; WordMap _verbs; WordMap _nouns; struct { Common::String enterCommand; Common::String verbError; Common::String nounError; Common::String playAgain; Common::String pressReturn; } _strings; struct { uint cantGoThere; uint dontUnderstand; uint itemDoesntMove; uint itemNotHere; uint thanksForPlaying; } _messageIds; // Game state State _state; bool _isRestarting, _isRestoring; private: virtual void runIntro() const { } virtual void init() = 0; virtual void initState() = 0; virtual void restartGame() = 0; virtual void drawItem(const Item &item, const Common::Point &pos) const = 0; virtual void showRoom() = 0; // Engine Common::Error run(); bool hasFeature(EngineFeature f) const; bool canLoadGameStateCurrently(); 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); const AdlGameDescription *_gameDescription; byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun; bool _canSaveNow, _canRestoreNow; }; AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd); } // End of namespace Adl #endif