/* 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. * */ #ifndef WAGE_WAGE_H #define WAGE_WAGE_H #include "engines/engine.h" #include "audio/mixer.h" #include "common/debug.h" #include "common/endian.h" #include "common/rect.h" #include "common/macresman.h" #include "common/random.h" #include "wage/debugger.h" struct ADGameDescription; namespace Wage { class Console; class Chr; class Designed; class Dialog; class Gui; class Obj; class Scene; class World; typedef Common::Array ObjArray; typedef Common::Array ChrArray; typedef Common::List ObjList; typedef Common::List ChrList; #define STORAGESCENE "STORAGE@" enum OperandType { OBJ = 0, CHR = 1, SCENE = 2, NUMBER = 3, STRING = 4, CLICK_INPUT = 5, TEXT_INPUT = 6, UNKNOWN = 100 }; enum Directions { NORTH = 0, SOUTH = 1, EAST = 2, WEST = 3 }; // our engine debug levels enum { kWageDebugExample = 1 << 0, kWageDebugExample2 = 1 << 1 // next new level must be 1 << 2 (4) // the current limitation is 32 debug levels (1 << 31 is the last one) }; Common::Rect *readRect(Common::SeekableReadStream *in); const char *getIndefiniteArticle(const Common::String &word); const char *prependGenderSpecificPronoun(int gender); const char *getGenderSpecificPronoun(int gender, bool capitalize); bool isStorageScene(const Common::String &name); class WageEngine : public Engine { friend class Dialog; public: WageEngine(OSystem *syst, const ADGameDescription *gameDesc); ~WageEngine(); virtual bool hasFeature(EngineFeature f) const; virtual Common::Error run(); bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); const char *getGameFile() const; void processTurn(Common::String *textInput, Designed *clickInput); void regen(); const char *getTargetName() { return _targetName.c_str(); } private: bool loadWorld(Common::MacResManager *resMan); void performInitialSetup(); void wearObjs(Chr *chr); void processTurnInternal(Common::String *textInput, Designed *clickInput); void performCombatAction(Chr *npc, Chr *player); int getValidMoveDirections(Chr *npc); void performAttack(Chr *attacker, Chr *victim, Obj *weapon); void performMagic(Chr *attacker, Chr *victim, Obj *magicalObject); void performMove(Chr *chr, int validMoves); void performOffer(Chr *attacker, Chr *victim); void performTake(Chr *npc, Obj *obj); void decrementUses(Obj *obj); bool attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex); void performHealingMagic(Chr *chr, Obj *magicalObject); void doClose(); void updateSoundTimerForScene(Scene *scene, bool firstTime); public: void takeObj(Obj *obj); bool handleMoveCommand(Directions dir, const char *dirName); bool handleLookCommand(); Common::String *getGroundItemsList(Scene *scene); void appendObjNames(Common::String &str, const ObjArray &objs); bool handleInventoryCommand(); bool handleStatusCommand(); bool handleRestCommand(); bool handleAcceptCommand(); bool handleTakeCommand(const char *target); bool handleDropCommand(const char *target); bool handleAimCommand(const char *target); bool handleWearCommand(const char *target); bool handleOfferCommand(const char *target); void wearObj(Obj *o, int pos); bool tryAttack(const Obj *weapon, const Common::String &input); bool handleAttack(Obj *weapon); void printPlayerCondition(Chr *player); const char *getPercentMessage(double percent); public: Common::RandomSource *_rnd; Debugger *_debugger; Gui *_gui; World *_world; Scene *_lastScene; int _loopCount; int _turn; Chr *_monster; Chr *_running; Obj *_offer; int _aim; int _opponentAim; bool _temporarilyHidden; bool _isGameOver; bool _commandWasQuick; bool _shouldQuit; Common::String _inputText; void playSound(Common::String soundName); void setMenu(Common::String soundName); void appendText(const char *str); void gameOver(); bool saveDialog(); Obj *getOffer(); Chr *getMonster(); void processEvents(); Scene *getSceneByName(Common::String &location); void onMove(Designed *what, Designed *from, Designed *to); void encounter(Chr *player, Chr *chr); void redrawScene(); void saveGame(); virtual Common::Error loadGameState(int slot); virtual Common::Error saveGameState(int slot, const Common::String &description); bool scummVMSaveLoadDialog(bool isSave); private: int getSceneIndex(Scene *scene) const; Obj *getObjByOffset(int offset, int objBaseOffset) const; Chr *getChrById(int resId) const; Chr *getChrByOffset(int offset, int chrBaseOffset) const; Scene *getSceneById(int id) const; Scene *getSceneByOffset(int offset) const; int saveGame(const Common::String &fileName, const Common::String &descriptionString); int loadGame(int slotId); Common::String getSavegameFilename(int16 slotId) const; public: virtual GUI::Debugger *getDebugger() { return _debugger; } private: Console *_console; const ADGameDescription *_gameDescription; Common::MacResManager *_resManager; Audio::SoundHandle _soundHandle; }; // Example console class class Console : public GUI::Debugger { public: Console(WageEngine *vm) {} virtual ~Console(void) {} }; } // End of namespace Wage #endif