scummvm/engines/wage/wage.cpp
2023-09-10 21:38:58 +02:00

586 lines
16 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 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 <http://www.gnu.org/licenses/>.
*
* 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/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/events.h"
#include "common/punycode.h"
#include "common/system.h"
#include "engines/engine.h"
#include "engines/util.h"
#include "graphics/macgui/macdialog.h"
#include "wage/wage.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;
_opponentAim = -1;
_temporarilyHidden = false;
_isGameOver = false;
_monster = NULL;
_running = NULL;
_lastScene = NULL;
_loopCount = 0;
_turn = 0;
_commandWasQuick = false;
_shouldQuit = false;
_gui = NULL;
_world = NULL;
_offer = NULL;
_resManager = NULL;
debug("WageEngine::WageEngine()");
}
WageEngine::~WageEngine() {
debug("WageEngine::~WageEngine()");
delete _world;
delete _resManager;
delete _gui;
delete _rnd;
}
bool WageEngine::pollEvent(Common::Event &event) {
return _eventMan->pollEvent(event);
}
Common::Error WageEngine::run() {
debug("WageEngine::init");
int width = 512;
int height = 342;
if (getFeatures() & GF_RES800) {
width = 800;
height = 600;
} else if (getFeatures() & GF_RES1024) {
width = 1024;
height = 768;
}
initGraphics(width, height);
setDebugger(new Debugger(this));
// Your main event loop should be (invoked from) here.
_resManager = new Common::MacResManager();
if (!_resManager->open(Common::Path(getGameFile()).punycodeDecode().toString('/')))
error("Could not open %s as a resource fork", getGameFile());
_world = new World(this);
if (!_world->loadWorld(_resManager))
return Common::kNoGameDataFoundError;
_shouldQuit = false;
_gui = new Gui(this);
_temporarilyHidden = true;
performInitialSetup();
if (ConfMan.hasKey("save_slot")) {
int saveSlot = ConfMan.getInt("save_slot");
loadGame(saveSlot);
_gui->regenCommandsMenu();
_gui->regenWeaponsMenu();
}
_gui->_consoleWindow->setTextWindowFont(_world->_player->_currentScene->getFont());
Common::String input("look");
processTurn(&input, NULL);
_temporarilyHidden = false;
while (!_shouldQuit) {
processEvents();
if (_restartRequested)
restart();
_gui->draw();
g_system->updateScreen();
g_system->delayMillis(50);
if (!_soundToPlay.empty()) {
playSound(_soundToPlay);
_soundToPlay.clear();
}
}
return Common::kNoError;
}
void WageEngine::restart() {
_restartRequested = false;
delete _gui;
delete _world;
_world = new World(this);
if (!_world->loadWorld(_resManager))
return;
_shouldQuit = false;
_gui = new Gui(this);
_temporarilyHidden = true;
performInitialSetup();
Common::String input("look");
processTurn(&input, NULL);
}
void WageEngine::processEvents() {
Common::Event event;
while (_eventMan->pollEvent(event)) {
if (_gui->processEvent(event))
continue;
switch (event.type) {
case Common::EVENT_QUIT:
if (saveDialog())
_shouldQuit = true;
break;
case Common::EVENT_KEYDOWN:
switch (event.kbd.keycode) {
case Common::KEYCODE_RETURN: {
_inputText = Common::convertFromU32String(_gui->_consoleWindow->getInput());
Common::String inp = _inputText + '\n';
_gui->appendText(inp.c_str());
_gui->_consoleWindow->clearInput();
if (_inputText.empty())
break;
processTurn(&_inputText, NULL);
_gui->disableUndo();
_gui->enableRevert();
break;
}
default:
break;
}
break;
default:
break;
}
}
}
void WageEngine::setMenu(Common::String menu) {
_world->_commandsMenu = menu;
_gui->regenCommandsMenu();
}
void WageEngine::appendText(const char *str) {
Common::String s(str);
s += '\n';
_gui->appendText(s.c_str());
_inputText.clear();
