/* 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" namespace Common { class ReadStream; class SeekableReadStream; } namespace Adl { class Display; class Parser; class Console; struct AdlGameDescription; struct StringOffset { int stringIdx; uint offset; }; // 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 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; typedef Common::HashMap WordMap; class AdlEngine : public Engine { public: virtual ~AdlEngine(); 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; virtual void printMessage(uint idx, bool wait = true) const; void printASCIIString(const Common::String &str) const; void delay(uint32 ms) const; Common::String inputString(byte prompt = 0) const; byte inputKey() const; void loadWords(Common::ReadStream &stream, WordMap &map) const; void readCommands(Common::ReadStream &stream, Commands &commands); Display *_display; Parser *_parser; // Message strings in data file Common::Array _messages; // Picture data Common::Array _pictures; // Dropped item screen offsets Common::Array _itemOffsets; // Drawings consisting of horizontal and vertical lines only, but // supporting scaling and rotation Common::Array > _lineArt; // lists Commands _roomCommands; Commands _globalCommands; WordMap _verbs; WordMap _nouns; struct { Common::String enterCommand; Common::String dontHaveIt; Common::String gettingDark; Common::String verbError; Common::String nounError; Common::String playAgain; } _strings; struct { uint cantGoThere; uint dontUnderstand; uint itemDoesntMove; uint itemNotHere; uint thanksForPlaying; } _messageIds; // Game state State _state; private: virtual void runIntro() const { } virtual void loadData() = 0; virtual void initState() = 0; virtual void restartGame() = 0; virtual void drawPic(byte pic, Common::Point pos = Common::Point()) const = 0; // Engine Common::Error run(); bool hasFeature(EngineFeature f) const; Common::Error loadGameState(int slot); bool canLoadGameStateCurrently() const; Common::Error saveGameState(int slot, const Common::String &desc); bool canSaveGameStateCurrently() const; // 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); // Graphics void showRoom() const; void clearScreen() const; void drawItems() const; void drawNextPixel(Common::Point &p, byte color, byte bits, byte quadrant) const; void drawLineArt(const Common::Array &lineArt, const Common::Point &pos, byte rotation = 0, byte scaling = 1, byte color = 0x7f) const; // Game state functions const Room &room(uint i) const; Room &room(uint i); const Room &curRoom() const; Room &curRoom(); const Item &item(uint i) const; Item &item(uint i); const byte &var(uint i) const; byte &var(uint i); void takeItem(byte noun); void dropItem(byte noun); bool matchCommand(const Command &command, byte verb, byte noun, uint *actions = nullptr) const; 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); 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