205 lines
5.0 KiB
C++
205 lines
5.0 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GLK_COMPREHEND_GAME_H
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#define GLK_COMPREHEND_GAME_H
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#include "glk/comprehend/game_data.h"
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#include "common/array.h"
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#include "common/serializer.h"
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namespace Glk {
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namespace Comprehend {
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#define ROOM_IS_NORMAL 0
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#define ROOM_IS_DARK 1
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#define ROOM_IS_TOO_BRIGHT 2
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#define INPUT_LINE_SIZE 1024
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enum NounState { NOUNSTATE_STANDARD = 0, NOUNSTATE_QUERY = 1, NOUNSTATE_INITIAL = 2 };
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enum RedoLine { REDO_NONE, REDO_PROMPT, REDO_TURN };
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struct GameStrings;
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struct Sentence;
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struct Sentence {
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Word _words[20];
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size_t _nr_words;
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byte _formattedWords[6];
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byte _specialOpcodeVal2;
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Sentence() {
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clear();
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}
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bool empty() const {
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return !_formattedWords[0];
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}
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/**
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* Clears the sentence
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*/
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void clear();
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/**
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* Copies from another sentence to this one
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*/
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void copyFrom(const Sentence &src, bool copyNoun = true);
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/**
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* Splits up the array of _words into a _formattedWords
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* array, placing the words in appropriate noun, verb, etc.
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* positions appropriately
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*/
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void format();
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};
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class ComprehendGame : public GameData {
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protected:
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bool _ended;
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NounState _nounState;
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Sentence _sentence;
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char _inputLine[INPUT_LINE_SIZE];
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int _inputLineIndex;
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int _currentRoomCopy;
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int _functionNum;
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int _specialOpcode;
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RedoLine _redoLine;
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public:
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const GameStrings *_gameStrings;
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private:
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void describe_objects_in_current_room();
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void eval_instruction(FunctionState *func_state,
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const Function &func, uint functionOffset,
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const Sentence *sentence);
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void skip_whitespace(const char **p);
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void skip_non_whitespace(const char **p);
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bool handle_sentence(Sentence *sentence);
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bool handle_sentence(uint tableNum, Sentence *sentence, Common::Array<byte> &words);
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void read_sentence(Sentence *sentence);
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void parse_sentence_word_pairs(Sentence *sentence);
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void read_input();
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void doBeforeTurn();
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protected:
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void game_save();
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void game_restore();
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void game_restart() {
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_ended = true;
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}
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virtual bool handle_restart();
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virtual void execute_opcode(const Instruction *instr, const Sentence *sentence,
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FunctionState *func_state) = 0;
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int console_get_key();
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void console_println(const char *text);
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void move_object(Item *item, int new_room);
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/*
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* Comprehend functions consist of test and command instructions (if the MSB
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* of the opcode is set then it is a command). Functions are parsed by
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* evaluating each test until a command instruction is encountered. If the
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* overall result of the tests was true then the command instructions are
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* executed until either a test instruction is found or the end of the function
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* is reached. Otherwise the commands instructions are skipped over and the
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* next test sequence (if there is one) is tried.
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*/
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void eval_function(uint functionNum, const Sentence *sentence);
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void parse_header(FileBuffer *fb) override {
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GameData::parse_header(fb);
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}
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Item *get_item_by_noun(byte noun);
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int get_item_id(byte noun);
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void weighInventory();
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size_t num_objects_in_room(int room);
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void doMovementVerb(uint verbNum);
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public:
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ComprehendGame();
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virtual ~ComprehendGame();
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/**
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* Called before the game starts
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*/
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virtual void beforeGame() {}
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/**
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* Called just before the prompt for user input
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*/
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virtual void beforePrompt() {}
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/**
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* Called after input has been entered.
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*/
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virtual void afterPrompt() {}
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/**
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* Called before the start of a game turn
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*/
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virtual void beforeTurn();
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/**
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* Called at the end of a game turn
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*/
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virtual void afterTurn() {}
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/**
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* Called when an action function has been selected
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*/
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virtual void handleAction(Sentence *sentence);
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virtual int roomIsSpecial(uint room_index, uint *room_desc_string) {
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return ROOM_IS_NORMAL;
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}
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virtual void handleSpecialOpcode() {}
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virtual void synchronizeSave(Common::Serializer &s);
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virtual ScriptOpcode getScriptOpcode(const Instruction *instr) = 0;
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Common::String stringLookup(uint16 index);
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Common::String instrStringLookup(uint8 index, uint8 table);
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virtual void playGame();
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void move_to(uint8 room);
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Room *get_room(uint16 index);
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Item *get_item(uint16 index);
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void updateRoomDesc();
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void update();
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void update_graphics();
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/**
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* Gets a random number
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*/
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uint getRandomNumber(uint max) const;
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};
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} // namespace Comprehend
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} // namespace Glk
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#endif
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