mirror of
https://github.com/libretro/scummvm.git
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258 lines
6.7 KiB
C++
258 lines
6.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ADL_ADL_H
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#define ADL_ADL_H
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#include "common/random.h"
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#include "common/rect.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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namespace Common {
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class ReadStream;
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class SeekableReadStream;
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}
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namespace Adl {
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#define SAVEGAME_VERSION 0
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#define SAVEGAME_NAME_LEN 32
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class Display;
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class Parser;
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class Console;
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struct AdlGameDescription;
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enum GameType {
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kGameTypeNone = 0,
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kGameTypeHires1
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};
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struct StringOffset {
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int stringIdx;
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uint offset;
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};
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// Messages used outside of scripts
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enum EngineMessage {
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IDI_MSG_CANT_GO_THERE,
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IDI_MSG_DONT_UNDERSTAND,
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IDI_MSG_ITEM_DOESNT_MOVE,
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IDI_MSG_ITEM_NOT_HERE,
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IDI_MSG_THANKS_FOR_PLAYING
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};
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// Strings embedded in the executable
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enum EngineString {
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IDI_STR_ENTER_COMMAND,
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IDI_STR_VERB_ERROR,
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IDI_STR_NOUN_ERROR,
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IDI_STR_PLAY_AGAIN,
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IDI_STR_TOTAL
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};
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// Conditional opcodes
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#define IDO_CND_ITEM_IN_ROOM 0x03
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#define IDO_CND_MOVES_GE 0x05
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#define IDO_CND_VAR_EQ 0x06
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#define IDO_CND_CUR_PIC_EQ 0x09
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#define IDO_CND_ITEM_PIC_EQ 0x0a
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// Action opcodes
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#define IDO_ACT_VAR_ADD 0x01
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#define IDO_ACT_VAR_SUB 0x02
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#define IDO_ACT_VAR_SET 0x03
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#define IDO_ACT_LIST_ITEMS 0x04
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#define IDO_ACT_MOVE_ITEM 0x05
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#define IDO_ACT_SET_ROOM 0x06
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#define IDO_ACT_SET_CUR_PIC 0x07
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#define IDO_ACT_SET_PIC 0x08
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#define IDO_ACT_PRINT_MSG 0x09
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#define IDO_ACT_SET_LIGHT 0x0a
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#define IDO_ACT_SET_DARK 0x0b
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#define IDO_ACT_QUIT 0x0d
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#define IDO_ACT_SAVE 0x0f
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#define IDO_ACT_LOAD 0x10
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#define IDO_ACT_RESTART 0x11
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#define IDO_ACT_PLACE_ITEM 0x12
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#define IDO_ACT_SET_ITEM_PIC 0x13
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#define IDO_ACT_RESET_PIC 0x14
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#define IDO_ACT_GO_NORTH 0x15
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#define IDO_ACT_GO_SOUTH 0x16
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#define IDO_ACT_GO_EAST 0x17
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#define IDO_ACT_GO_WEST 0x18
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#define IDO_ACT_GO_UP 0x19
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#define IDO_ACT_GO_DOWN 0x1a
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#define IDO_ACT_TAKE_ITEM 0x1b
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#define IDO_ACT_DROP_ITEM 0x1c
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#define IDO_ACT_SET_ROOM_PIC 0x1d
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struct Room {
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byte description;
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byte connections[6];
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byte picture;
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byte curPicture;
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};
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struct Picture {
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byte block;
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uint16 offset;
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};
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struct Command {
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byte room;
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byte verb, noun;
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byte numCond, numAct;
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Common::Array<byte> script;
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};
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enum {
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IDI_ITEM_NOT_MOVED,
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IDI_ITEM_MOVED,
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IDI_ITEM_DOESNT_MOVE
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};
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#define IDI_NONE 0xfe
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struct Item {
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byte noun;
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byte room;
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byte picture;
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bool isLineArt;
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Common::Point position;
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int state;
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byte description;
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Common::Array<byte> roomPictures;
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};
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struct State {
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Common::Array<Room> rooms;
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Common::Array<Item> items;
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Common::Array<byte> vars;
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byte room;
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uint16 moves;
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bool isDark;
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State() : room(1), moves(0), isDark(false) { }
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};
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typedef Common::List<Command> Commands;
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class AdlEngine : public Engine {
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public:
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AdlEngine(OSystem *syst, const AdlGameDescription *gd);
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virtual ~AdlEngine();
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const AdlGameDescription *_gameDescription;
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bool hasFeature(EngineFeature f) const;
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const char *getGameId() const;
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static AdlEngine *create(GameType type, OSystem *syst, const AdlGameDescription *gd);
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Common::Error run();
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virtual Common::String getEngineString(int str);
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protected:
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typedef Common::HashMap<Common::String, uint> WordMap;
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virtual void runIntro() { }
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virtual void runGame() = 0;
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virtual void initState() = 0;
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virtual void restartGame() = 0;
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virtual uint getEngineMessage(EngineMessage msg) = 0;
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bool canSaveGameStateCurrently();
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bool canLoadGameStateCurrently();
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Common::String readString(Common::ReadStream &stream, byte until = 0);
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void printStrings(Common::SeekableReadStream &stream, int count = 1);
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virtual void printMessage(uint idx, bool wait = true);
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void wordWrap(Common::String &str);
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void readCommands(Common::ReadStream &stream, Commands &commands);
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bool matchCommand(const Command &command, byte verb, byte noun, bool run = true);
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bool doOneCommand(const Commands &commands, byte verb, byte noun);
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void doAllCommands(const Commands &commands, byte verb, byte noun);
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void doActions(const Command &command, byte noun, byte offset);
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void clearScreen();
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virtual void drawPic(byte pic, Common::Point pos = Common::Point()) = 0;
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void drawItems();
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void drawNextPixel(Common::Point &p, byte color, byte bits, byte quadrant);
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void drawLineArt(const Common::Array<byte> &lineArt, Common::Point p, byte rotation = 0, byte scaling = 1, byte color = 0x7f);
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void showRoom();
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void takeItem(byte noun);
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void dropItem(byte noun);
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Room &room(uint i);
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Room &curRoom();
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Item &item(uint i);
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byte &var(uint i);
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void loadVerbs(Common::ReadStream &stream) { loadWords(stream, _verbs); }
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void loadNouns(Common::ReadStream &stream) { loadWords(stream, _nouns); }
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void getInput(uint &verb, uint &noun);
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void loadWords(Common::ReadStream &stream, WordMap &map);
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Common::String getLine();
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Common::String getWord(const Common::String &line, uint &index);
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void printASCIIString(const Common::String &str);
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Common::String inputString(byte prompt = 0);
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void delay(uint32 ms);
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byte inputKey();
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Common::Error loadGameState(int slot);
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Common::Error saveGameState(int slot, const Common::String &desc);
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Display *_display;
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Parser *_parser;
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bool _isRestarting, _isRestoring;
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byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
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bool _canSaveNow, _canRestoreNow;
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Common::Array<Common::String> _strings;
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Common::Array<Common::String> _messages;
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Common::Array<Picture> _pictures;
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Common::Array<Common::Point> _itemOffsets;
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Common::Array<Common::Array<byte> > _lineArt;
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Commands _roomCommands;
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Commands _globalCommands;
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// Game state
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State _state;
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private:
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void printEngineMessage(EngineMessage);
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Common::String getTargetName() { return _targetName; }
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byte convertKey(uint16 ascii);
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enum {
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kWordSize = 8
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};
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WordMap _verbs;
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WordMap _nouns;
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};
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AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd);
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} // End of namespace Adl
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#endif
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