1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
|
/* 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 "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::String readPascalString(Common::SeekableReadStream *in);
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();
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;
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 GUI::Debugger *getDebugger() { return _debugger; }
private:
Console *_console;
const ADGameDescription *_gameDescription;
Common::MacResManager *_resManager;
bool _shouldQuit;
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(WageEngine *vm) {}
virtual ~Console(void) {}
};
} // End of namespace Wage
#endif
|