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+/* 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/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, true);
+
+ // 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;
+
+ _gui = new Gui(this);
+
+ _temporarilyHidden = true;
+ performInitialSetup();
+ Common::String input("look");
+ processTurn(&input, NULL);
+ _temporarilyHidden = false;
+
+ _shouldQuit = 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_BACKSPACE:
+ if (!_inputText.empty()) {
+ _inputText.deleteLastChar();
+ _gui->drawInput();
+ }
+ break;
+
+ case Common::KEYCODE_RETURN:
+ if (_inputText.empty())
+ break;
+
+ processTurn(&_inputText, NULL);
+ _gui->disableUndo();
+ break;
+
+ default:
+ if (event.kbd.ascii == '~') {
+ _debugger->attach();
+ break;
+ }
+
+ if (event.kbd.ascii >= 0x20 && event.kbd.ascii <= 0x7f) {
+ _inputText += (char)event.kbd.ascii;
+ _gui->drawInput();
+ }
+
+ break;
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+void WageEngine::setMenu(Common::String menu) {
+ _world->_commandsMenu = menu;
+
+ _gui->regenCommandsMenu();
+}
+
+void WageEngine::appendText(const char *str) {
+ _gui->appendText(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, "Save changes before closing?", &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());
+ }
+}
+
+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, 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 && 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();
+ if (input.equals("e"))
+ input = "east";
+ else if (input.equals("w"))
+ input = "west";
+ else if (input.equals("n"))
+ input = "north";
+ else if (input.equals("s"))
+ input = "south";
+
+ 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();
+ _gui->appendText("");
+}
+
+
+} // End of namespace Wage