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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_SCOTT
#define GLK_SCOTT
/*
* Controlling block
*/
#include "common/scummsys.h"
#include "glk/glk_api.h"
namespace Glk {
namespace Scott {
#define LIGHT_SOURCE 9 // Always 9 how odd
#define CARRIED 255 // Carried
#define DESTROYED 0 // Destroyed
#define DARKBIT 15
#define LIGHTOUTBIT 16 // Light gone out
enum GameOption {
YOUARE = 1, ///< You are not I am
SCOTTLIGHT = 2, ///< Authentic Scott Adams light messages
DEBUGGING = 4, ///< Info from database load
TRS80_STYLE = 8, ///< Display in style used on TRS-80
PREHISTORIC_LAMP = 16 ///< Destroy the lamp (very old databases)
};
#define TRS80_LINE "\n<------------------------------------------------------------>\n"
#define MY_LOC (_gameHeader._playerRoom)
struct Header {
int _unknown;
int _numItems;
int _numActions;
int _numWords; ///< Smaller of verb/noun is padded to same size
int _numRooms;
int _maxCarry;
int _playerRoom;
int _treasures;
int _wordLength;
int _lightTime;
int _numMessages;
int _treasureRoom;
Header() : _unknown(0), _numItems(0), _numActions(0), _numWords(0), _numRooms(0),
_maxCarry(0), _playerRoom(0), _treasures(0), _wordLength(0), _lightTime(0),
_numMessages(0), _treasureRoom(0) {}
};
struct Action {
int _vocab;
int _condition[5];
int _action[2];
Action() : _vocab(0) {
Common::fill(&_condition[0], &_condition[5], 0);
Common::fill(&_action[0], &_action[2], 0);
}
};
struct Room {
Common::String _text;
int _exits[6];
Room() {
Common::fill(&_exits[0], &_exits[6], 0);
}
};
struct Item {
Common::String _text;
byte _location;
byte _initialLoc;
Common::String _autoGet;
Item() : _location(0), _initialLoc(0) {}
};
struct Tail {
int _version;
int _adventureNumber;
int _unknown;
Tail() : _version(0), _adventureNumber(0), _unknown(0) {}
};
/**
* Scott Adams game interpreter
*/
class Scott : public GlkAPI {
private:
Header _gameHeader;
Common::Array<Item> _items;
Common::Array<Room> _rooms;
Common::StringArray _verbs;
Common::StringArray _nouns;
Common::StringArray _messages;
Common::Array<Action> _actions;
int _lightRefill;
char _nounText[16];
int _counters[16]; ///< Range unknown
int _currentCounter;
int _savedRoom;
int _roomSaved[16]; ///< Range unknown
int _options; ///< Option flags set
int _width; ///< Terminal width
int _topHeight; ///< Height of top window
bool _splitScreen;
winid_t _bottomWindow, _topWindow;
uint32 _bitFlags; ///< Might be >32 flags - I haven't seen >32 yet
int _saveSlot; ///< Save slot when loading savegame from launcher
private:
/**
* Initialization code
*/
void initialize();
void display(winid_t w, const char *fmt, ...);
void delay(int seconds);
void fatal(const char *x);
void clearScreen(void);
bool randomPercent(uint n);
int countCarried(void);
const char *mapSynonym(const char *word);
int matchUpItem(const char *text, int loc);
Common::String readString(Common::SeekableReadStream *f);
void loadDatabase(Common::SeekableReadStream *f, bool loud);
void output(const Common::String &a);
void outputNumber(int a);
void look(void);
int whichWord(const char *word, const Common::StringArray &list);
void lineInput(char *buf, size_t n);
int getInput(int *vb, int *no);
int performLine(int ct);
int performActions(int vb, int no);
void readInts(Common::SeekableReadStream *f, size_t count, ...);
public:
/**
* Constructor
*/
Scott(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Returns the running interpreter type
*/
virtual InterpreterType getInterpreterType() const override { return INTERPRETER_SCOTT; }
/**
* Execute the game
*/
virtual void runGame() override;
/**
* Load a savegame from the passed Quetzal file chunk stream
*/
virtual Common::Error readSaveData(Common::SeekableReadStream *rs) override;
/**
* Save the game. The passed write stream represents access to the UMem chunk
* in the Quetzal save file that will be created
*/
virtual Common::Error writeGameData(Common::WriteStream *ws) override;
};
} // End of namespace Scott
} // End of namespace Glk
#endif
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