mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-26 04:35:16 +00:00
437 lines
12 KiB
C++
437 lines
12 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* MIT License:
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*
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* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/error.h"
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#include "common/file.h"
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#include "common/fs.h"
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#include "engines/engine.h"
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#include "engines/util.h"
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#include "gui/EventRecorder.h"
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#include "wage/wage.h"
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#include "wage/design.h"
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#include "wage/entities.h"
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#include "wage/gui.h"
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#include "wage/script.h"
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#include "wage/world.h"
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namespace Wage {
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WageEngine::WageEngine(OSystem *syst, const ADGameDescription *desc) : Engine(syst), _gameDescription(desc) {
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_rnd = new Common::RandomSource("wage");
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_aim = -1;
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_temporarilyHidden = false;
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_isGameOver = false;
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_monster = NULL;
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_running = NULL;
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_lastScene = NULL;
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_commandWasQuick = false;
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_shouldQuit = false;
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debug("WageEngine::WageEngine()");
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}
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WageEngine::~WageEngine() {
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debug("WageEngine::~WageEngine()");
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DebugMan.clearAllDebugChannels();
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delete _world;
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delete _resManager;
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delete _gui;
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delete _rnd;
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}
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Common::Error WageEngine::run() {
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initGraphics(512, 342, true);
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// Create debugger console. It requires GFX to be initialized
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_console = new Console(this);
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debug("WageEngine::init");
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_gui = new Gui(this);
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// Your main event loop should be (invoked from) here.
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_resManager = new Common::MacResManager();
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_resManager->open(getGameFile());
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_world = new World(this);
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if (!_world->loadWorld(_resManager))
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return Common::kNoGameDataFoundError;
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_temporarilyHidden = true;
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performInitialSetup();
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Common::String input("look");
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processTurn(&input, NULL);
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_temporarilyHidden = false;
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_shouldQuit = false;
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while (!_shouldQuit) {
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processEvents();
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_gui->draw();
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g_system->updateScreen();
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g_system->delayMillis(50);
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}
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//_world->_orderedScenes[1]->_design->paint(&screen, _world->_patterns, false);
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//_world->_objs["frank.1"]->_design->setBounds(&r);
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//_world->_objs["frank.1"]->_design->paint(&screen, _world->_patterns, false);
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//_world->_scenes["temple of the holy mackeral"]->_design->setBounds(&r);
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//_world->_scenes["temple of the holy mackeral"]->_design->paint(&screen, _world->_patterns, false);
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//_world->_scenes["tower level 3"]->_design->setBounds(&r);
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//_world->_scenes["tower level 3"]->_design->paint(&screen, _world->_patterns, false);
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return Common::kNoError;
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}
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void WageEngine::processEvents() {
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Common::Event event;
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while (_eventMan->pollEvent(event)) {
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switch (event.type) {
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case Common::EVENT_QUIT:
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_shouldQuit = true;
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break;
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case Common::EVENT_MOUSEMOVE:
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_gui->mouseMove(event.mouse.x, event.mouse.y);
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break;
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case Common::EVENT_LBUTTONDOWN:
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break;
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case Common::EVENT_LBUTTONUP:
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{
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Designed *obj = _gui->getClickTarget(event.mouse.x, event.mouse.y);
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if (obj != NULL)
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processTurn(NULL, obj);
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}
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default:
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break;
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}
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}
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}
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void WageEngine::playSound(String soundName) {
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warning("STUB: WageEngine::playSound(%s)", soundName.c_str());
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}
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void WageEngine::setMenu(String soundName) {
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warning("STUB: WageEngine::setMenu");
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}
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void WageEngine::appendText(String &str) {
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_gui->appendText(str);
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}
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Obj *WageEngine::getOffer() {
