1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
|
/* 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/debug-channels.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 "common/scummsys.h"
#include "engines/engine.h"
#include "audio/mixer.h"
#include "audio/softsynth/pcspk.h"
#include "adl/console.h"
#include "adl/disk.h"
namespace Common {
class ReadStream;
class SeekableReadStream;
class File;
struct Event;
}
namespace Adl {
class Console;
class Display;
class GraphicsMan;
class Speaker;
struct AdlGameDescription;
class ScriptEnv;
enum kDebugChannels {
kDebugChannelScript = 1 << 0
};
// Save and restore opcodes
#define IDO_ACT_SAVE 0x0f
#define IDO_ACT_LOAD 0x10
#define IDI_CUR_ROOM 0xfc
#define IDI_VOID_ROOM 0xfd
#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 {
Room() :
description(0),
picture(0),
curPicture(0) {
memset(connections, 0, sizeof(connections));
}
byte description;
byte connections[IDI_DIR_TOTAL];
DataBlockPtr data;
byte picture;
byte curPicture;
bool isFirstTime;
};
typedef Common::HashMap<byte, DataBlockPtr> PictureMap;
typedef Common::Array<byte> 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; }
const Command &getCommand() const { return _cmd; }
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 id;
byte noun;
byte room;
byte picture;
bool isLineArt;
Common::Point position;
int state;
byte description;
Common::Array<byte> roomPictures;
bool isOnScreen;
};
struct Time {
byte hours, minutes;
Time() : hours(12), minutes(0) { }
};
struct State {
Common::Array<Room> rooms;
Common::List<Item> items;
Common::Array<byte> vars;
byte room;
uint16 moves;
bool isDark;
Time time;
State() : room(1), moves(1), isDark(false) { }
};
typedef Common::List<Command> Commands;
typedef Common::HashMap<Common::String, uint> WordMap;
struct RoomData {
Common::String description;
PictureMap pictures;
Commands commands;
};
// Opcode debugging macros
#define OP_DEBUG_0(F) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F)) \
return 0; \
} while (0)
#define OP_DEBUG_1(F, P1) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1)) \
return 1; \
} while (0)
#define OP_DEBUG_2(F, P1, P2) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2)) \
return 2; \
} while (0)
#define OP_DEBUG_3(F, P1, P2, P3) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2, P3)) \
return 3; \
} while (0)
#define OP_DEBUG_4(F, P1, P2, P3, P4) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2, P3, P4)) \
return 4; \
} while (0)
class AdlEngine : public Engine {
friend class Console;
public:
virtual ~AdlEngine();
bool pollEvent(Common::Event &event) const;
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 printString(const Common::String &str) = 0;
virtual Common::String loadMessage(uint idx) const = 0;
virtual void printMessage(uint idx);
virtual Common::String getItemDescription(const Item &item) const;
void delay(uint32 ms) const;
Common::String inputString(byte prompt = 0) const;
byte inputKey(bool showCursor = true) const;
virtual Common::String formatVerbError(const Common::String &verb) const;
virtual Common::String formatNounError(const Common::String &verb, const Common::String &noun) const;
void loadWords(Common::ReadStream &stream, WordMap &map, Common::StringArray &pri) const;
void readCommands(Common::ReadStream &stream, Commands &commands);
void checkInput(byte verb, byte noun);
virtual bool isInputValid(byte verb, byte noun, bool &is_any);
virtual bool isInputValid(const Commands &commands, byte verb, byte noun, bool &is_any);
virtual void setupOpcodeTables();
virtual void initState();
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 <Direction D>
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 drawPic(byte pic, Common::Point pos = Common::Point()) 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);
virtual 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);
// Debug functions
static Common::String toAscii(const Common::String &str);
Common::String itemStr(uint i) const;
Common::String roomStr(uint i) const;
Common::String itemRoomStr(uint i) const;
Common::String verbStr(uint i) const;
Common::String nounStr(uint i) const;
Common::String msgStr(uint i) const;
Common::String dirStr(Direction dir) const;
bool op_debug(const char *fmt, ...) const;
Common::DumpFile *_dumpFile;
Display *_display;
GraphicsMan *_graphics;
Speaker *_speaker;
// Opcodes
typedef Common::Functor1<ScriptEnv &, int> Opcode;
Common::Array<const Opcode *> _condOpcodes, _actOpcodes;
// Message strings in data file
Common::Array<DataBlockPtr> _messages;
// Picture data
PictureMap _pictures;
// Dropped item screen offsets
Common::Array<Common::Point> _itemOffsets;
// <room, verb, noun, script> lists
Commands _roomCommands;
Commands _globalCommands;
// Data related to the current room
RoomData _roomData;
WordMap _verbs;
WordMap _nouns;
Common::StringArray _priVerbs;
Common::StringArray _priNouns;
struct {
Common::String enterCommand;
Common::String verbError;
Common::String nounError;
Common::String playAgain;
Common::String pressReturn;
Common::String lineFeeds;
} _strings;
struct {
uint cantGoThere;
uint dontUnderstand;
uint itemDoesntMove;
uint itemNotHere;
uint thanksForPlaying;
} _messageIds;
// Game state
State _state;
bool _isRestarting, _isRestoring;
bool _skipOneCommand;
private:
virtual void runIntro() const { }
virtual void init() = 0;
virtual void initGameState() = 0;
virtual void drawItems() = 0;
virtual void drawItem(Item &item, const Common::Point &pos) = 0;
virtual void loadRoom(byte roomNr) = 0;
virtual void showRoom() = 0;
// Engine
Common::Error run();
bool hasFeature(EngineFeature f) const;
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
// 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);
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
const AdlGameDescription *_gameDescription;
byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
bool _canSaveNow, _canRestoreNow;
};
} // End of namespace Adl
#endif
|