}
void WageEngine::gameOver() {
Graphics::MacDialogButtonArray buttons;
buttons.push_back(new Graphics::MacDialogButton("OK", 66, 67, 68, 28));
Graphics::MacFont font;
Graphics::MacText gameOverMessage(*_world->_gameOverMessage, _gui->_wm, &font, Graphics::kColorBlack,
Graphics::kColorWhite, 199, Graphics::kTextAlignCenter);
Graphics::MacDialog gameOverDialog(&_gui->_screen, _gui->_wm, 199, &gameOverMessage, 199, &buttons, 0);
int button = gameOverDialog.run();
if (button == Graphics::kMacDialogQuitRequested)
_shouldQuit = true;
doClose();
_gui->disableAllMenus();
_gui->enableNewGameMenus();
}
bool WageEngine::saveDialog() {
Graphics::MacDialogButtonArray buttons;
buttons.push_back(new Graphics::MacDialogButton("No", 19, 67, 68, 28));
buttons.push_back(new Graphics::MacDialogButton("Yes", 112, 67, 68, 28));
buttons.push_back(new Graphics::MacDialogButton("Cancel", 205, 67, 68, 28));
Graphics::MacFont font;
Graphics::MacText saveBeforeCloseMessage(*_world->_saveBeforeCloseMessage, _gui->_wm, &font, Graphics::kColorBlack,
Graphics::kColorWhite, 291, Graphics::kTextAlignCenter);
Graphics::MacDialog save(&_gui->_screen, _gui->_wm, 291, &saveBeforeCloseMessage, 291, &buttons, 1);
int button = save.run();
if (button == Graphics::kMacDialogQuitRequested)
_shouldQuit = true;
else if (button == 2) // Cancel
return false;
else if (button == 1)
saveGame();
doClose();
return true;
}
void WageEngine::aboutDialog() {
Graphics::MacDialogButtonArray buttons;
buttons.push_back(new Graphics::MacDialogButton("OK", 191, 167, 68, 28));
Graphics::MacText aboutMessage(_world->_aboutMessage, _gui->_wm, _gui->_consoleWindow->getTextWindowFont(), Graphics::kColorBlack,
Graphics::kColorWhite, 400, Graphics::kTextAlignCenter);
Common::U32String disclaimer("\n\n\n\nThis adventure was produced with World Builder\xAA\nthe adventure game creation system.\n© Copyright 1986 by William C. Appleton, All Right Reserved\nPublished by Silicon Beach Software, Inc.");
aboutMessage.appendText(disclaimer, 3, 9, 0, false);
Graphics::MacDialog about(&_gui->_screen, _gui->_wm, 450, &aboutMessage, 400, &buttons, 0);
int button = about.run();
if (button == Graphics::kMacDialogQuitRequested)
_shouldQuit = true;
}
void WageEngine::saveGame() {
if (_defaultSaveSlot != -1 && _defaultSaveSlot != getAutosaveSlot())
saveGameState(_defaultSaveSlot, _defaultSaveDescritpion, false);
else
scummVMSaveLoadDialog(true);
}
void WageEngine::performInitialSetup() {
debug(5, "Resetting Objs: %d", _world->_orderedObjs.size());
for (uint 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 (uint 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 (uint i = 0; i < _world->_orderedObjs.size(); i++) {
Obj *obj = _world->_orderedObjs[i];
if (!isStorageScene(obj->_sceneOrOwner)) {
Common::String location = obj->_sceneOrOwner;
location.toLowercase();
Scene *scene = getSceneByName(location);
if (scene != NULL) {
_world->move(obj, scene);
} 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 (uint i = 0; i < _world->_orderedChrs.size(); i++) {
Chr *chr = _world->_orderedChrs[i];
if (!isStorageScene(chr->_initialScene)) {
Common::String key = chr->_initialScene;
key.toLowercase();
if (_world->_scenes.contains(key) && _world->_scenes[key] != NULL) {
_world->move(chr, _world->_scenes[key]);
if (chr->_playerCharacter)
debug(0, "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());
}
// Set the console window's dimensions early here because
// flowText() that needs them gets called before they're set
_gui->_consoleWindow->setDimensions(*_world->_player->_currentScene->_textBounds);
