scummvm/engines/adl/hires1.cpp
2019-08-11 23:36:27 +02:00

511 lines
15 KiB
C++

/* 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 "common/system.h"
#include "common/debug.h"
#include "common/error.h"
#include "common/file.h"
#include "common/stream.h"
#include "common/ptr.h"
#include "adl/adl.h"
#include "adl/graphics.h"
#include "adl/display_a2.h"
namespace Adl {
#define IDS_HR1_EXE_0 "AUTO LOAD OBJ"
#define IDS_HR1_EXE_1 "ADVENTURE"
#define IDS_HR1_MESSAGES "MESSAGES"
#define IDI_HR1_NUM_ROOMS 41
#define IDI_HR1_NUM_PICS 97
#define IDI_HR1_NUM_VARS 20
#define IDI_HR1_NUM_ITEM_OFFSETS 21
#define IDI_HR1_NUM_MESSAGES 168
// Messages used outside of scripts
#define IDI_HR1_MSG_CANT_GO_THERE 137
#define IDI_HR1_MSG_DONT_UNDERSTAND 37
#define IDI_HR1_MSG_ITEM_DOESNT_MOVE 151
#define IDI_HR1_MSG_ITEM_NOT_HERE 152
#define IDI_HR1_MSG_THANKS_FOR_PLAYING 140
#define IDI_HR1_MSG_DONT_HAVE_IT 127
#define IDI_HR1_MSG_GETTING_DARK 7
#define IDI_HR1_OFS_STR_ENTER_COMMAND 0x5bbc
#define IDI_HR1_OFS_STR_VERB_ERROR 0x5b4f
#define IDI_HR1_OFS_STR_NOUN_ERROR 0x5b8e
#define IDI_HR1_OFS_STR_PLAY_AGAIN 0x5f1e
#define IDI_HR1_OFS_STR_CANT_GO_THERE 0x6c0a
#define IDI_HR1_OFS_STR_DONT_HAVE_IT 0x6c31
#define IDI_HR1_OFS_STR_DONT_UNDERSTAND 0x6c51
#define IDI_HR1_OFS_STR_GETTING_DARK 0x6c7c
#define IDI_HR1_OFS_STR_PRESS_RETURN 0x5f68
#define IDI_HR1_OFS_STR_LINE_FEEDS 0x59d4
#define IDI_HR1_OFS_PD_TEXT_0 0x005d
#define IDI_HR1_OFS_PD_TEXT_1 0x012b
#define IDI_HR1_OFS_PD_TEXT_2 0x016d
#define IDI_HR1_OFS_PD_TEXT_3 0x0259
#define IDI_HR1_OFS_INTRO_TEXT 0x0066
#define IDI_HR1_OFS_GAME_OR_HELP 0x000f
#define IDI_HR1_OFS_LOGO_0 0x1003
#define IDI_HR1_OFS_ITEMS 0x0100
#define IDI_HR1_OFS_ROOMS 0x050a
#define IDI_HR1_OFS_PICS 0x4b03
#define IDI_HR1_OFS_CMDS_0 0x3c00
#define IDI_HR1_OFS_CMDS_1 0x3d00
#define IDI_HR1_OFS_MSGS 0x4d00
#define IDI_HR1_OFS_ITEM_OFFSETS 0x68ff
#define IDI_HR1_OFS_SHAPES 0x4f00
#define IDI_HR1_OFS_VERBS 0x3800
#define IDI_HR1_OFS_NOUNS 0x0f00
class HiRes1Engine : public AdlEngine {
public:
HiRes1Engine(OSystem *syst, const AdlGameDescription *gd) :
AdlEngine(syst, gd),
_files(nullptr),
_messageDelay(true) { }
~HiRes1Engine() { delete _files; }
private:
// AdlEngine
void runIntro();
void init();
void initGameState();
void restartGame();
void printString(const Common::String &str);
Common::String loadMessage(uint idx) const;
void printMessage(uint idx);
void drawItems();
void drawItem(Item &item, const Common::Point &pos);
void loadRoom(byte roomNr);
void showRoom();
void showInstructions(Common::SeekableReadStream &stream, const uint pages[], bool goHome);
void wordWrap(Common::String &str) const;
Files *_files;
Common::File _exe;
Common::Array<DataBlockPtr> _corners;
Common::Array<byte> _roomDesc;
bool _messageDelay;
struct {
Common::String cantGoThere;
Common::String dontHaveIt;
Common::String dontUnderstand;
Common::String gettingDark;
} _gameStrings;
};
void HiRes1Engine::showInstructions(Common::SeekableReadStream &stream, const uint pages[], bool goHome) {
_display->setMode(Display::kModeText);
