scummvm/engines/wage/wage.cpp
2016-01-03 21:44:04 +01:00

437 lines
12 KiB
C++

/* 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.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/file.h"
#include "common/fs.h"
#include "engines/engine.h"
#include "engines/util.h"
#include "gui/EventRecorder.h"
#include "wage/wage.h"
#include "wage/design.h"
#include "wage/entities.h"
#include "wage/gui.h"
#include "wage/script.h"
#include "wage/world.h"
namespace Wage {
WageEngine::WageEngine(OSystem *syst, const ADGameDescription *desc) : Engine(syst), _gameDescription(desc) {
_rnd = new Common::RandomSource("wage");
_aim = -1;
_temporarilyHidden = false;
_isGameOver = false;
_monster = NULL;
_running = NULL;
_lastScene = NULL;
_commandWasQuick = false;
_shouldQuit = false;
debug("WageEngine::WageEngine()");
}
WageEngine::~WageEngine() {
debug("WageEngine::~WageEngine()");
DebugMan.clearAllDebugChannels();
delete _world;
delete _resManager;
delete _gui;
delete _rnd;
}
Common::Error WageEngine::run() {
initGraphics(512, 342, true);
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
debug("WageEngine::init");
_gui = new Gui(this);
// Your main event loop should be (invoked from) here.
_resManager = new Common::MacResManager();
_resManager->open(getGameFile());
_world = new World(this);
if (!_world->loadWorld(_resManager))
return Common::kNoGameDataFoundError;
_temporarilyHidden = true;
performInitialSetup();
Common::String input("look");
processTurn(&input, NULL);
_temporarilyHidden = false;
_shouldQuit = false;
while (!_shouldQuit) {
processEvents();
_gui->draw();
g_system->updateScreen();
g_system->delayMillis(50);
}
//_world->_orderedScenes[1]->_design->paint(&screen, _world->_patterns, false);
//_world->_objs["frank.1"]->_design->setBounds(&r);
//_world->_objs["frank.1"]->_design->paint(&screen, _world->_patterns, false);
//_world->_scenes["temple of the holy mackeral"]->_design->setBounds(&r);
//_world->_scenes["temple of the holy mackeral"]->_design->paint(&screen, _world->_patterns, false);
//_world->_scenes["tower level 3"]->_design->setBounds(&r);
//_world->_scenes["tower level 3"]->_design->paint(&screen, _world->_patterns, false);
return Common::kNoError;
}
void WageEngine::processEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
_shouldQuit = true;
break;
case Common::EVENT_MOUSEMOVE:
_gui->mouseMove(event.mouse.x, event.mouse.y);
break;
case Common::EVENT_LBUTTONDOWN:
break;
case Common::EVENT_LBUTTONUP:
{
Designed *obj = _gui->getClickTarget(event.mouse.x, event.mouse.y);
if (obj != NULL)
processTurn(NULL, obj);
}
default:
break;
}
}
}
void WageEngine::playSound(String soundName) {
warning("STUB: WageEngine::playSound(%s)", soundName.c_str());
}
void WageEngine::setMenu(String soundName) {
warning("STUB: WageEngine::setMenu");
}
void WageEngine::appendText(String &str) {
_gui->appendText(str);
}
Obj *WageEngine::getOffer() {
warning("STUB: WageEngine::getOffer");
return NULL;
}
Chr *WageEngine::getMonster() {
if (_monster != NULL && _monster->_currentScene != _world->_player->_currentScene) {
_monster = NULL;
}
return _monster;
}
void WageEngine::gameOver() {
warning("STUB: WageEngine::gameOver()");
}
void WageEngine::performInitialSetup() {
debug(5, "Resetting Objs: %d", _world->_orderedObjs.size());
for (int i = 0; i < _world->_orderedObjs.size() - 1; i++)
_world->move(_world->_orderedObjs[i], _world->_storageScene, true);
_world->move(_world->_orderedObjs[_world->_orderedObjs.size() - 1], _world->_storageScene);
debug(5, "Resetting Chrs: %d", _world->_orderedChrs.size());
for (int i = 0; i < _world->_orderedChrs.size() - 1; i++)
_world->move(_world->_orderedChrs[i], _world->_storageScene, true);
_world->move(_world->_orderedChrs[_world->_orderedChrs.size() - 1], _world->_storageScene);
debug(5, "Resetting Owners: %d", _world->_orderedObjs.size());
for (int i = 0; i < _world->_orderedObjs.size(); i++) {
Obj *obj = _world->_orderedObjs[i];
if (!obj->_sceneOrOwner.equalsIgnoreCase(STORAGESCENE)) {
String location = obj->_sceneOrOwner;
location.toLowercase();
if (_world->_scenes.contains(location)) {
_world->move(obj, _world->_scenes[location]);
} else {
if (!_world->_chrs.contains(location)) {
// Note: PLAYER@ is not a valid target here.
warning("Couldn't move %s to %s", obj->_name.c_str(), obj->_sceneOrOwner.c_str());
} else {
// TODO: Add check for max items.
