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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 GLK_ADVSYS_GAME
#define GLK_ADVSYS_GAME
#include "common/array.h"
#include "common/stream.h"
namespace Glk {
namespace AdvSys {
#define NIL 0
#define MESSAGE_CACHE_SIZE 8
#define MESSAGE_BLOCK_SIZE 512
/**
* Actions
*/
enum Action {
A_VERBS = 0,
A_PREPOSITIONS = 2,
A_FLAG = 4,
A_MASK = 5,
A_CODE = 6,
A_SIZE = 8
};
/**
* Word types
*/
enum WordType {
WT_UNKNOWN = 0,
WT_VERB = 1,
WT_NOUN = 2,
WT_ADJECTIVE = 3,
WT_PREPOSITION = 4,
WT_CONJUNCTION = 5,
WT_ARTICLE = 6
};
/**
* Object fields
*/
enum ObjectField {
O_CLASS = 0,
O_NOUNS = 2,
O_ADJECTIVES = 4,
O_NPROPERTIES = 6,
O_PROPERTIES = 8,
O_SIZE = 8
};
/**
* Built-in variables
*/
enum Variable {
V_ACTOR = 1, ///< Actor noun phrase number
V_ACTION = 2, ///< Action from phrase
V_DOBJECT = 3, ///< First direct object noun phrase number
V_NDOBJECTS = 4, ///< Number of direct object noun phrases
V_IOBJECT = 5, ///< Indirect object noun phrase number
V_OCOUNT = 6 ///< Total object count
};
/**
* Data decryption
*/
class Decrypter {
public:
/**
* Decrypt a data block
*/
static void decrypt(byte *data, size_t size);
};
/**
* AdvSys game header
*/
class Header : public Decrypter {
public:
bool _valid; ///< Signals whether header is valid
size_t _size; ///< Resident size in bytes
uint _headerVersion; ///< Header structure version
Common::String _name; ///< Adventure name
uint _version; ///< Adventure version
uint _wordTableOffset; ///< Word table offset
uint _wordTypeTableOffset; ///< Word type table offset
uint _objectTableOffset; ///< Object table offset
uint _actionTableOffset; ///< Action table offset
uint _variableTableOffset; ///< Variable table offset
uint _dataSpaceOffset; ///< Data space offset
uint _codeSpaceOffset; ///< Code space offset
uint _dataBlockOffset; ///< First data block offset
uint _messageBlockOffset; ///< First message block offset
uint _initCodeOffset; ///< Initialization code offset
uint _updateCodeOffset; ///< Update code offset
uint _beforeOffset; ///< Code offset before verb handler
uint _afterOffset; ///< Code offset after verb handler
uint _errorHandlerOffset; ///< Error handler code offset
uint _saveAreaOffset; ///< Save area offset
uint _saveSize; ///< Save area size
public:
/**
* Constructor
*/
Header() : _valid(false), _size(0), _headerVersion(0), _version(0), _wordTableOffset(0),
_wordTypeTableOffset(0), _objectTableOffset(0), _actionTableOffset(0), _variableTableOffset(0),
_dataSpaceOffset(0), _codeSpaceOffset(0), _dataBlockOffset(0), _messageBlockOffset(0),
_initCodeOffset(0), _updateCodeOffset(0), _beforeOffset(0), _afterOffset(0),
_errorHandlerOffset(0), _saveAreaOffset(0), _saveSize(0) {
}
/**
* Constructor
*/
Header(Common::SeekableReadStream *s) {
init(s);
}
/**
* init the header
*/
bool init(Common::SeekableReadStream *s);
};
/**
* Game abstraction class
*/
class Game : public Header {
struct CacheEntry {
int _blockNum;
char _data[MESSAGE_BLOCK_SIZE];
/**
* Constructor
*/
CacheEntry() : _blockNum(-1) {
Common::fill(&_data[0], &_data[MESSAGE_BLOCK_SIZE], '\0');
}
};
private:
bool _restartFlag;
Common::SeekableReadStream *_stream;
Common::Array<CacheEntry *> _msgCache;
int _msgBlockNum, _msgBlockOffset;
private:
/**
* Find an object property field
*/
int findProperty(int obj, int prop) const;
/**
* Returns true if an action has a given verb
*/
bool hasVerb(int act, const Common::Array<int> &verbs) const;
/**
* Returns true if an action is in a given list
