/* 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. * */ #include "glk/advsys/game.h" #include "glk/advsys/definitions.h" #include "common/memstream.h" namespace Glk { namespace AdvSys { void Decrypter::decrypt(byte *data, size_t size) { for (; --size; ++data) *data = ~(*data + 30); } /*--------------------------------------------------------------------------*/ #define HEADER_SIZE 62 bool Header::init(Common::SeekableReadStream *s) { _valid = false; byte data[HEADER_SIZE]; // Read in the data if (s->read(data, HEADER_SIZE) != HEADER_SIZE) return false; decrypt(data, HEADER_SIZE); Common::MemoryReadStream ms(data, HEADER_SIZE, DisposeAfterUse::NO); // Validate the header _valid = !strncmp((const char *)data + 2, "ADVSYS", 6); if (!_valid) return false; _size = ms.readUint16LE(); ms.skip(6); _headerVersion = ms.readUint16LE(); _name = Common::String((const char *)data + 10, (const char *)data + 28); ms.skip(18); _version = ms.readUint16LE(); _wordTableOffset = ms.readUint16LE(); _wordTypeTableOffset = ms.readUint16LE(); _objectTableOffset = ms.readUint16LE(); _actionTableOffset = ms.readUint16LE(); _variableTableOffset = ms.readUint16LE(); _dataSpaceOffset = ms.readUint16LE(); _codeSpaceOffset = ms.readUint16LE(); _dataBlockOffset = ms.readUint16LE(); _messageBlockOffset = ms.readUint16LE(); _initCodeOffset = ms.readUint16LE(); _updateCodeOffset = ms.readUint16LE(); _beforeOffset = ms.readUint16LE(); _afterOffset = ms.readUint16LE(); _errorHandlerOffset = ms.readUint16LE(); _saveAreaOffset = ms.readUint16LE(); _saveSize = ms.readUint16LE(); return true; } /*--------------------------------------------------------------------------*/ #define MAX_VERSION 102 #define WORD_SIZE 6 /** * Property flags */ enum PropertyFlag { P_CLASS = 0x8000 }; /** * Link fields */ enum LinkField { L_DATA = 0, L_NEXT = 2, L_SIZE = 4 }; Game::Game() : Header(), _stream(nullptr), _restartFlag(false), _residentOffset(0), _wordCount(0), _objectCount(0), _actionCount(0), _variableCount(0), _wordTable(nullptr), _wordTypeTable(nullptr), _objectTable(nullptr), _actionTable(nullptr), _variableTable(nullptr), _saveArea(nullptr), _msgBlockNum(-1), _msgBlockOffset(0) { _msgCache.resize(MESSAGE_CACHE_SIZE); for (int idx = 0; idx < MESSAGE_CACHE_SIZE; ++idx) _msgCache[idx] = new CacheEntry(); } Game::~Game() { for (int idx = 0; idx < MESSAGE_CACHE_SIZE; ++idx) delete _msgCache[idx]; } bool Game::init(Common::SeekableReadStream *s) { // Store a copy of the game file stream _stream = s; // Load the header s->seek(0); if (!Header::init(s)) return false; if (_headerVersion < 101 || _headerVersion > MAX_VERSION) error("Wrong version number"); // Load the needed resident game data and decrypt it _residentOffset = _dataBlockOffset * 512; s->seek(_residentOffset); _data.resize(_size); if (!s->read(&_data[0], _size)) return false; decrypt(&_data[0], _size); _wordTable = &_data[_wordTableOffset]; _wordTypeTable = &_data[_wordTypeTableOffset]; _objectTable = &_data[_objectTableOffset]; _actionTable = &_data[_actionTableOffset]; _variableTable = &_data[_variableTableOffset]; _saveArea = &_data[_saveAreaOffset]; _dataSpace = &_data[_dataSpaceOffset]; _codeSpace = &_data[_codeSpaceOffset]; _wordCount = READ_LE_UINT16(_wordTable); _objectCount = READ_LE_UINT16(_objectTable); _actionCount = READ_LE_UINT16(_actionTable); _variableCount = READ_LE_UINT16(_variableTable); setVariable(V_OCOUNT, _objectCount); return true; } void Game::restart() { _stream->seek(_residentOffset + _saveAreaOffset); _stream->read(_saveArea, _saveSize); decrypt(_saveArea, _saveSize); setVariable(V_OCOUNT, _objectCount); _restartFlag = true; } bool Game::shouldRestart() { bool result = _restartFlag; _restartFlag = false; return result; } void Game::saveGameData(Common::WriteStream &ws) { ws.write(_saveArea, _saveSize); } void Game::loadGameData(Common::ReadStream &rs) { rs.read(_saveArea, _saveSize); } int Game::findWord(const Common::String &word) const { // Limit the word to the maximum allowable size Common::String w(word.c_str(), word.c_str() + WORD_SIZE); // Iterate over the dictionary for the word for (int idx = 1; idx <= _wordCount; ++idx) { int wordOffset = READ_LE_UINT16(_wordTable + idx * 2); if (w == (const char *)_dataSpace + wordOffset + 2) return readWord(wordOffset); } return NIL; } int Game::checkVerb(const Common::Array &verbs) { // Iterate through the actions for (int idx = 1; idx <= _actionCount; ++idx) { if (hasVerb(idx, verbs)) return idx; } return NIL; } int Game::findAction(const Common::Array &verbs, int preposition, int flag) { // Iterate through the actions for (int idx = 1; idx <= _actionCount; ++idx) { if ((preposition && !hasPreposition(idx, preposition)) || !hasVerb(idx, verbs)) continue; int mask = ~getActionByte(idx, A_MASK); if ((flag & mask) == (getActionByte(idx, A_FLAG) & mask)) return idx; } return NIL; } int Game::getObjectProperty(int obj, int prop) { int field; for (; obj; obj = getObjectField(obj, O_CLASS)) { if ((field = findProperty(obj, prop)) != 0) return getObjectField(obj, field); } return NIL; } int Game::setObjectProperty(int obj, int prop, int val) { int field; for (; obj; obj = getObjectField(obj, O_CLASS)) { if ((field = findProperty(obj, prop)) != 0) return setObjectField(obj, field, val); } return NIL; } int Game::getObjectLocation(int obj) const { if (obj < 1 || obj > _objectCount) error("Invalid object number %d", obj); return READ_LE_UINT16(_objectTable + obj * 2); } int Game::getActionLocation(int action) const { if (action < 1 || action >= _actionCount) error("Invalid action number %d", action); return READ_LE_UINT16(_actionTable + action * 2); } int Game::getVariable(int variableNum) { assert(variableNum < _variableCount); return READ_LE_UINT16(_variableTable + variableNum * 2); } void Game::setVariable(int variableNum, int value) { assert(variableNum < _variableCount); WRITE_LE_UINT16(_variableTable + variableNum * 2, value); } int Game::findProperty(int obj, int prop) const { int nProp = getObjectField(obj, O_NPROPERTIES); for (int idx = 0, p = 0; idx < nProp; ++idx, p += 4) { if ((getObjectField(obj, O_PROPERTIES + p) & ~P_CLASS) == prop) return O_PROPERTIES + p + 2; } return NIL; } bool Game::hasNoun(int obj, int noun) const { for (; obj; obj = getObjectField(obj, O_CLASS)) { if (inList(getObjectField(obj, O_NOUNS), noun)) return true; } return false; } bool Game::hasAdjective(int obj, int adjective) const { for (; obj; obj = getObjectField(obj, O_CLASS)) { if (inList(getObjectField(obj, O_ADJECTIVES), adjective)) return true; } return false; } bool Game::hasVerb(int act, const Common::Array &verbs) const { // Get the list of verbs int link = getActionField(act, A_VERBS); // Look for the verb for (; link; link = readWord(link + L_NEXT)) { Common::Array::const_iterator verb = verbs.begin(); int word = readWord(link + L_DATA); for (; verb < verbs.end() && word; link = readWord(link + L_NEXT)) { if (*verb != readWord(word + L_DATA)) break; ++verb; } if (verb == verbs.end() && !word) return true; } return true; } bool Game::inList(int link, int word) const { for (; link; link = readWord(link + L_NEXT)) { if (word == readWord(link + L_DATA)) return true; } return false; } Common::String Game::readString(int msg) { // Get the block to use, and ensure it's loaded _msgBlockNum = msg >> 7; _msgBlockOffset = (msg & 0x7f) << 2; readMsgBlock(); // Read the string Common::String result; char c; while ((c = readMsgChar()) != '\0') result += c; return result; } char Game::readMsgChar() { if (_msgBlockOffset >= MESSAGE_BLOCK_SIZE) { // Move to the next block ++_msgBlockNum; _msgBlockOffset = 0; readMsgBlock(); } // Return next character return _msgCache[0]->_data[_msgBlockOffset++]; } void Game::readMsgBlock() { CacheEntry *ce; // Check to see if the specified block is in the cache for (int idx = 0; idx < MESSAGE_CACHE_SIZE; ++idx) { if (_msgCache[idx]->_blockNum == _msgBlockNum) { // If it's not already at the top of the list, move it there to ensure // it'll be last to be unloaded as new blocks are loaded in if (idx != 0) { ce = _msgCache[idx]; _msgCache.remove_at(idx); _msgCache.insert_at(0, ce); } return; } } // At this point we need to load a new block in. Discard the block at the end // and move it to the start for storing the new block to load ce = _msgCache.back(); _msgCache.remove_at(_msgCache.size() - 1); _msgCache.insert_at(0, ce); // Load the new block ce->_blockNum = _msgBlockNum; _stream->seek((_messageBlockOffset + _msgBlockNum) << 9); if (_stream->read(&ce->_data[0], MESSAGE_BLOCK_SIZE) != MESSAGE_BLOCK_SIZE) error("Error reading message block"); // Decode the loaded block for (int idx = 0; idx < MESSAGE_BLOCK_SIZE; ++idx) ce->_data[idx] = (ce->_data[idx] + 30) & 0xff; } } // End of namespace AdvSys } // End of namespace Glk