uint page = 0;
while (pages[page] != 0) {
if (goHome)
_display->home();
uint count = pages[page++];
for (uint i = 0; i < count; ++i) {
_display->printString(readString(stream));
stream.seek(3, SEEK_CUR);
}
inputString();
if (shouldQuit())
return;
stream.seek((goHome ? 6 : 3), SEEK_CUR);
}
}
void HiRes1Engine::runIntro() {
StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_0));
// Early version have no bitmap in 'AUTO LOAD OBJ'
if (getGameVersion() >= GAME_VER_HR1_COARSE) {
stream->seek(IDI_HR1_OFS_LOGO_0);
_display->setMode(Display::kModeGraphics);
static_cast<Display_A2 *>(_display)->loadFrameBuffer(*stream);
_display->renderGraphics();
if (getGameVersion() == GAME_VER_HR1_PD) {
// Only the PD version shows a title screen during the load
delay(4000);
if (shouldQuit())
return;
}
}
Common::String str;
// Show the PD disclaimer for the PD release
if (getGameVersion() == GAME_VER_HR1_PD) {
// The PD release on the Roberta Williams Anthology disc has a PDE
// splash screen. The original HELLO file has been renamed to
// MYSTERY.HELLO. It's unclear whether or not this splash screen
// was present in the original PD release back in 1987.
StreamPtr basic(_files->createReadStream("MYSTERY.HELLO"));
_display->setMode(Display::kModeText);
_display->home();
str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_0, '"');
_display->printAsciiString(str + '\r');
str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_1, '"');
_display->printAsciiString(str + "\r\r");
str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_2, '"');
_display->printAsciiString(str + "\r\r");
str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_3, '"');
_display->printAsciiString(str + '\r');
inputKey();
if (shouldQuit())
return;
}
_display->setMode(Display::kModeMixed);
str = readStringAt(*stream, IDI_HR1_OFS_GAME_OR_HELP);
if (getGameVersion() >= GAME_VER_HR1_COARSE) {
bool instructions = false;
while (1) {
_display->printString(str);
Common::String s = inputString();
if (shouldQuit())
break;
if (s.empty())
continue;
if (s[0] == _display->asciiToNative('I')) {
instructions = true;
break;
} else if (s[0] == _display->asciiToNative('G')) {
break;
}
}
if (instructions) {
// This version shows the last page during the loading of the game
// We wait for a key instead (even though there's no prompt for that).
const uint pages[] = { 6, 6, 4, 5, 8, 7, 0 };
stream->seek(IDI_HR1_OFS_INTRO_TEXT);
showInstructions(*stream, pages, true);
_display->printAsciiString("\r");
}
} else {
const uint pages[] = { 6, 6, 8, 6, 0 };
stream->seek(6);
showInstructions(*stream, pages, false);
}
stream.reset(_files->createReadStream(IDS_HR1_EXE_1));
stream->seek(0x1800);
static_cast<Display_A2 *>(_display)->loadFrameBuffer(*stream);
_display->renderGraphics();
_display->setMode(Display::kModeMixed);
if (getGameVersion() == GAME_VER_HR1_SIMI) {
// The original waits for the key after initializing the state.
// This causes it to also wait for a key on a blank screen when
// a game is restarted. We only wait for a key here during the
// intro.
