/* 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 . * */ #include "common/system.h" #include "common/debug.h" #include "common/error.h" #include "common/file.h" #include "common/stream.h" #include "common/memstream.h" #include "common/ptr.h" #include "adl/adl.h" #include "adl/graphics.h" #include "adl/display_a2.h" namespace Adl { #define IDS_HR1_EXE_0 "AUTO LOAD OBJ" #define IDS_HR1_EXE_1 "ADVENTURE" #define IDS_HR1_MESSAGES "MESSAGES" #define IDI_HR1_NUM_ROOMS 41 #define IDI_HR1_NUM_PICS 97 #define IDI_HR1_NUM_VARS 20 #define IDI_HR1_NUM_ITEM_OFFSETS 21 #define IDI_HR1_NUM_MESSAGES 168 // Messages used outside of scripts #define IDI_HR1_MSG_CANT_GO_THERE 137 #define IDI_HR1_MSG_DONT_UNDERSTAND 37 #define IDI_HR1_MSG_ITEM_DOESNT_MOVE 151 #define IDI_HR1_MSG_ITEM_NOT_HERE 152 #define IDI_HR1_MSG_THANKS_FOR_PLAYING 140 #define IDI_HR1_MSG_DONT_HAVE_IT 127 #define IDI_HR1_MSG_GETTING_DARK 7 #define IDI_HR1_OFS_PD_TEXT_0 0x005d #define IDI_HR1_OFS_PD_TEXT_1 0x012b #define IDI_HR1_OFS_PD_TEXT_2 0x016d #define IDI_HR1_OFS_PD_TEXT_3 0x0259 #define IDI_HR1_OFS_ITEMS 0x0100 #define IDI_HR1_OFS_ROOMS 0x050a #define IDI_HR1_OFS_PICS 0x4b03 #define IDI_HR1_OFS_CMDS_0 0x3c00 #define IDI_HR1_OFS_CMDS_1 0x3d00 #define IDI_HR1_OFS_MSGS 0x4d00 #define IDI_HR1_OFS_ITEM_OFFSETS 0x68ff #define IDI_HR1_OFS_SHAPES 0x4f00 class HiRes1Engine : public AdlEngine { public: HiRes1Engine(OSystem *syst, const AdlGameDescription *gd) : AdlEngine(syst, gd), _files(nullptr), _messageDelay(true) { } ~HiRes1Engine() override { delete _files; } protected: // AdlEngine void runIntro() override; void init() override; void initGameState() override; void restartGame(); void printString(const Common::String &str) override; Common::String loadMessage(uint idx) const override; void printMessage(uint idx) override; void drawItems() override; void drawItem(Item &item, const Common::Point &pos) override; void loadRoom(byte roomNr) override; void showRoom() override; void showInstructions(Common::SeekableReadStream &stream); void wordWrap(Common::String &str) const; Common::Files *_files; Common::File _exe; Common::Array _corners; Common::Array _roomDesc; bool _messageDelay; struct { Common::String cantGoThere; Common::String dontHaveIt; Common::String dontUnderstand; Common::String gettingDark; } _gameStrings; }; void HiRes1Engine::showInstructions(Common::SeekableReadStream &stream) { _display->setMode(Display::kModeText); for (;;) { byte opc = stream.readByte(); if (opc != 0x20) error("Error reading instructions"); uint16 addr = stream.readUint16BE(); if (addr == 0x58fc) { // HOME _display->home(); } else if (addr == 0x6ffd) { // GETLN1 inputString(); if (shouldQuit()) return; } else { // We assume print string call (addr varies per game) Common::String str = readString(stream); if (stream.err() || stream.eos()) error("Error reading instructions"); // Ctrl-D signifies system command (main binary would be loaded here) size_t posChr4 = str.findFirstOf(_display->asciiToNative(4)); if (posChr4 != str.npos) { _display->printString(str.substr(0, posChr4)); return; } _display->printString(str); } } } void HiRes1Engine::runIntro() { Common::StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_0)); // Early version have no bitmap in 'AUTO LOAD OBJ' if (getGameVersion() >= GAME_VER_HR1_COARSE) { // Later binaries have a MIXEDON prepended to it, by skipping it // we can use the same offsets for both variants if (stream->readUint16BE() == 0xad53) stream.reset(_files->createReadStream(IDS_HR1_EXE_0, 3)); stream->seek(0x1000); _display->setMode(Display::kModeGraphics); static_cast(_display)->loadFrameBuffer(*stream); _display->renderGraphics(); if (getGameVersion() == GAME_VER_HR1_PD) { // Only the PD version shows a title screen during the load delay(4000); if (shouldQuit()) return; } } Common::String str; // Show the PD disclaimer for the PD release if (getGameVersion() == GAME_VER_HR1_PD) { // The P.D.E. version on the Roberta Williams Anthology has a renamed HELLO file const char *fileName = "MYSTERY.HELLO"; if (!