mirror of
https://github.com/libretro/scummvm.git
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263 lines
7.2 KiB
C++
263 lines
7.2 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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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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#ifndef WAGE_WAGE_H
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#define WAGE_WAGE_H
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#include "engines/engine.h"
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#include "audio/mixer.h"
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#include "common/debug.h"
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#include "common/endian.h"
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#include "common/rect.h"
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#include "common/macresman.h"
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#include "common/random.h"
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#include "common/timer.h"
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#include "wage/debugger.h"
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struct ADGameDescription;
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namespace Common {
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struct Event;
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}
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namespace Graphics {
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class MacDialog;
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}
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namespace Wage {
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class Console;
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class Chr;
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class Designed;
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class Dialog;
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class Gui;
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class Obj;
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class Scene;
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class World;
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typedef Common::Array<Obj *> ObjArray;
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typedef Common::Array<Chr *> ChrArray;
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typedef Common::List<Obj *> ObjList;
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typedef Common::List<Chr *> ChrList;
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#define STORAGESCENE "STORAGE@"
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enum OperandType {
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OBJ = 0,
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CHR = 1,
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SCENE = 2,
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NUMBER = 3,
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STRING = 4,
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CLICK_INPUT = 5,
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TEXT_INPUT = 6,
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UNKNOWN = 100
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};
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enum Directions {
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NORTH = 0,
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SOUTH = 1,
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EAST = 2,
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WEST = 3
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};
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// our engine debug levels
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enum {
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kWageDebugExample = 1 << 0,
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kWageDebugExample2 = 1 << 1
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// next new level must be 1 << 2 (4)
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// the current limitation is 32 debug levels (1 << 31 is the last one)
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};
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enum Resolution {
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GF_RES800 = 1 << 0,
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GF_RES1024 = 1 << 1
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};
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Common::Rect *readRect(Common::SeekableReadStream *in);
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const char *getIndefiniteArticle(const Common::String &word);
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const char *prependGenderSpecificPronoun(int gender);
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const char *getGenderSpecificPronoun(int gender, bool capitalize);
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bool isStorageScene(const Common::String &name);
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class WageEngine : public Engine {
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friend class Dialog;
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public:
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WageEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~WageEngine() override;
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bool hasFeature(EngineFeature f) const override;
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Common::Error run() override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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const char *getGameFile() const;
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void processTurn(Common::String *textInput, Designed *clickInput);
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void regen();
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const char *getTargetName() { return _targetName.c_str(); }
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bool pollEvent(Common::Event &event);
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private:
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bool loadWorld(Common::MacResManager *resMan);
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void performInitialSetup();
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void wearObjs(Chr *chr);
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void processTurnInternal(Common::String *textInput, Designed *clickInput);
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void performCombatAction(Chr *npc, Chr *player);
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int getValidMoveDirections(Chr *npc);
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void performAttack(Chr *attacker, Chr *victim, Obj *weapon);
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void performMagic(Chr *attacker, Chr *victim, Obj *magicalObject);
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void performMove(Chr *chr, int validMoves);
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void performOffer(Chr *attacker, Chr *victim);
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void performTake(Chr *npc, Obj *obj);
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void decrementUses(Obj *obj);
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bool attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex);
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void performHealingMagic(Chr *chr, Obj *magicalObject);
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void doClose();
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public:
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void takeObj(Obj *obj);
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bool handleMoveCommand(Directions dir, const char *dirName);
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bool handleLookCommand();
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Common::String *getGroundItemsList(Scene *scene);
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void appendObjNames(Common::String &str, const ObjArray &objs);
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bool handleInventoryCommand();
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bool handleStatusCommand();
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bool handleRestCommand();
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bool handleAcceptCommand();
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bool handleTakeCommand(const char *target);
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bool handleDropCommand(const char *target);
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bool handleAimCommand(const char *target);
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bool handleWearCommand(const char *target);
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bool handleOfferCommand(const char *target);
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void wearObj(Obj *o, int pos);
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bool tryAttack(const Obj *weapon, const Common::String &input);
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bool handleAttack(Obj *weapon);
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void printPlayerCondition(Chr *player);
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const char *getPercentMessage(double percent);
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public:
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Common::RandomSource *_rnd;
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Gui *_gui;
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World *_world;
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Scene *_lastScene;
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int _loopCount;
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int _turn;
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Chr *_monster;
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Chr *_running;
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Obj *_offer;
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int _aim;
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int _opponentAim;
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bool _temporarilyHidden;
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bool _isGameOver;
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bool _commandWasQuick;
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bool _restartRequested = false;
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bool _shouldQuit;
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int _defaultSaveSlot = -1;
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Common::String _defaultSaveDescritpion;
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Common::String _inputText;
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Common::List<int> _soundQueue;
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Common::String _soundToPlay;
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void playSound(Common::String soundName);
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void updateSoundTimerForScene(Scene *scene, bool firstTime);
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void setMenu(Common::String soundName);
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void appendText(const char *str);
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void gameOver();
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bool saveDialog();
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void aboutDialog();
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Obj *getOffer();
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Chr *getMonster();
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void processEvents();
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Scene *getSceneByName(Common::String &location);
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void onMove(Designed *what, Designed *from, Designed *to);
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void encounter(Chr *player, Chr *chr);
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void redrawScene();
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void saveGame();
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uint32 getFeatures();
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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bool scummVMSaveLoadDialog(bool isSave);
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private:
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int getSceneIndex(Scene *scene) const;
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Obj *getObjByOffset(int offset, int objBaseOffset) const;
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Chr *getChrById(int resId) const;
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Chr *getChrByOffset(int offset, int chrBaseOffset) const;
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Scene *getSceneById(int id) const;
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Scene *getSceneByOffset(int offset) const;
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int saveGame(const Common::String &fileName, const Common::String &descriptionString);
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int loadGame(int slotId);
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void restart();
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private:
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const ADGameDescription *_gameDescription;
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Common::MacResManager *_resManager;
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Audio::SoundHandle _soundHandle;
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};
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} // End of namespace Wage
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#endif
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