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