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/* 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 "engines/engine.h"
namespace Common {
class ReadStream;
class SeekableReadStream;
}
namespace Adl {
class Display;
struct AdlGameDescription;
// 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<byte> 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<byte> roomPictures;
};
struct State {
Common::Array<Room> rooms;
Common::Array<Item> items;
Common::Array<byte> vars;
byte room;
uint16 moves;
bool isDark;
State() : room(1), moves(0), isDark(false) { }
};
typedef Common::List<Command> Commands;
typedef Common::HashMap<Common::String, uint> 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 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;
// Message strings in data file
Common::Array<Common::String> _messages;
// Picture data
Common::Array<Picture> _pictures;
// Dropped item screen offsets
Common::Array<Common::Point> _itemOffsets;
// Drawings consisting of horizontal and vertical lines only, but
// supporting scaling and rotation
Common::Array<Common::Array<byte> > _lineArt;
// <room, verb, noun, script> 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<byte> &lineArt, const Common::Point &pos, byte rotation = 0, byte scaling = 1, byte color = 0x7f) 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(const Command &command, byte verb, byte noun, uint *actions = nullptr) const;
void doActions(const Command &command, byte noun, byte offset);
bool doOneCommand(const Commands &commands, byte verb, byte noun);
void doAllCommands(const Commands &commands, byte verb, byte 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
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