// This does mean we need to push out some extra line feeds to clear the screen
_display->printString(_strings.lineFeeds);
inputKey();
if (shouldQuit())
return;
}
}
void HiRes1Engine::init() {
if (Common::File::exists("ADVENTURE")) {
_files = new Files_Plain();
} else {
Files_AppleDOS *files = new Files_AppleDOS();
// The 2nd release obfuscates the VTOC (same may be true for the 1st release)
if (!files->open(getDiskImageName(0), (getGameVersion() == GAME_VER_HR1_COARSE ? 16 : 17)))
error("Failed to open '%s'", getDiskImageName(0).c_str());
_files = files;
}
_graphics = new GraphicsMan_v1<Display_A2>(*static_cast<Display_A2 *>(_display));
_display->moveCursorTo(Common::Point(0, 3));
StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_1));
// Some messages have overrides inside the executable
_gameStrings.cantGoThere = readStringAt(*stream, IDI_HR1_OFS_STR_CANT_GO_THERE);
_gameStrings.dontHaveIt = readStringAt(*stream, IDI_HR1_OFS_STR_DONT_HAVE_IT);
_gameStrings.dontUnderstand = readStringAt(*stream, IDI_HR1_OFS_STR_DONT_UNDERSTAND);
_gameStrings.gettingDark = readStringAt(*stream, IDI_HR1_OFS_STR_GETTING_DARK);
// Load other strings from executable
_strings.enterCommand = readStringAt(*stream, IDI_HR1_OFS_STR_ENTER_COMMAND);
_strings.verbError = readStringAt(*stream, IDI_HR1_OFS_STR_VERB_ERROR);
_strings.nounError = readStringAt(*stream, IDI_HR1_OFS_STR_NOUN_ERROR);
_strings.playAgain = readStringAt(*stream, IDI_HR1_OFS_STR_PLAY_AGAIN);
_strings.pressReturn = readStringAt(*stream, IDI_HR1_OFS_STR_PRESS_RETURN);
_strings.lineFeeds = readStringAt(*stream, IDI_HR1_OFS_STR_LINE_FEEDS);
// Set message IDs
_messageIds.cantGoThere = IDI_HR1_MSG_CANT_GO_THERE;
_messageIds.dontUnderstand = IDI_HR1_MSG_DONT_UNDERSTAND;
_messageIds.itemDoesntMove = IDI_HR1_MSG_ITEM_DOESNT_MOVE;
_messageIds.itemNotHere = IDI_HR1_MSG_ITEM_NOT_HERE;
_messageIds.thanksForPlaying = IDI_HR1_MSG_THANKS_FOR_PLAYING;
// Load message offsets
stream->seek(IDI_HR1_OFS_MSGS);
for (uint i = 0; i < IDI_HR1_NUM_MESSAGES; ++i)
_messages.push_back(_files->getDataBlock(IDS_HR1_MESSAGES, stream->readUint16LE()));
// Load picture data from executable
stream->seek(IDI_HR1_OFS_PICS);
for (uint i = 1; i <= IDI_HR1_NUM_PICS; ++i) {
byte block = stream->readByte();
Common::String name = Common::String::format("BLOCK%i", block);
uint16 offset = stream->readUint16LE();
_pictures[i] = _files->getDataBlock(name, offset);
}
// Load commands from executable
stream->seek(IDI_HR1_OFS_CMDS_1);
readCommands(*stream, _roomCommands);
stream->seek(IDI_HR1_OFS_CMDS_0);
readCommands(*stream, _globalCommands);
// Load dropped item offsets
stream->seek(IDI_HR1_OFS_ITEM_OFFSETS);
loadDroppedItemOffsets(*stream, IDI_HR1_NUM_ITEM_OFFSETS);
// Load shapes
stream->seek(IDI_HR1_OFS_SHAPES);
uint16 cornersCount = stream->readUint16LE();
for (uint i = 0; i < cornersCount; ++i)
_corners.push_back(_files->getDataBlock(IDS_HR1_EXE_1, IDI_HR1_OFS_SHAPES + stream->readUint16LE()));
if (stream->eos() || stream->err())
error("Failed to read game data from '" IDS_HR1_EXE_1 "'");
stream->seek(IDI_HR1_OFS_VERBS);
loadWords(*stream, _verbs, _priVerbs);
stream->seek(IDI_HR1_OFS_NOUNS);
loadWords(*stream, _nouns, _priNouns);
}
void HiRes1Engine::initGameState() {
_state.vars.resize(IDI_HR1_NUM_VARS);
StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_1));
// Load room data from executable
_roomDesc.clear();
stream->seek(IDI_HR1_OFS_ROOMS);
for (uint i = 0; i < IDI_HR1_NUM_ROOMS; ++i) {
Room room;
stream->readByte();
_roomDesc.push_back(stream->readByte());
for (uint j = 0; j < 6; ++j)
room.connections[j] = stream->readByte();
room.picture = stream->readByte();
room.curPicture = stream->readByte();
_state.rooms.push_back(room);
}
// Load item data from executable
