Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

463 lines
13 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/debug-channels.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/str.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/func.h"
#include "common/ptr.h"
#include "common/scummsys.h"
#include "engines/engine.h"
#include "audio/mixer.h"
#include "audio/softsynth/pcspk.h"
#include "adl/console.h"
#include "adl/disk.h"
#include "adl/sound.h"
#include "adl/detection.h"
namespace Common {
class ReadStream;
class WriteStream;
class SeekableReadStream;
class File;
struct Event;
class RandomSource;
}
namespace Adl {
class Console;
class Display;
class GraphicsMan;
struct AdlGameDescription;
class ScriptEnv;
enum kDebugChannels {
kDebugChannelScript = 1 << 0
};
// Save and restore opcodes
#define IDO_ACT_SAVE 0x0f
#define IDO_ACT_LOAD 0x10
#define IDI_CUR_ROOM 0xfc
#define IDI_VOID_ROOM 0xfd
#define IDI_ANY 0xfe
#define IDI_WORD_SIZE 8
enum Direction {
IDI_DIR_NORTH,
IDI_DIR_SOUTH,
IDI_DIR_EAST,
IDI_DIR_WEST,
IDI_DIR_UP,
IDI_DIR_DOWN,
IDI_DIR_TOTAL
};
struct Room {
Room() :
description(0),
picture(0),
curPicture(0),
isFirstTime(true) {
memset(connections, 0, sizeof(connections));
}
byte description;
byte connections[IDI_DIR_TOTAL];
DataBlockPtr data;
byte picture;
byte curPicture;
bool isFirstTime;
};
typedef Common::HashMap<byte, DataBlockPtr> PictureMap;
typedef Common::Array<byte> Script;
struct Command {
byte room;
byte verb, noun;
byte numCond, numAct;
Script script;
};
class ScriptEnv {
public:
ScriptEnv(const Command &cmd, byte room, byte verb, byte noun) :
_cmd(cmd), _room(room), _verb(verb), _noun(noun), _ip(0) { }
virtual ~ScriptEnv() { }
enum kOpType {
kOpTypeDone,
kOpTypeCond,
kOpTypeAct
};
byte op() const { return _cmd.script[_ip]; }
virtual kOpType getOpType() const = 0;
// We keep this 1-based for easier comparison with the original engine
byte arg(uint i) const { return _cmd.script[_ip + i]; }
virtual void next(uint numArgs) = 0;
bool isMatch() const {
return (_cmd.room == IDI_ANY || _cmd.room == _room) &&
(_cmd.verb == IDI_ANY || _cmd.verb == _verb) &&
(_cmd.noun == IDI_ANY || _cmd.noun == _noun);
}
byte getNoun() const { return _noun; }
const Command &getCommand() const { return _cmd; }
protected:
byte _ip;
private:
const Command &_cmd;
const byte _room, _verb, _noun;
};
enum {
IDI_ITEM_NOT_MOVED,
IDI_ITEM_DROPPED,
IDI_ITEM_DOESNT_MOVE
};
struct Item {
byte id;
byte noun;
byte region;
byte room;
byte picture;
bool isShape;
Common::Point position;
int state;
byte description;
Common::Array<byte> roomPictures;
bool isOnScreen;
Item() : id(0), noun(0), region(0), room(0), picture(0), isShape(false), state(0), description(0), isOnScreen(false) { }
};
struct Time {
byte hours, minutes;
Time() : hours(12), minutes(0) { }
};
struct RoomState {
byte picture;
byte isFirstTime;
};
struct Region {
Common::Array<byte> vars;
Common::Array<RoomState> rooms;
};
struct State {
Common::Array<Region> regions;
Common::Array<Room> rooms;
Common::List<Item> items;
Common::Array<byte> vars;
byte region, prevRegion;
byte room;
byte curPicture;
uint16 moves;
bool isDark;
Time time;
State() : region(0), prevRegion(0), room(1), curPicture(0), moves(1), isDark(false) { }
};
typedef Common::List<Command> Commands;
typedef Common::HashMap<Common::String, uint> WordMap;
struct RoomData {
Common::String description;
PictureMap pictures;
Commands commands;
};
// Opcode debugging macros
#define OP_DEBUG_0(F) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F)) \
return 0; \
} while (0)
#define OP_DEBUG_1(F, P1) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1)) \
return 1; \
} while (0)
#define OP_DEBUG_2(F, P1, P2) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2)) \
return 2; \
} while (0)
#define OP_DEBUG_3(F, P1, P2, P3) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2, P3)) \
