2016-03-09 10:03:13 +01:00

258 lines
6.7 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.
*
*/
#ifndef ADL_ADL_H
#define ADL_ADL_H
#include "common/random.h"
#include "common/rect.h"
#include "engines/engine.h"
#include "gui/debugger.h"
namespace Common {
class ReadStream;
class SeekableReadStream;
}
namespace Adl {
#define SAVEGAME_VERSION 0
#define SAVEGAME_NAME_LEN 32
class Display;
class Parser;
class Console;
struct AdlGameDescription;
enum GameType {
kGameTypeNone = 0,
kGameTypeHires1
};
struct StringOffset {
int stringIdx;
uint offset;
};
// Messages used outside of scripts
enum EngineMessage {
IDI_MSG_CANT_GO_THERE,
IDI_MSG_DONT_UNDERSTAND,
IDI_MSG_ITEM_DOESNT_MOVE,
IDI_MSG_ITEM_NOT_HERE,
IDI_MSG_THANKS_FOR_PLAYING
};
// Strings embedded in the executable
enum EngineString {
IDI_STR_ENTER_COMMAND,
IDI_STR_VERB_ERROR,
IDI_STR_NOUN_ERROR,
IDI_STR_PLAY_AGAIN,
IDI_STR_TOTAL
};
// 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
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;
class AdlEngine : public Engine {
public:
AdlEngine(OSystem *syst, const AdlGameDescription *gd);
virtual ~AdlEngine();
const AdlGameDescription *_gameDescription;
bool hasFeature(EngineFeature f) const;
const char *getGameId() const;
static AdlEngine *create(GameType type, OSystem *syst, const AdlGameDescription *gd);
Common::Error run();
virtual Common::String getEngineString(int str);
protected:
typedef Common::HashMap<Common::String, uint> WordMap;
virtual void runIntro() { }
virtual void runGame() = 0;
virtual void initState() = 0;
virtual void restartGame() = 0;
virtual uint getEngineMessage(EngineMessage msg) = 0;
bool canSaveGameStateCurrently();
bool canLoadGameStateCurrently();
Common::String readString(Common::ReadStream &stream, byte until = 0);
void printStrings(Common::SeekableReadStream &stream, int count = 1);
virtual void printMessage(uint idx, bool wait = true);
void wordWrap(Common::String &str);
void readCommands(Common::ReadStream &stream, Commands &commands);
bool matchCommand(const Command &command, byte verb, byte noun, bool run = true);
bool doOneCommand(const Commands &commands, byte verb, byte noun);
void doAllCommands(const Commands &commands, byte verb, byte noun);
void doActions(const Command &command, byte noun, byte offset);
void clearScreen();
virtual void drawPic(byte pic, Common::Point pos = Common::Point()) = 0;
void drawItems();
void drawNextPixel(Common::Point &p, byte color, byte bits, byte quadrant);
void drawLineArt(const Common::Array<byte> &lineArt, Common::Point p, byte rotation = 0, byte scaling = 1, byte color = 0x7f);
void showRoom();
void takeItem(byte noun);
void dropItem(byte noun);
Room &room(uint i);
Room &curRoom();
Item &item(uint i);
byte &var(uint i);
void loadVerbs(Common::ReadStream &stream) { loadWords(stream, _verbs); }
void loadNouns(Common::ReadStream &stream) { loadWords(stream, _nouns); }
void getInput(uint &verb, uint &noun);
void loadWords(Common::ReadStream &stream, WordMap &map);
Common::String getLine();
Common::String getWord(const Common::String &line, uint &index);
void printASCIIString(const Common::String &str);
Common::String inputString(byte prompt = 0);
void delay(uint32 ms);
byte inputKey();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
Display *_display;
Parser *_parser;
bool _isRestarting, _isRestoring;
byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
bool _canSaveNow, _canRestoreNow;
Common::Array<Common::String> _strings;
Common::Array<Common::String> _messages;
Common::Array<Picture> _pictures;
Common::Array<Common::Point> _itemOffsets;
Common::Array<Common::Array<byte> > _lineArt;
Commands _roomCommands;
Commands _globalCommands;
// Game state
State _state;
private:
void printEngineMessage(EngineMessage);
Common::String getTargetName() { return _targetName; }
byte convertKey(uint16 ascii);
enum {
kWordSize = 8
};
WordMap _verbs;
WordMap _nouns;
};
AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd);
} // End of namespace Adl
#endif