*/
bool hasPreposition(int act, int preposition) const {
return inList(getActionField(act, A_PREPOSITIONS), preposition);
}
/**
* Check if a word is in an element of a given list
*/
bool inList(int link, int word) const;
/**
* Reads in a message block from the game file
*/
void readMsgBlock();
/**
* Read the next character for a string
*/
char readMsgChar();
protected:
/**
* Returns true if an object has a given noun
*/
bool hasNoun(int obj, int noun) const;
/**
* Returns true if an object has a given adjective
*/
bool hasAdjective(int obj, int adjective) const;
public:
Common::Array<byte> _data;
int _residentOffset;
int _wordCount;
int _objectCount;
int _actionCount;
int _variableCount;
byte *_wordTable;
byte *_wordTypeTable;
byte *_objectTable;
byte *_actionTable;
byte *_variableTable;
byte *_saveArea;
byte *_dataSpace;
byte *_codeSpace;
public:
/**
* Constructor
*/
Game();
/**
* Destructor
*/
~Game();
/**
* init data for the game
*/
bool init(Common::SeekableReadStream *s);
/**
* Restore savegame data from the game to it's initial state
*/
void restart();
/**
* Returns true if the game is restarting, and resets the flag
*/
bool shouldRestart();
/**
* Save the game data to a savegame
*/
void saveGameData(Common::WriteStream &ws);
/**
* Restore the game data from a savegame
*/
void loadGameData(Common::ReadStream &rs);
/**
* Find a word in the dictionary
*/
int findWord(const Common::String &word) const;
/**
* Return a word's type
*/
WordType getWordType(int word) const {
return (WordType)_wordTypeTable[word];
}
/**
* Check to see if this is a valid verb
*/
int checkVerb(const Common::Array<int> &verbs);
/**
* Find an action matching a given description
*/
int findAction(const Common::Array<int> &verbs, int preposition, int flag);
/**
* Get an object property
*/
int getObjectProperty(int obj, int prop);
/**
* Sets an object property
*/
int setObjectProperty(int obj, int prop, int val);
/**
* Gets a field from an object
*/
int getObjectField(int obj, int offset) const {
return READ_LE_UINT16(_dataSpace + getObjectLocation(obj) + offset);
}
/**
* Sets a field in an object
*/
int setObjectField(int obj, int offset, int val) {
WRITE_LE_UINT16(_dataSpace + getObjectLocation(obj) + offset, val);
return val;
}
/**
* Gets a field from an action
*/
int getActionField(int action, int offset) const {
return READ_LE_UINT16(_dataSpace + getActionLocation(action) + offset);
}
/**
* Gets a byte field from an action
*/
int getActionByte(int action, int offset) const {
return _dataSpace[getActionLocation(action) + offset];
}
/**
* Gets the offset of an object from the object table
*/
int getObjectLocation(int obj) const;
/**
* Gets the offset of an action from the action table
*/
int getActionLocation(int action) const;
/**
* Get a variable value
*/
int getVariable(int variableNum);
/**
* Set a variable value
*/
void setVariable(int variableNum, int value);
/**
* Gets a code byte
*/
int getCodeByte(int offset) const {
return _codeSpace[offset];
}
/**
* Gets a code byte
*/
int getCodeWord(int offset) const {
return READ_LE_UINT16(_codeSpace + offset);
}
/**
* Read a word
*/
int readWord(int offset) const {
return READ_LE_UINT16(_dataSpace + offset);
}
/**
* Write a word
*/
void writeWord(int offset, int val) {
WRITE_LE_UINT16(_dataSpace + offset, val);
}
/**
* Read a string from the messages section
*/
Common::String readString(int msg);
};
} // End of namespace AdvSys
} // End of namespace Glk
#endif
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