_files->exists(fileName)) fileName = "HELLO"; Common::StreamPtr basic(_files->createReadStream(fileName)); _display->setMode(Display::kModeText); _display->home(); str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_0, '"'); _display->printAsciiString(str + '\r'); str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_1, '"'); _display->printAsciiString(str + "\r\r"); str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_2, '"'); _display->printAsciiString(str + "\r\r"); str = readStringAt(*basic, IDI_HR1_OFS_PD_TEXT_3, '"'); _display->printAsciiString(str + '\r'); inputKey(); if (shouldQuit()) return; } _display->setMode(Display::kModeMixed); str = readStringAt(*stream, 0xc); if (getGameVersion() >= GAME_VER_HR1_COARSE) { bool instructions = false; char keyInstr = 'I'; char keyGame = 'G'; if (getLanguage() == Common::FR_FRA) { keyInstr = 'M'; keyGame = 'J'; } while (1) { _display->printString(str); Common::String s = inputString(); if (shouldQuit()) break; if (s.empty()) continue; if (s[0] == _display->asciiToNative(keyInstr)) { instructions = true; break; } else if (s[0] == _display->asciiToNative(keyGame)) { break; } } if (instructions) { stream->seek(0x5d); showInstructions(*stream); _display->printAsciiString("\r"); } } else { // This version shows the last page during the loading of the game // We wait for a key instead (even though there's no prompt for that). stream->seek(3); showInstructions(*stream); inputString(); } stream.reset(_files->createReadStream(IDS_HR1_EXE_1)); stream->seek(0x1800); static_cast(_display)->loadFrameBuffer(*stream); _display->renderGraphics(); // The title screen would normally be visible during loading. // We add a short delay here to simulate that. delay(2000); _display->setMode(Display::kModeMixed); if (getGameVersion() == GAME_VER_HR1_SIMI) { // The original waits for the key after initializing the state. // This causes it to also wait for a key on a blank screen when // a game is restarted. We only wait for a key here during the // intro. // This does mean we need to push out some extra line feeds to clear the screen _display->printString(_strings.lineFeeds); inputKey(); } } void HiRes1Engine::init() { if (Common::File::exists("ADVENTURE")) { _files = new Common::Files_Plain(); } else { Common::Files_AppleDOS *files = new Common::Files_AppleDOS(); if (!files->open(getDiskImageName(0))) error("Failed to open '%s'", getDiskImageName(0).toString(Common::Path::kNativeSeparator).c_str()); _files = files; } _graphics = new GraphicsMan_v1(*static_cast(_display)); _display->moveCursorTo(Common::Point(0, 23)); // DOS 3.3 Common::StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_1)); Common::StringArray exeStrings; extractExeStrings(*stream, 0x1576, exeStrings); if (exeStrings.size() != 18) error("Failed to load strings from executable"); // Some messages have overrides inside the executable _gameStrings.cantGoThere = exeStrings[12]; _gameStrings.dontHaveIt = exeStrings[13]; _gameStrings.dontUnderstand = exeStrings[14]; _gameStrings.gettingDark = exeStrings[15]; // Load other strings from executable _strings.enterCommand = exeStrings[5]; _strings.verbError = exeStrings[3]; _strings.nounError = exeStrings[4]; _strings.playAgain = exeStrings[8]; _strings.pressReturn = exeStrings[10]; _strings.lineFeeds = exeStrings[1]; // Set message IDs _messageIds.cantGoThere = IDI_HR1_MSG_CANT_GO_THERE; _messageIds.dontUnderstand = IDI_HR1_MSG_DONT_UNDERSTAND; _messageIds.itemDoesntMove = IDI_HR1_MSG_ITEM_DOESNT_MOVE; _messageIds.itemNotHere = IDI_HR1_MSG_ITEM_NOT_HERE; _messageIds.thanksForPlaying = IDI_HR1_MSG_THANKS_FOR_PLAYING; if (getLanguage() == Common::FR_FRA) { _verbErrorPos = 15; _nounErrorPos = 31; } // Load message offsets stream->seek(IDI_HR1_OFS_MSGS); for (uint i = 0; i < IDI_HR1_NUM_MESSAGES; ++i) _messages.push_back(_files->getDataBlock(IDS_HR1_MESSAGES, stream->readUint16LE())); // The French version has 5 additional strings if (getLanguage() == Common::FR_FRA) for (uint i = 0; i < 5; ++i) _messages.push_back(_files->getDataBlock(IDS_HR1_MESSAGES, stream->readUint16LE())); // Load picture data from executable stream->seek(IDI_HR1_OFS_PICS); for (uint i = 1; i <= IDI_HR1_NUM_PICS; ++i) { byte block = stream->readByte(); Common::String name = Common::String::format("BLOCK%i", block); uint16 offset = stream->readUint16LE(); _pictures[i] = _files->getDataBlock(Common::Path(name), offset); } // Load commands from executable stream->seek(IDI_HR1_OFS_CMDS_1); readCommands(*stream, _roomCommands); stream->seek(IDI_HR1_OFS_CMDS_0); readCommands(*stream, _globalCommands); // Load dropped item offsets stream->seek(IDI_HR1_OFS_ITEM_OFFSETS); loadDroppedItemOffsets(*stream, IDI_HR1_NUM_ITEM_OFFSETS); // Load shapes stream->seek(IDI_HR1_OFS_SHAPES); uint16 cornersCount = stream->readUint16LE(); for (uint i = 0; i < cornersCount; ++i) _corners.push_back(_files->getDataBlock(IDS_HR1_EXE_1, IDI_HR1_OFS_SHAPES + stream->readUint16LE())); if (stream->eos() || stream->err()) error("Failed to read game data from '" IDS_HR1_EXE_1 "'"); stream->seek(getLanguage() == Common::FR_FRA ? 0x900 : 0x3800); loadWords(*stream, _verbs, _priVerbs); stream->seek(0xf00); loadWords(*stream, _nouns, _priNouns); } void HiRes1Engine::initGameState() { _state.vars.resize(IDI_HR1_NUM_VARS); Common::StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_1)); // Load room data from executable _roomDesc.clear(); stream->seek(IDI_HR1_OFS_ROOMS); for (uint i = 0; i < IDI_HR1_NUM_ROOMS; ++i) { Room room; stream->readByte(); _roomDesc.push_back(stream->readByte()); for (uint j = 0; j < 6; ++j) room.connections[j] = stream->readByte(); room.picture = stream->readByte(); room.curPicture = stream->readByte(); _state.rooms.push_back(room); } // Load item data from executable stream->seek(IDI_HR1_OFS_ITEMS); byte id; while ((id = stream->readByte()) != 0xff) { Item item; item.id = id; item.noun = stream->readByte(); item.room = stream->readByte(); item.picture = stream->readByte(); item.isShape = stream->readByte(); item.position.x = stream->readByte(); item.position.y = stream->readByte(); item.state = stream->readByte(); item.description = stream->readByte(); stream->readByte(); byte size = stream->readByte(); for (uint i = 0; i < size; ++i) item.roomPictures.push_back(stream->readByte()); _state.items.push_back(item); } } void HiRes1Engine::restartGame() { _display->printString(_strings.pressReturn); initState(); _display->printAsciiString(_strings.lineFeeds); } void HiRes1Engine::printString(const Common::String &str) { Common::String wrap = str; wordWrap(wrap); _display->printString(wrap); if (_messageDelay) delay(getLanguage() == Common::FR_FRA ? 2900 : 2250); } Common::String HiRes1Engine::loadMessage(uint idx) const { const char returnChar = _display->asciiToNative('\r'); Common::StreamPtr stream(_messages[idx]->createReadStream()); return readString(*stream, returnChar) + returnChar; } void HiRes1Engine::printMessage(uint idx) { // In the English version, messages with hardcoded overrides don't delay // after printing. It's unclear if this is a bug or not. In most cases // the slow drawing of the room will give the player a chance to read // it. This isn't the case in ScummVM however, so we add a delay after // these messages. // In the French version, messages with hardcoded overrides delay // based on string length. This leads to overly long delays on longer // strings. This might be a bug, since other messages have a fixed // delay (that is slightly longer than the English version). // We've chosen to stick with fixed delays here as well. // NOTE: Later games wait for a key when the text window overflows and // don't use delays. It might be better to use that system for this game // as well. switch (idx) { case IDI_HR1_MSG_CANT_GO_THERE: _display->printString(_gameStrings.cantGoThere); break; case IDI_HR1_MSG_DONT_HAVE_IT: _display->printString(_gameStrings.dontHaveIt); break; case IDI_HR1_MSG_DONT_UNDERSTAND: _display->printString(_gameStrings.dontUnderstand); break; case IDI_HR1_MSG_GETTING_DARK: _display->printString(_gameStrings.gettingDark); break; default: return printString(loadMessage(idx)); } delay(1500); } void HiRes1Engine::drawItems() { uint dropped = 0; for (auto &item : _state.items) { // Skip items not in this room if (item.room != _state.room) continue; if (item.state == IDI_ITEM_DROPPED) { // Draw dropped item if in normal view if (getCurRoom().picture == getCurRoom().curPicture) drawItem(item, _itemOffsets[dropped++]); } else { // Draw fixed item if current view is in the pic list for (const auto &pic : item.roomPictures) { if (pic == getCurRoom().curPicture) { drawItem(item, item.position); break; } } } } } void HiRes1Engine::drawItem(Item &item, const Common::Point &pos) { if (item.isShape) { Common::StreamPtr stream(_corners[item.picture - 1]->createReadStream()); Common::Point p(pos); _graphics->drawShape(*stream, p); } else drawPic(item.picture, pos); } void HiRes1Engine::loadRoom(byte roomNr) { _roomData.description = loadMessage(_roomDesc[_state.room - 1]); } void HiRes1Engine::showRoom() { _state.curPicture = getCurRoom().curPicture; _graphics->clearScreen(); loadRoom(_state.room); if (!_state.isDark) { drawPic(getCurRoom().curPicture); drawItems(); } _display->renderGraphics(); _messageDelay = false; printString(_roomData.description); _messageDelay = true; } void HiRes1Engine::wordWrap(Common::String &str) const { uint end = 39; const char spaceChar = _display->asciiToNative(' '); const char returnChar = _display->asciiToNative('\r'); while (1) { if (str.size() <= end) return; while (str[end] != spaceChar) --end; str.setChar(returnChar, end); end += 40; } } class HiRes1Engine_VF : public HiRes1Engine { public: HiRes1Engine_VF(OSystem *syst, const AdlGameDescription *gd) : HiRes1Engine(syst, gd) { } private: // AdlEngine void runIntro() override; void getInput(uint &verb, uint &noun) override; }; void HiRes1Engine_VF::getInput(uint &verb, uint &noun) { // This version has a modified "parser" while (1) { _display->printString(_strings.enterCommand); const Common::String line = getLine(); if (shouldQuit() || _isRestoring) return; uint index = 0; Common::String verbString = getWord(line, index); if (!_verbs.contains(verbString)) { // If the verb is not found and it looks like an imperative, try to build the infinitive const size_t ezPos = verbString.find("\xc5\xda"); // "EZ" bool found = false; if (ezPos != verbString.npos) { const char *suf[] = { "\xc5\xd2", "\xc9\xd2", "\xd2\xc5", nullptr }; // "ER", "IR", "RE" for (uint i = 0; suf[i]; ++i) { verbString.replace(ezPos, 2, suf[i]); if (_verbs.contains(verbString)) { found = true; break; } } } if (!found) { _display->printString(formatVerbError(verbString)); continue; } } verb = _verbs[verbString]; while (1) { // Go over all nouns to find one we know. At the end of the string, // it will always match the empty word (which is in the noun list). // The original has a code path to return a noun error here, but // it appears to be non-functional. const Common::String nounString = getWord(line, index); if (_nouns.contains(nounString)) { noun = _nouns[nounString]; return; } } } } void HiRes1Engine_VF::runIntro() { Common::StreamPtr stream(_files->createReadStream(IDS_HR1_EXE_0)); stream->seek(0x1000); // Title image is one padding byte short, so we first read it into a buffer const uint frameBufferSize = 0x2000; byte *const frameBuffer = (byte *)malloc(frameBufferSize); if (stream->read(frameBuffer, frameBufferSize - 1) < frameBufferSize - 1) error("Failed to read title image"); // Set missing byte frameBuffer[frameBufferSize - 1] = 0; Common::MemoryReadStream frameBufferStream(frameBuffer, frameBufferSize, DisposeAfterUse::YES); _display->setMode(Display::kModeGraphics); static_cast(_display)->loadFrameBuffer(frameBufferStream); _display->renderGraphics(); _display->setMode(Display::kModeMixed); Common::String str = readStringAt(*stream, 0xf); while (1) { _display->printString(str); const char key = inputKey(); if (shouldQuit()) return; if (key == _display->asciiToNative('M')) { stream->seek(0x75); showInstructions(*stream); return; } else if (key == _display->asciiToNative('J')) { return; } } } Engine *HiRes1Engine_create(OSystem *syst, const AdlGameDescription *gd) { if (gd->version == GAME_VER_HR1_VF2) return new HiRes1Engine_VF(syst, gd); return new HiRes1Engine(syst, gd); } } // End of namespace Adl