stream->seek(IDI_HR1_OFS_ITEMS);
byte id;
while ((id = stream->readByte()) != 0xff) {
Item item;
item.id = id;
item.noun = stream->readByte();
item.room = stream->readByte();
item.picture = stream->readByte();
item.isShape = stream->readByte();
item.position.x = stream->readByte();
item.position.y = stream->readByte();
item.state = stream->readByte();
item.description = stream->readByte();
stream->readByte();
byte size = stream->readByte();
for (uint i = 0; i < size; ++i)
item.roomPictures.push_back(stream->readByte());
_state.items.push_back(item);
}
}
void HiRes1Engine::restartGame() {
_display->printString(_strings.pressReturn);
initState();
_display->printAsciiString(_strings.lineFeeds);
}
void HiRes1Engine::printString(const Common::String &str) {
Common::String wrap = str;
wordWrap(wrap);
_display->printString(wrap);
if (_messageDelay)
delay(14 * 166018 / 1000);
}
Common::String HiRes1Engine::loadMessage(uint idx) const {
const char returnChar = _display->asciiToNative('\r');
StreamPtr stream(_messages[idx]->createReadStream());
return readString(*stream, returnChar) + returnChar;
}
void HiRes1Engine::printMessage(uint idx) {
// Messages with hardcoded overrides don't delay after printing.
// It's unclear if this is a bug or not. In some cases the result
// is that these strings will scroll past the four-line text window
// before the user gets a chance to read them.
// NOTE: later games seem to wait for a key when the text window
// overflows and don't use delays. It might be better to use
// that system for this game as well.
switch (idx) {
case IDI_HR1_MSG_CANT_GO_THERE:
_display->printString(_gameStrings.cantGoThere);
return;
case IDI_HR1_MSG_DONT_HAVE_IT:
_display->printString(_gameStrings.dontHaveIt);
return;
case IDI_HR1_MSG_DONT_UNDERSTAND:
_display->printString(_gameStrings.dontUnderstand);
return;
case IDI_HR1_MSG_GETTING_DARK:
_display->printString(_gameStrings.gettingDark);
return;
default:
printString(loadMessage(idx));
}
}
void HiRes1Engine::drawItems() {
Common::List<Item>::iterator item;
uint dropped = 0;
for (item = _state.items.begin(); item != _state.items.end(); ++item) {
// Skip items not in this room
if (item->room != _state.room)
continue;
if (item->state == IDI_ITEM_DROPPED) {
// Draw dropped item if in normal view
if (getCurRoom().picture == getCurRoom().curPicture)
drawItem(*item, _itemOffsets[dropped++]);
} else {
// Draw fixed item if current view is in the pic list
Common::Array<byte>::const_iterator pic;
for (pic = item->roomPictures.begin(); pic != item->roomPictures.end(); ++pic) {
if (*pic == getCurRoom().curPicture) {
drawItem(*item, item->position);
break;
}
}
}
}
}
void HiRes1Engine::drawItem(Item &item, const Common::Point &pos) {
if (item.isShape) {
StreamPtr stream(_corners[item.picture - 1]->createReadStream());
Common::Point p(pos);
_graphics->drawShape(*stream, p);
} else
drawPic(item.picture, pos);
}
void HiRes1Engine::loadRoom(byte roomNr) {
_roomData.description = loadMessage(_roomDesc[_state.room - 1]);
}
void HiRes1Engine::showRoom() {
_state.curPicture = getCurRoom().curPicture;
_graphics->clearScreen();
loadRoom(_state.room);
if (!_state.isDark) {
drawPic(getCurRoom().curPicture);
drawItems();
}
_display->renderGraphics();
_messageDelay = false;
printString(_roomData.description);
_messageDelay = true;
}
void HiRes1Engine::wordWrap(Common::String &str) const {
uint end = 39;
const char spaceChar = _display->asciiToNative(' ');
const char returnChar = _display->asciiToNative('\r');
while (1) {
if (str.size() <= end)
return;
while (str[end] != spaceChar)
--end;
str.setChar(returnChar, end);
end += 40;
}
}
Engine *HiRes1Engine_create(OSystem *syst, const AdlGameDescription *gd) {
return new HiRes1Engine(syst, gd);
}
} // End of namespace Adl