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warning("STUB: WageEngine::getOffer");
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return NULL;
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}
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Chr *WageEngine::getMonster() {
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if (_monster != NULL && _monster->_currentScene != _world->_player->_currentScene) {
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_monster = NULL;
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}
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return _monster;
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}
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void WageEngine::gameOver() {
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warning("STUB: WageEngine::gameOver()");
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}
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void WageEngine::performInitialSetup() {
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debug(5, "Resetting Objs: %d", _world->_orderedObjs.size());
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for (int i = 0; i < _world->_orderedObjs.size() - 1; i++)
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_world->move(_world->_orderedObjs[i], _world->_storageScene, true);
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_world->move(_world->_orderedObjs[_world->_orderedObjs.size() - 1], _world->_storageScene);
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debug(5, "Resetting Chrs: %d", _world->_orderedChrs.size());
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for (int i = 0; i < _world->_orderedChrs.size() - 1; i++)
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_world->move(_world->_orderedChrs[i], _world->_storageScene, true);
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_world->move(_world->_orderedChrs[_world->_orderedChrs.size() - 1], _world->_storageScene);
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debug(5, "Resetting Owners: %d", _world->_orderedObjs.size());
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for (int i = 0; i < _world->_orderedObjs.size(); i++) {
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Obj *obj = _world->_orderedObjs[i];
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if (!obj->_sceneOrOwner.equalsIgnoreCase(STORAGESCENE)) {
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String location = obj->_sceneOrOwner;
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location.toLowercase();
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if (_world->_scenes.contains(location)) {
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_world->move(obj, _world->_scenes[location]);
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} else {
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if (!_world->_chrs.contains(location)) {
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// Note: PLAYER@ is not a valid target here.
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warning("Couldn't move %s to %s", obj->_name.c_str(), obj->_sceneOrOwner.c_str());
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} else {
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// TODO: Add check for max items.
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_world->move(obj, _world->_chrs[location]);
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}
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}
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}
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}
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bool playerPlaced = false;
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for (int i = 0; i < _world->_orderedChrs.size(); i++) {
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Chr *chr = _world->_orderedChrs[i];
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if (!chr->_initialScene.equalsIgnoreCase(STORAGESCENE)) {
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String key = chr->_initialScene;
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key.toLowercase();
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if (_world->_scenes.contains(key)) {
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_world->move(chr, _world->_scenes[key]);
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if (chr->_playerCharacter)
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warning("Initial scene: %s", key.c_str());
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} else {
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_world->move(chr, _world->getRandomScene());
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}
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if (chr->_playerCharacter) {
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playerPlaced = true;
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}
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}
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chr->wearObjs();
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}
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if (!playerPlaced) {
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_world->move(_world->_player, _world->getRandomScene());
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}
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}
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Scene *WageEngine::getSceneByName(String &location) {
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Scene *scene;
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if (location.equals("random@")) {
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scene = _world->getRandomScene();
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} else {
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scene = _world->_scenes[location];
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}
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return scene;
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}
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void WageEngine::onMove(Designed *what, Designed *from, Designed *to) {
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Chr *player = _world->_player;
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Scene *currentScene = player->_currentScene;
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if (currentScene == _world->_storageScene && !_temporarilyHidden) {
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if (!_isGameOver) {
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_isGameOver = true;
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gameOver();
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}
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return;
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}
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if (what != player && what->_classType == CHR) {
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Chr *chr = (Chr *)what;
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if (to == _world->_storageScene) {
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int returnTo = chr->_returnTo;
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if (returnTo != Chr::RETURN_TO_STORAGE) {
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String returnToSceneName;
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if (returnTo == Chr::RETURN_TO_INITIAL_SCENE) {
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returnToSceneName = chr->_initialScene;
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returnToSceneName.toLowercase();
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} else {
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returnToSceneName = "random@";
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}
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Scene *scene = getSceneByName(returnToSceneName);
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if (scene != NULL && scene != _world->_storageScene) {
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_world->move(chr, scene);
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// To avoid sleeping twice, return if the above move command would cause a sleep.