return 3; \
} while (0)
#define OP_DEBUG_4(F, P1, P2, P3, P4) do { \
if (DebugMan.isDebugChannelEnabled(kDebugChannelScript) && op_debug(F, P1, P2, P3, P4)) \
return 4; \
} while (0)
class AdlEngine : public Engine {
friend class Console;
public:
~AdlEngine() override;
bool pollEvent(Common::Event &event) const;
void bell(uint count = 1) const;
protected:
AdlEngine(OSystem *syst, const AdlGameDescription *gd);
// Engine
Common::Error loadGameState(int slot) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
bool canSaveGameStateCurrently() override;
virtual Common::String getSaveStateName(int slot) const override;
Common::String getDiskImageName(byte volume) const { return Adl::getDiskImageName(*_gameDescription, volume); }
GameType getGameType() const { return Adl::getGameType(*_gameDescription); }
GameVersion getGameVersion() const { return Adl::getGameVersion(*_gameDescription); }
virtual void gameLoop();
virtual void loadState(Common::ReadStream &stream);
virtual void saveState(Common::WriteStream &stream);
Common::String readString(Common::ReadStream &stream, byte until = 0) const;
Common::String readStringAt(Common::SeekableReadStream &stream, uint offset, byte until = 0) const;
void openFile(Common::File &file, const Common::String &name) const;
virtual void printString(const Common::String &str) = 0;
virtual Common::String loadMessage(uint idx) const = 0;
virtual void printMessage(uint idx);
virtual Common::String getItemDescription(const Item &item) const;
void delay(uint32 ms) const;
virtual Common::String getLine();
Common::String inputString(byte prompt = 0) const;
byte inputKey(bool showCursor = true) const;
void getInput(uint &verb, uint &noun);
virtual Common::String formatVerbError(const Common::String &verb) const;
virtual Common::String formatNounError(const Common::String &verb, const Common::String &noun) const;
void loadWords(Common::ReadStream &stream, WordMap &map, Common::StringArray &pri) const;
void readCommands(Common::ReadStream &stream, Commands &commands);
void removeCommand(Commands &commands, uint idx);
Command &getCommand(Commands &commands, uint idx);
void checkInput(byte verb, byte noun);
virtual bool isInputValid(byte verb, byte noun, bool &is_any);
virtual bool isInputValid(const Commands &commands, byte verb, byte noun, bool &is_any);
virtual void applyRoomWorkarounds(byte roomNr) { }
virtual void applyRegionWorkarounds() { }
virtual void setupOpcodeTables();
virtual void initState();
virtual void switchRoom(byte roomNr);
virtual byte roomArg(byte room) const;
virtual void advanceClock() { }
void loadDroppedItemOffsets(Common::ReadStream &stream, byte count);
// Opcodes
typedef Common::SharedPtr<Common::Functor1<ScriptEnv &, int> > Opcode;
template <class T>
Opcode opcode(int (T::*f)(ScriptEnv &)) {
return Opcode(new Common::Functor1Mem<ScriptEnv &, int, T>(static_cast<T *>(this), f));
}
virtual int o_isItemInRoom(ScriptEnv &e);
virtual int o_isMovesGT(ScriptEnv &e);
virtual int o_isVarEQ(ScriptEnv &e);
virtual int o_isCurPicEQ(ScriptEnv &e);
virtual int o_isItemPicEQ(ScriptEnv &e);
virtual int o_varAdd(ScriptEnv &e);
virtual int o_varSub(ScriptEnv &e);
virtual int o_varSet(ScriptEnv &e);
virtual int o_listInv(ScriptEnv &e);
virtual int o_moveItem(ScriptEnv &e);
virtual int o_setRoom(ScriptEnv &e);
virtual int o_setCurPic(ScriptEnv &e);
virtual int o_setPic(ScriptEnv &e);
virtual int o_printMsg(ScriptEnv &e);
virtual int o_setLight(ScriptEnv &e);
virtual int o_setDark(ScriptEnv &e);
virtual int o_save(ScriptEnv &e);
virtual int o_restore(ScriptEnv &e);
virtual int o_restart(ScriptEnv &e);
virtual int o_quit(ScriptEnv &e);
virtual int o_placeItem(ScriptEnv &e);
virtual int o_setItemPic(ScriptEnv &e);
virtual int o_resetPic(ScriptEnv &e);
virtual int o_takeItem(ScriptEnv &e);