}
void WageEngine::wearObjs(Chr* chr) {
if (chr != nullptr)
chr->wearObjs();
}
void WageEngine::doClose() {
// No op on ScummVM since we do not allow to load arbitrary games
}
Scene *WageEngine::getSceneByName(Common::String &location) {
if (location.equals("random@")) {
return _world->getRandomScene();
} else {
if (_world->_scenes.contains(location))
return _world->_scenes[location];
else
return NULL;
}
}
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 (from == currentScene || to == currentScene ||
(what->_classType == CHR && ((Chr *)what)->_currentScene == currentScene) ||
(what->_classType == OBJ && ((Obj *)what)->_currentScene == currentScene))
_gui->setSceneDirty();
if ((from == player || to == player) && !_temporarilyHidden)
_gui->regenWeaponsMenu();
if (what != player && what->_classType == CHR) {
Chr *chr = (Chr *)what;
if (to == _world->_storageScene) {
int returnTo = chr->_returnTo;
if (returnTo != Chr::RETURN_TO_STORAGE) {
Common::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->updateScreen();
g_system->delayMillis(100);
}
}
}
void WageEngine::redrawScene() {
Scene *currentScene = _world->_player->_currentScene;
if (currentScene != NULL) {
bool firstTime = (_lastScene != currentScene);
_gui->draw();
updateSoundTimerForScene(currentScene, firstTime);
}
}
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 (ChrList::const_iterator it = playerScene->_chrs.begin(); it != playerScene->_chrs.end(); ++it) {
if (!(*it)->_playerCharacter) {
_monster = *it;
shouldEncounter = true;
break;
}
}
}
bool monsterWasNull = (_monster == NULL);
Script *script = playerScene->_script != NULL ? playerScene->_script : _world->_globalScript;
bool handled = script->execute(_world, _loopCount++, textInput, clickInput);
playerScene = _world->_player->_currentScene;
if (playerScene == _world->_storageScene)
return;
if (playerScene != _lastScene) {
_temporarilyHidden = true;
_gui->clearOutput();
_gui->_consoleWindow->setTextWindowFont(_world->_player->_currentScene->getFont());
regen();
Common::String input("look");
processTurnInternal(&input, NULL);
if (_shouldQuit)
return;
redrawScene();
_temporarilyHidden = false;
} else if (_loopCount == 1) {
redrawScene();
if (shouldEncounter && getMonster() != NULL) {
encounter(_world->_player, _monster);
}
} else if (textInput != NULL && !handled) {
if (monsterWasNull && getMonster() != NULL)
return;
const char *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 = getMonster();
Common::String input;
if (textInput)
input = *textInput;
input.toLowercase();
processTurnInternal(&input, clickInput);
Scene *playerScene = _world->_player->_currentScene;
if (prevScene != playerScene && playerScene != _world->_storageScene) {
if (prevMonster != NULL) {
bool followed = false;
if (getMonster() == NULL) {
// TODO: adjacent scenes doesn't contain up/down etc... verify that monsters can't follow these...
if (_world->scenesAreConnected(playerScene, prevMonster->_currentScene)) {
int chance = _rnd->getRandomNumber(255);
followed = (chance < prevMonster->_followsOpponent);
}
}
char buf[512];
if (followed) {
snprintf(buf, 512, "%s%s follows you.", prevMonster->getDefiniteArticle(true), prevMonster->_name.c_str());
appendText(buf);
_world->move(prevMonster, playerScene);
} else {
snprintf(buf, 512, "You escape %s%s.", prevMonster->getDefiniteArticle(false), prevMonster->_name.c_str());
appendText(buf);
}
}
}
if (!_commandWasQuick && getMonster() != NULL) {
performCombatAction(getMonster(), _world->_player);
}
_inputText.clear();
}
} // End of namespace Wage