/* 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 . * */ #ifndef GLK_COMPREHEND_GAME_H #define GLK_COMPREHEND_GAME_H #include "glk/comprehend/game_data.h" #include "common/array.h" #include "common/serializer.h" namespace Glk { namespace Comprehend { #define ROOM_IS_NORMAL 0 #define ROOM_IS_DARK 1 #define ROOM_IS_TOO_BRIGHT 2 #define INPUT_LINE_SIZE 1024 enum NounState { NOUNSTATE_STANDARD = 0, NOUNSTATE_QUERY = 1, NOUNSTATE_INITIAL = 2 }; enum RedoLine { REDO_NONE, REDO_PROMPT, REDO_TURN }; struct GameStrings; struct Sentence; struct Sentence { Word _words[20]; size_t _nr_words; byte _formattedWords[6]; byte _specialOpcodeVal2; Sentence() { clear(); } bool empty() const { return !_formattedWords[0]; } /** * Clears the sentence */ void clear(); /** * Copies from another sentence to this one */ void copyFrom(const Sentence &src, bool copyNoun = true); /** * Splits up the array of _words into a _formattedWords * array, placing the words in appropriate noun, verb, etc. * positions appropriately */ void format(); }; class ComprehendGame : public GameData { protected: bool _ended; NounState _nounState; Sentence _sentence; char _inputLine[INPUT_LINE_SIZE]; int _inputLineIndex; int _currentRoomCopy; int _functionNum; int _specialOpcode; RedoLine _redoLine; public: const GameStrings *_gameStrings; private: void describe_objects_in_current_room(); void eval_instruction(FunctionState *func_state, const Function &func, uint functionOffset, const Sentence *sentence); void skip_whitespace(const char **p); void skip_non_whitespace(const char **p); bool handle_sentence(Sentence *sentence); bool handle_sentence(uint tableNum, Sentence *sentence, Common::Array &words); void read_sentence(Sentence *sentence); void parse_sentence_word_pairs(Sentence *sentence); void read_input(); void doBeforeTurn(); protected: void game_save(); void game_restore(); void game_restart() { _ended = true; } virtual bool handle_restart(); virtual void execute_opcode(const Instruction *instr, const Sentence *sentence, FunctionState *func_state) = 0; int console_get_key(); void console_println(const char *text); void move_object(Item *item, int new_room); /* * Comprehend functions consist of test and command instructions (if the MSB * of the opcode is set then it is a command). Functions are parsed by * evaluating each test until a command instruction is encountered. If the * overall result of the tests was true then the command instructions are * executed until either a test instruction is found or the end of the function * is reached. Otherwise the commands instructions are skipped over and the * next test sequence (if there is one) is tried. */ void eval_function(uint functionNum, const Sentence *sentence); void parse_header(FileBuffer *fb) override { GameData::parse_header(fb); } Item *get_item_by_noun(byte noun); int get_item_id(byte noun); void weighInventory(); size_t num_objects_in_room(int room); void doMovementVerb(uint verbNum); public: ComprehendGame(); virtual ~ComprehendGame(); /** * Called before the game starts */ virtual void beforeGame() {} /** * Called just before the prompt for user input */ virtual void beforePrompt() {} /** * Called after input has been entered. */ virtual void afterPrompt() {} /** * Called before the start of a game turn */ virtual void beforeTurn(); /** * Called at the end of a game turn */ virtual void afterTurn() {} /** * Called when an action function has been selected */ virtual void handleAction(Sentence *sentence); virtual int roomIsSpecial(uint room_index, uint *room_desc_string) { return ROOM_IS_NORMAL; } virtual void handleSpecialOpcode() {} virtual void synchronizeSave(Common::Serializer &s); virtual ScriptOpcode getScriptOpcode(const Instruction *instr) = 0; Common::String stringLookup(uint16 index); Common::String instrStringLookup(uint8 index, uint8 table); virtual void playGame(); void move_to(uint8 room); Room *get_room(uint16 index); Item *get_item(uint16 index); void updateRoomDesc(); void update(); void update_graphics(); /** * Gets a random number */ uint getRandomNumber(uint max) const; }; } // namespace Comprehend } // namespace Glk #endif