scummvm/engines/adl/hires1.cpp
2021-07-28 01:07:03 +02:00

656 lines
18 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/memstream.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_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_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
class HiRes1Engine : public AdlEngine {
public:
HiRes1Engine(OSystem *syst, const AdlGameDescription *gd) :
AdlEngine(syst, gd),
_files(nullptr),
_messageDelay(true) { }
~HiRes1Engine() override { delete _files; }
protected:
// AdlEngine
void runIntro() override;
void init() override;
void initGameState() override;
void restartGame();
void printString(const Common::String &str) override;
Common::String loadMessage(uint idx) const override;
void printMessage(uint idx) override;
void drawItems() override;
void drawItem(Item &item, const Common::Point &pos) override;
void loadRoom(byte roomNr) override;
void showRoom() override;
void showInstructions(Common::SeekableReadStream &stream);
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) {
_display->setMode(Display::kModeText);
for (;;) {
byte opc = stream.readByte();
if (opc != 0x20)
error("Error reading instructions");
uint16 addr = stream.readUint16BE();
if (addr == 0x58fc) {
// HOME
_display->home();
} else if (addr == 0x6ffd) {
// GETLN1
inputString();
if (shouldQuit())
return;
} else {
// We assume print string call (addr varies per game)
Common::String str = readString(stream);
if (stream.err() || stream.eos())
error("Error reading instructions");
// Ctrl-D signifies system command (main binary would be loaded here)
size_t posChr4 = str.findFirstOf(_display->asciiToNative(4));
if (posChr4 != str.npos) {
_display->printString(str.substr(0, posChr4));
return;
}
_display->printString(str);
}
}
}
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) {
// Later binaries have a MIXEDON prepended to it, by skipping it
// we can use the same offsets for both variants
if (stream->readUint16BE() == 0xad53)
stream.reset(_files->createReadStream(IDS_HR1_EXE_0, 3));
stream->seek(0x1000);
_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 P.D.E. version on the Roberta Williams Anthology has a renamed HELLO file
const char *fileName = "MYSTERY.HELLO";
if (!_files->exists(fileName))
fileName = "HELLO";
StreamPtr basic(_files->createReadStream(fileName));
_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, 0xc);
if (getGameVersion() >= GAME_VER_HR1_COARSE) {
bool instructions = false;
char keyInstr = 'I';
char keyGame = 'G';
if (getLanguage() == Common::FR_FRA) {
keyInstr = 'M';
keyGame = 'J';
}
while (1) {
_display->printString(str);
Common::String s = inputString();
if (shouldQuit())
break;
if (s.empty())
continue;
if (s[0] == _display->asciiToNative(keyInstr)) {
instructions = true;
break;
} else if (s[0] == _display->asciiToNative(keyGame)) {
break;
}
}
if (instructions) {
stream->seek(0x5d);
showInstructions(*stream);
_display->printAsciiString("\r");
}
} else {
// 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).
stream->seek(3);
showInstructions(*stream);
inputString();
}
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();
}
}
void HiRes1Engine::init() {
if (Common::File::exists("ADVENTURE")) {
_files = new Files_Plain();
} else {
Files_AppleDOS *files = new Files_AppleDOS();
if (!files->open(getDiskImageName(0)))
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, 23)); // DOS 3.3
StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_1));
Common::StringArray exeStrings;
extractExeStrings(*stream, 0x1576, exeStrings);
if (exeStrings.size() != 18)
error("Failed to load strings from executable");
// Some messages have overrides inside the executable
_gameStrings.cantGoThere = exeStrings[12];
_gameStrings.dontHaveIt = exeStrings[13];
_gameStrings.dontUnderstand = exeStrings[14];
_gameStrings.gettingDark = exeStrings[15];
// Load other strings from executable
_strings.enterCommand = exeStrings[5];
_strings.verbError = exeStrings[3];
_strings.nounError = exeStrings[4];
_strings.playAgain = exeStrings[8];
_strings.pressReturn = exeStrings[10];
_strings.lineFeeds = exeStrings[1];
// 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;
if (getLanguage() == Common::FR_FRA) {
_verbErrorPos = 15;
_nounErrorPos = 31;
}
// 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()));
// The French version has 5 additional strings
if (getLanguage() == Common::FR_FRA)
for (uint i = 0; i < 5; ++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(getLanguage() == Common::FR_FRA ? 0x900 : 0x3800);
loadWords(*stream, _verbs, _priVerbs);
stream->seek(0xf00);
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(getLanguage() == Common::FR_FRA ? 2900 : 2250);
}
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) {
// In the English version, messages with hardcoded overrides don't delay
// after printing. It's unclear if this is a bug or not. In most cases
// the slow drawing of the room will give the player a chance to read
// it. This isn't the case in ScummVM however, so we add a delay after
// these messages.