virtual int o_dropItem(ScriptEnv &e);
virtual int o_setRoomPic(ScriptEnv &e);
virtual int goDirection(ScriptEnv &e, Direction D);
int o_goNorth(ScriptEnv &e) { return goDirection(e, IDI_DIR_NORTH); }
int o_goSouth(ScriptEnv &e) { return goDirection(e, IDI_DIR_SOUTH); }
int o_goEast(ScriptEnv &e) { return goDirection(e, IDI_DIR_EAST); }
int o_goWest(ScriptEnv &e) { return goDirection(e, IDI_DIR_WEST); }
int o_goUp(ScriptEnv &e) { return goDirection(e, IDI_DIR_UP); }
int o_goDown(ScriptEnv &e) { return goDirection(e, IDI_DIR_DOWN); }
// Graphics
void drawPic(byte pic, Common::Point pos = Common::Point()) const;
// Sound
bool playTones(const Tones &tones, bool isMusic, bool allowSkip = false) const;
// Game state functions
const Region &getRegion(uint i) const;
Region &getRegion(uint i);
const Room &getRoom(uint i) const;
Room &getRoom(uint i);
const Region &getCurRegion() const;
Region &getCurRegion();
const Room &getCurRoom() const;
Room &getCurRoom();
const Item &getItem(uint i) const;
Item &getItem(uint i);
byte getVar(uint i) const;
void setVar(uint i, byte value);
virtual void takeItem(byte noun);
virtual void dropItem(byte noun);
bool matchCommand(ScriptEnv &env) const;
void doActions(ScriptEnv &env);
bool doOneCommand(const Commands &commands, byte verb, byte noun);
void doAllCommands(const Commands &commands, byte verb, byte noun);
virtual ScriptEnv *createScriptEnv(const Command &cmd, byte room, byte verb, byte noun);
// Debug functions
static Common::String toAscii(const Common::String &str);
Common::String itemStr(uint i) const;
Common::String roomStr(uint i) const;
Common::String itemRoomStr(uint i) const;
Common::String verbStr(uint i) const;
Common::String nounStr(uint i) const;
Common::String msgStr(uint i) const;
Common::String dirStr(Direction dir) const;
bool op_debug(const char *fmt, ...) const;
Common::DumpFile *_dumpFile;
Display *_display;
GraphicsMan *_graphics;
bool _textMode;
// Opcodes
Common::Array<Opcode> _condOpcodes, _actOpcodes;
// Message strings in data file
Common::Array<DataBlockPtr> _messages;
// Picture data
PictureMap _pictures;
// Dropped item screen offsets
Common::Array<Common::Point> _itemOffsets;
// <room, verb, noun, script> lists
Commands _roomCommands;
Commands _globalCommands;
// Data related to the current room
RoomData _roomData;
WordMap _verbs;
WordMap _nouns;
Common::StringArray _priVerbs;
Common::StringArray _priNouns;
struct {
Common::String enterCommand;
Common::String verbError;
Common::String nounError;
Common::String playAgain;
Common::String pressReturn;
Common::String lineFeeds;
} _strings;
struct {
uint cantGoThere;
uint dontUnderstand;
uint itemDoesntMove;
uint itemNotHere;
uint thanksForPlaying;
} _messageIds;
// Game state
State _state;
uint _linesPrinted;
bool _isRestarting, _isRestoring, _isQuitting;
bool _canSaveNow, _canRestoreNow;
bool _abortScript;
Common::RandomSource *_random;
const AdlGameDescription *_gameDescription;
mutable Common::File *_inputScript;
mutable uint _scriptDelay;
mutable bool _scriptPaused;
private:
virtual void runIntro() { }
virtual void init() = 0;
virtual void initGameState() = 0;
virtual void drawItems() = 0;
virtual void drawItem(Item &item, const Common::Point &pos) = 0;
virtual void loadRoom(byte roomNr) = 0;
virtual void showRoom() = 0;
virtual void switchRegion(byte region) { }
void runScript(const char *filename) const;
void stopScript() const;
void setScriptDelay(uint scriptDelay) const { _scriptDelay = scriptDelay; }
Common::String getScriptLine() const;
// Engine
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
bool canLoadGameStateCurrently() override;
// Text input
byte convertKey(uint16 ascii) const;
Common::String getWord(const Common::String &line, uint &index) const;
byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
};
} // End of namespace Adl
#endif