/* 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; typedef Common::Functor1 Opcode; // 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 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; }; struct Picture { byte block; uint16 offset; }; typedef Common::Array Script; struct Command { byte room; byte verb, noun; byte numCond, numAct; Script script; }; struct ScriptEnv { ScriptEnv(const Command &cmd_, byte verb_, byte noun_) : cmd(cmd_), verb(verb_), noun(noun_), ip(0) { } const Command &cmd; byte verb, noun; byte ip; }; 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; typedef Common::HashMap WordMap; class AdlEngine : public Engine { public: virtual ~AdlEngine(); static bool pollEvent(Common::Event &event); 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; 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(); // Opcodes bool o1_isItemInRoom(ScriptEnv &env); bool o1_isMovesGrEq(ScriptEnv &env); bool o1_isVarEq(ScriptEnv &env); bool o1_isCurPicEq(ScriptEnv &env); bool o1_isItemPicEq(ScriptEnv &env); bool o1_varAdd(ScriptEnv &env); bool o1_varSub(ScriptEnv &env); bool o1_varSet(ScriptEnv &env); bool o1_listInv(ScriptEnv &env); bool o1_moveItem(ScriptEnv &env); bool o1_setRoom(ScriptEnv &env); bool o1_setCurPic(ScriptEnv &env); bool o1_setPic(ScriptEnv &env); bool o1_printMsg(ScriptEnv &env); bool o1_setLight(ScriptEnv &env); bool o1_setDark(ScriptEnv &env); bool o1_save(ScriptEnv &env); bool o1_restore(ScriptEnv &env); bool o1_restart(ScriptEnv &env); bool o1_quit(ScriptEnv &env); bool o1_placeItem(ScriptEnv &env); bool o1_setItemPic(ScriptEnv &env); bool o1_resetPic(ScriptEnv &env); template bool o1_goDirection(ScriptEnv &env); bool o1_takeItem(ScriptEnv &env); bool o1_dropItem(ScriptEnv &env); bool o1_setRoomPic(ScriptEnv &env); // 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, uint *actions = nullptr) 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 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; 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; 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); 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