// In the French version, messages with hardcoded overrides delay
// based on string length. This leads to overly long delays on longer
// strings. This might be a bug, since other messages have a fixed
// delay (that is slightly longer than the English version).
// We've chosen to stick with fixed delays here as well.
// NOTE: Later games 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);
break;
case IDI_HR1_MSG_DONT_HAVE_IT:
_display->printString(_gameStrings.dontHaveIt);
break;
case IDI_HR1_MSG_DONT_UNDERSTAND:
_display->printString(_gameStrings.dontUnderstand);
break;
case IDI_HR1_MSG_GETTING_DARK:
_display->printString(_gameStrings.gettingDark);
break;
default:
return printString(loadMessage(idx));
}
delay(1500);
}
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;
}
}
class HiRes1Engine_VF : public HiRes1Engine {
public:
HiRes1Engine_VF(OSystem *syst, const AdlGameDescription *gd) :
HiRes1Engine(syst, gd) { }
private:
// AdlEngine
void runIntro() override;
void getInput(uint &verb, uint &noun) override;
};
void HiRes1Engine_VF::getInput(uint &verb, uint &noun) {
// This version has a modified "parser"
while (1) {
_display->printString(_strings.enterCommand);
const Common::String line = getLine();
if (shouldQuit() || _isRestoring)
return;
uint index = 0;
Common::String verbString = getWord(line, index);
if (!_verbs.contains(verbString)) {
// If the verb is not found and it looks like an imperative, try to build the infinitive
const size_t ezPos = verbString.find("\xc5\xda"); // "EZ"
bool found = false;
if (ezPos != verbString.npos) {
const char *suf[] = { "\xc5\xd2", "\xc9\xd2", "\xd2\xc5", nullptr }; // "ER", "IR", "RE"
for (uint i = 0; suf[i]; ++i) {
verbString.replace(ezPos, 2, suf[i]);
if (_verbs.contains(verbString)) {
found = true;
break;
}
}
}
if (!found) {
_display->printString(formatVerbError(verbString));
continue;
}
}
verb = _verbs[verbString];
while (1) {
// Go over all nouns to find one we know. At the end of the string,
// it will always match the empty word (which is in the noun list).
// The original has a code path to return a noun error here, but
// it appears to be non-functional.
const Common::String nounString = getWord(line, index);
if (_nouns.contains(nounString)) {
noun = _nouns[nounString];
return;
}
}
}
}
void HiRes1Engine_VF::runIntro() {
StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_0));
stream->seek(0x1000);
// Title image is one padding byte short, so we first read it into a buffer
const uint frameBufferSize = 0x2000;
byte *const frameBuffer = (byte *)malloc(frameBufferSize);
if (stream->read(frameBuffer, frameBufferSize - 1) < frameBufferSize - 1)
error("Failed to read title image");
// Set missing byte
frameBuffer[frameBufferSize - 1] = 0;
Common::MemoryReadStream frameBufferStream(frameBuffer, frameBufferSize, DisposeAfterUse::YES);
_display->setMode(Display::kModeGraphics);
static_cast<Display_A2 *>(_display)->loadFrameBuffer(frameBufferStream);
_display->renderGraphics();
_display->setMode(Display::kModeMixed);
Common::String str = readStringAt(*stream, 0xf);
while (1) {
_display->printString(str);
const char key = inputKey();
if (shouldQuit())
return;
if (key == _display->asciiToNative('M')) {
stream->seek(0x75);
showInstructions(*stream);
return;
} else if (key == _display->asciiToNative('J')) {
return;
}
}
}
Engine *HiRes1Engine_create(OSystem *syst, const AdlGameDescription *gd) {
if (gd->version == GAME_VER_HR1_VF2)
return new HiRes1Engine_VF(syst, gd);
return new HiRes1Engine(syst, gd);
}
} // End of namespace Adl