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if (scene == currentScene)
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return;
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}
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}
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} else if (to == player->_currentScene) {
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if (getMonster() == NULL) {
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_monster = chr;
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encounter(player, chr);
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}
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}
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}
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if (!_temporarilyHidden) {
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if (to == currentScene || from == currentScene) {
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redrawScene();
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g_system->delayMillis(100);
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}
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}
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}
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void WageEngine::encounter(Chr *player, Chr *chr) {
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warning("STUB WageEngine::encounter()");
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}
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void WageEngine::performCombatAction(Chr *npc, Chr *player) {
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warning("STUB WageEngine::performCombatAction()");
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}
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void WageEngine::redrawScene() {
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Scene *currentScene = _world->_player->_currentScene;
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if (currentScene != NULL) {
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//bool firstTime = (_lastScene != currentScene);
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_lastScene = currentScene;
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warning("STUB: WageEngine::redrawScene()");
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//updateConsoleForScene(console, currentScene);
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//updateSceneViewerForScene(viewer, currentScene);
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//viewer.paintImmediately(viewer.getBounds());
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//getContentPane().validate();
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//getContentPane().repaint();
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//console.postUpdateUI();
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//soundManager.updateSoundTimerForScene(currentScene, firstTime);
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}
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}
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void WageEngine::regen() {
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warning("STUB WageEngine::regen()");
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}
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void WageEngine::processTurnInternal(Common::String *textInput, Designed *clickInput) {
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Scene *playerScene = _world->_player->_currentScene;
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if (playerScene == _world->_storageScene)
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return;
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bool shouldEncounter = false;
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if (playerScene != _lastScene) {
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_loopCount = 0;
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_lastScene = playerScene;
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_monster = NULL;
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_running = NULL;
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_offer = NULL;
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for (Common::List<Chr *>::const_iterator it = playerScene->_chrs.begin(); it != playerScene->_chrs.end(); ++it) {
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if (!(*it)->_playerCharacter) {
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_monster = *it;
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shouldEncounter = true;
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break;
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}
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}
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}
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bool monsterWasNull = (_monster == NULL);
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bool handled = playerScene->_script->execute(_world, _loopCount++, textInput, clickInput, this);
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playerScene = _world->_player->_currentScene;
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if (playerScene == _world->_storageScene)
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return;
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if (playerScene != _lastScene) {
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_temporarilyHidden = true;
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_gui->clearOutput();
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regen();
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Common::String input("look");
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processTurnInternal(&input, NULL);
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redrawScene();
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_temporarilyHidden = false;
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} else if (_loopCount == 1) {
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redrawScene();
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if (shouldEncounter && _monster != NULL) {
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encounter(_world->_player, _monster);
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}
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} else if (textInput != NULL && !handled) {
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if (monsterWasNull && _monster != NULL)
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return;
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Common::String rant(_rnd->getRandomNumber(1) ? "What?" : "Huh?");
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appendText(rant);
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_commandWasQuick = true;
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}
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}
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void WageEngine::processTurn(Common::String *textInput, Designed *clickInput) {
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_commandWasQuick = false;
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Scene *prevScene = _world->_player->_currentScene;
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Chr *prevMonster = _monster;
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processTurnInternal(textInput, clickInput);
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Scene *playerScene = _world->_player->_currentScene;
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if (prevScene != playerScene && playerScene != _world->_storageScene) {
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if (prevMonster != NULL) {
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bool followed = false;
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if (_monster == NULL) {
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warning("STUB: processTurn(), monster");
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//Set<Scene> scenes = world.getAdjacentScenes(prevMonster.getState().getCurrentScene());
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// TODO: adjacent scenes doesn't contain up/down etc... verify that monsters can't follow these...
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//if (scenes.contains(playerScene)) {
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// int chance = (int) (Math.random() * 255);
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// followed = (chance < prevMonster.getFollowsOpponent());
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//}
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}
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Common::String msg;
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if (followed) {
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msg = prevMonster->getNameWithDefiniteArticle(true);
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msg += " follows you.";
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appendText(msg);
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_world->move(prevMonster, playerScene);
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} else {
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msg = "You escape ";
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msg += prevMonster->getNameWithDefiniteArticle(false);
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msg += ".";
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appendText(msg);
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}
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}
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}
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if (!_commandWasQuick && _monster != NULL) {
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performCombatAction(_monster, _world->_player);
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}
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}
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} // End of namespace Wage
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