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/* 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/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"
namespace Common {
class ReadStream;
class WriteStream;
class SeekableReadStream;
class File;
struct Event;
}
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) { }
byte op() const { return _cmd.script[_ip]; }
// We keep this 1-based for easier comparison with the original engine
byte arg(uint i) const { return _cmd.script[_ip + i]; }
void skip(uint i) { _ip += i; }
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 getCondCount() const { return _cmd.numCond; }
byte getActCount() const { return _cmd.numAct; }
byte getNoun() const { return _noun; }
const Command &getCommand() const { return _cmd; }
private:
const Command &_cmd;
const byte _room, _verb, _noun;
byte _ip;
};
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:
virtual ~AdlEngine();
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);
Common::Error saveGameState(int slot, const Common::String &desc);
bool canSaveGameStateCurrently();
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
int o1_isItemInRoom(ScriptEnv &e);
int o1_isMovesGT(ScriptEnv &e);
int o1_isVarEQ(ScriptEnv &e);
int o1_isCurPicEQ(ScriptEnv &e);
int o1_isItemPicEQ(ScriptEnv &e);
int o1_varAdd(ScriptEnv &e);
int o1_varSub(ScriptEnv &e);
int o1_varSet(ScriptEnv &e);
int o1_listInv(ScriptEnv &e);
int o1_moveItem(ScriptEnv &e);
int o1_setRoom(ScriptEnv &e);
int o1_setCurPic(ScriptEnv &e);
int o1_setPic(ScriptEnv &e);
int o1_printMsg(ScriptEnv &e);
int o1_setLight(ScriptEnv &e);
int o1_setDark(ScriptEnv &e);
int o1_save(ScriptEnv &e);
int o1_restore(ScriptEnv &e);
int o1_restart(ScriptEnv &e);
int o1_quit(ScriptEnv &e);
int o1_placeItem(ScriptEnv &e);
int o1_setItemPic(ScriptEnv &e);
int o1_resetPic(ScriptEnv &e);
template <Direction D>
int o1_goDirection(ScriptEnv &e);
int o1_takeItem(ScriptEnv &e);
int o1_dropItem(ScriptEnv &e);
int o1_setRoomPic(ScriptEnv &e);
// 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);
// 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
typedef Common::Functor1<ScriptEnv &, int> Opcode;
Common::Array<const 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;
const AdlGameDescription *_gameDescription;
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) { }
// Engine
Common::Error run();
bool hasFeature(EngineFeature f) const;
bool canLoadGameStateCurrently();
// Text input
byte convertKey(uint16 ascii) const;
Common::String getWord(const Common::String &line, uint &index) const;
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
};
} // End of namespace Adl
#endif
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