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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.
*
*/
#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<Obj *> ObjArray;
typedef Common::Array<Chr *> ChrArray;
typedef Common::List<Obj *> ObjList;
typedef Common::List<Chr *> 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
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