scummvm/engines/wage/wage.cpp
Colin Snover 432fd522d2 ENGINES: Remove default1x scaler flag
This flag is removed for a few reasons:

* Engines universally set this flag to true for widths > 320,
  which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
  since its behaviour was almost completely undocumented and users
  would need to figure out that they'd need an explicit non-default
  scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
  deciding how the backend may choose to render its virtual screen.
  The choice of rendering behaviour belongs to the user, and the
  backend, in that order.

A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
2017-10-07 12:30:29 -05:00

517 lines
13 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/config-manager.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/events.h"
#include "common/system.h"
#include "engines/engine.h"
#include "engines/util.h"
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/gui.h"
#include "wage/dialog.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;
_console = NULL;
_offer = NULL;
_resManager = NULL;
_debugger = NULL;
debug("WageEngine::WageEngine()");
}
WageEngine::~WageEngine() {
debug("WageEngine::~WageEngine()");
DebugMan.clearAllDebugChannels();
delete _world;
delete _resManager;
delete _gui;
delete _rnd;
delete _console;
}
Common::Error WageEngine::run() {
debug("WageEngine::init");
initGraphics(512, 342);
// Create debugger console. It requires GFX to be initialized
_console = new Console(this);
_debugger = new Debugger(this);
// Your main event loop should be (invoked from) here.
_resManager = new Common::MacResManager();
if (!_resManager->open(getGameFile()))
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) {
_debugger->onFrame();
processEvents();
_gui->draw();
g_system->updateScreen();
g_system->delayMillis(50);
}
return Common::kNoError;
}
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 = _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();
break;
}
default:
if (event.kbd.ascii == '~') {
_debugger->attach();
break;
}
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() {
DialogButtonArray buttons;
buttons.push_back(new DialogButton("OK", 66, 67, 68, 28));
Dialog gameOverDialog(_gui, 199, _world->_gameOverMessage->c_str(), &buttons, 0);
gameOverDialog.run();
doClose();
_gui->disableAllMenus();
_gui->enableNewGameMenus();
}
bool WageEngine::saveDialog() {
DialogButtonArray buttons;
buttons.push_back(new DialogButton("No", 19, 67, 68, 28));
buttons.push_back(new DialogButton("Yes", 112, 67, 68, 28));
buttons.push_back(new DialogButton("Cancel", 205, 67, 68, 28));
Dialog save(_gui, 291, _world->_saveBeforeCloseMessage->c_str(), &buttons, 1);
int button = save.run();
if (button == 2) // Cancel
return false;
if (button == 1)
saveGame();
doClose();
return true;
}
void WageEngine::saveGame() {
warning("STUB: saveGame()");
}
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() {
warning("STUB: doClose()");
}
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