1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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 "common/keyboard.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 {
Common::Path getDiskImageName(const AdlGameDescription &adlDesc, byte volume);
GameType getGameType(const AdlGameDescription &desc);
GameVersion getGameVersion(const AdlGameDescription &desc);
Common::Language getLanguage(const AdlGameDescription &desc);
Common::Platform getPlatform(const AdlGameDescription &desc);
class Console;
class Display;
class GraphicsMan;
class ScriptEnv;
enum kDebugChannels {
kDebugChannelScript = 1 << 0
};
enum ADLAction {
kADLActionNone,
kADLActionQuit,
kADLActionCount
};
// 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];
Common::DataBlockPtr data;
byte picture;
byte curPicture;
bool isFirstTime;
};
typedef Common::HashMap<byte, Common::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(Common::U32String *msg = nullptr) override;
Common::String getSaveStateName(int slot) const override;
int getAutosaveSlot() const override { return 15; }
Common::Path getDiskImageName(byte volume) const { return Adl::getDiskImageName(*_gameDescription, volume); }
GameType getGameType() const { return Adl::getGameType(*_gameDescription); }
GameVersion getGameVersion() const { return Adl::getGameVersion(*_gameDescription); }
Common::Language getLanguage() const { return Adl::getLanguage(*_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 char *key = "") const;
Common::String readStringAt(Common::SeekableReadStream &stream, uint offset, byte until = 0) const;
void extractExeStrings(Common::ReadStream &stream, uint16 printAddr, Common::StringArray &strings) 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 waitKey(uint32 ms = 0, Common::KeyCode keycode = Common::KEYCODE_INVALID) const;
virtual void getInput(uint &verb, uint &noun);
Common::String getWord(const Common::String &line, uint &index) const;
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, uint count = 0) const;
void readCommands(Common::ReadStream &stream, Commands &commands);
void removeCommand(Commands &commands, uint idx);
Command &getCommand(Commands &commands, uint idx);
void removeMessage(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<Common::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;
uint32 _verbErrorPos, _nounErrorPos;
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(Common::U32String *msg = nullptr) override;
// Text input
byte convertKey(uint16 ascii) const;
byte _saveVerb, _saveNoun, _restoreVerb, _restoreNoun;
};
} // End of namespace Adl
#endif
|