_world->move(obj, _world->_chrs[location]);
}
}
}
}
bool playerPlaced = false;
for (int i = 0; i < _world->_orderedChrs.size(); i++) {
Chr *chr = _world->_orderedChrs[i];
if (!chr->_initialScene.equalsIgnoreCase(STORAGESCENE)) {
String key = chr->_initialScene;
key.toLowercase();
if (_world->_scenes.contains(key)) {
_world->move(chr, _world->_scenes[key]);
if (chr->_playerCharacter)
warning("Initial scene: %s", key.c_str());
} else {
_world->move(chr, _world->getRandomScene());
}
if (chr->_playerCharacter) {
playerPlaced = true;
}
}
chr->wearObjs();
}
if (!playerPlaced) {
_world->move(_world->_player, _world->getRandomScene());
}
}
Scene *WageEngine::getSceneByName(String &location) {
Scene *scene;
if (location.equals("random@")) {
scene = _world->getRandomScene();
} else {
scene = _world->_scenes[location];
}
return scene;
}
void WageEngine::onMove(Designed *what, Designed *from, Designed *to) {
Chr *player = _world->_player;
Scene *currentScene = player->_currentScene;
if (currentScene == _world->_storageScene && !_temporarilyHidden) {
if (!_isGameOver) {
_isGameOver = true;
gameOver();
}
return;
}
if (what != player && what->_classType == CHR) {
Chr *chr = (Chr *)what;
if (to == _world->_storageScene) {
int returnTo = chr->_returnTo;
if (returnTo != Chr::RETURN_TO_STORAGE) {
String returnToSceneName;
if (returnTo == Chr::RETURN_TO_INITIAL_SCENE) {
returnToSceneName = chr->_initialScene;
returnToSceneName.toLowercase();
} else {
returnToSceneName = "random@";
}
Scene *scene = getSceneByName(returnToSceneName);
if (scene != NULL && scene != _world->_storageScene) {
_world->move(chr, scene);
// To avoid sleeping twice, return if the above move command would cause a sleep.
if (scene == currentScene)
return;
}
}
} else if (to == player->_currentScene) {
if (getMonster() == NULL) {
_monster = chr;
encounter(player, chr);
}
}
}
if (!_temporarilyHidden) {
if (to == currentScene || from == currentScene) {
redrawScene();
g_system->delayMillis(100);
}
}
}
void WageEngine::encounter(Chr *player, Chr *chr) {
warning("STUB WageEngine::encounter()");
}
void WageEngine::performCombatAction(Chr *npc, Chr *player) {
warning("STUB WageEngine::performCombatAction()");
}
void WageEngine::redrawScene() {
Scene *currentScene = _world->_player->_currentScene;
if (currentScene != NULL) {
//bool firstTime = (_lastScene != currentScene);
_lastScene = currentScene;
warning("STUB: WageEngine::redrawScene()");
//updateConsoleForScene(console, currentScene);
//updateSceneViewerForScene(viewer, currentScene);
//viewer.paintImmediately(viewer.getBounds());
//getContentPane().validate();
//getContentPane().repaint();
//console.postUpdateUI();
//soundManager.updateSoundTimerForScene(currentScene, firstTime);
}
}
void WageEngine::regen() {
warning("STUB WageEngine::regen()");
}
void WageEngine::processTurnInternal(Common::String *textInput, Designed *clickInput) {
Scene *playerScene = _world->_player->_currentScene;
if (playerScene == _world->_storageScene)
return;
bool shouldEncounter = false;
if (playerScene != _lastScene) {
_loopCount = 0;
_lastScene = playerScene;
_monster = NULL;
_running = NULL;
_offer = NULL;
for (Common::List<Chr *>::const_iterator it = playerScene->_chrs.begin(); it != playerScene->_chrs.end(); ++it) {
if (!(*it)->_playerCharacter) {
_monster = *it;
shouldEncounter = true;
break;
}
}
}
bool monsterWasNull = (_monster == NULL);
bool handled = playerScene->_script->execute(_world, _loopCount++, textInput, clickInput, this);
playerScene = _world->_player->_currentScene;
if (playerScene == _world->_storageScene)
return;
if (playerScene != _lastScene) {
_temporarilyHidden = true;
_gui->clearOutput();
regen();
Common::String input("look");
processTurnInternal(&input, NULL);
redrawScene();
_temporarilyHidden = false;
} else if (_loopCount == 1) {
redrawScene();
if (shouldEncounter && _monster != NULL) {
encounter(_world->_player, _monster);
}
} else if (textInput != NULL && !handled) {
if (monsterWasNull && _monster != NULL)
return;
Common::String rant(_rnd->getRandomNumber(1) ? "What?" : "Huh?");
appendText(rant);
_commandWasQuick = true;
}
}
void WageEngine::processTurn(Common::String *textInput, Designed *clickInput) {
_commandWasQuick = false;
Scene *prevScene = _world->_player->_currentScene;
Chr *prevMonster = _monster;
processTurnInternal(textInput, clickInput);
Scene *playerScene = _world->_player->_currentScene;
if (prevScene != playerScene && playerScene != _world->_storageScene) {
if (prevMonster != NULL) {
bool followed = false;
if (_monster == NULL) {
warning("STUB: processTurn(), monster");
//Set<Scene> scenes = world.getAdjacentScenes(prevMonster.getState().getCurrentScene());
// TODO: adjacent scenes doesn't contain up/down etc... verify that monsters can't follow these...
//if (scenes.contains(playerScene)) {
// int chance = (int) (Math.random() * 255);
// followed = (chance < prevMonster.getFollowsOpponent());
//}
}
Common::String msg;
if (followed) {
msg = prevMonster->getNameWithDefiniteArticle(true);
msg += " follows you.";
appendText(msg);
_world->move(prevMonster, playerScene);
} else {
msg = "You escape ";
msg += prevMonster->getNameWithDefiniteArticle(false);
msg += ".";
appendText(msg);
}
}
}
if (!_commandWasQuick && _monster != NULL) {
performCombatAction(_monster, _world->_player);
}
}
} // End of namespace Wage