scummvm/engines/adl/adl.h
2016-03-09 10:03:13 +01:00

165 lines
3.8 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 {
class Display;
class Parser;
class Console;
struct AdlGameDescription;
struct StringOffset {
int stringIdx;
uint offset;
};
enum GameType {
kGameTypeNone = 0,
kGameTypeHires1
};
// 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
};
struct Room {
byte description;
byte connections[6];
byte field8;
byte picture;
};
struct Picture {
byte block;
uint16 offset;
};
struct Command {
byte room;
byte verb, noun;
byte numCond, numAct;
Common::Array<byte> script;
};
struct Item {
byte field1;
byte field2;
byte field3;
byte field4;
byte field5;
byte field6;
byte field7;
byte field8;
Common::Array<byte> field10;
};
typedef Common::List<Command> Commands;
class AdlEngine : public Engine {
public:
AdlEngine(OSystem *syst, const AdlGameDescription *gd);
virtual ~AdlEngine();
const AdlGameDescription *_gameDescription;
uint32 getFeatures() 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:
virtual void runGame() = 0;
virtual uint getEngineMessage(EngineMessage msg) = 0;
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 checkCommand(const Command &command, byte verb, byte noun);
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();
void takeItem(byte noun);
void dropItem(byte noun);
Display *_display;
Parser *_parser;
Common::Array<Common::String> _strings;
Common::Array<Common::String> _messages;
Common::Array<Picture> _pictures;
Common::Array<Item> _inventory;
Common::Array<Common::Point> _itemOffsets;
Common::Array<Common::Array<byte> > _drawings;
Commands _roomCommands;
Commands _globalCommands;
// Game state
Common::Array<Room> _rooms;
byte _room;
uint16 _steps;
Common::Array<byte> _variables;
bool _isDark;
private:
void printEngineMessage(EngineMessage);
};
AdlEngine *HiRes1Engine__create(OSystem *syst, const AdlGameDescription *gd);
} // End of namespace Adl
#endif