ScummVM API documentation
wage.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 * MIT License:
21 *
22 * Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
23 *
24 * Permission is hereby granted, free of charge, to any person
25 * obtaining a copy of this software and associated documentation
26 * files (the "Software"), to deal in the Software without
27 * restriction, including without limitation the rights to use,
28 * copy, modify, merge, publish, distribute, sublicense, and/or sell
29 * copies of the Software, and to permit persons to whom the
30 * Software is furnished to do so, subject to the following
31 * conditions:
32 *
33 * The above copyright notice and this permission notice shall be
34 * included in all copies or substantial portions of the Software.
35 *
36 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
37 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
38 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
39 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
40 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
41 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
42 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
43 * OTHER DEALINGS IN THE SOFTWARE.
44 *
45 */
46
47#ifndef WAGE_WAGE_H
48#define WAGE_WAGE_H
49
50#include "engines/engine.h"
51#include "audio/mixer.h"
52#include "common/debug.h"
53#include "common/endian.h"
54#include "common/rect.h"
55#include "common/macresman.h"
56#include "common/random.h"
57#include "common/timer.h"
58#include "common/text-to-speech.h"
59
60#include "wage/debugger.h"
61
63
64namespace Common {
65struct Event;
66}
67
68namespace Graphics {
69class MacDialog;
70}
71
72namespace Audio {
73class PCSpeaker;
74}
75
76namespace Wage {
77
78class Console;
79class Chr;
80class Designed;
81class Dialog;
82class Gui;
83class Obj;
84class Scene;
85class World;
86
87typedef Common::Array<Obj *> ObjArray;
88typedef Common::Array<Chr *> ChrArray;
89typedef Common::List<Obj *> ObjList;
90typedef Common::List<Chr *> ChrList;
91
92#define STORAGESCENE "STORAGE@"
93
94enum {
95 kDebugSound = 1,
96 kDebugLoading,
97};
98
99enum OperandType {
100 OBJ = 0,
101 CHR = 1,
102 SCENE = 2,
103 NUMBER = 3,
104 STRING = 4,
105 CLICK_INPUT = 5,
106 TEXT_INPUT = 6,
107 UNKNOWN = 100
108};
109
110enum Directions {
111 NORTH = 0,
112 SOUTH = 1,
113 EAST = 2,
114 WEST = 3
115};
116
117enum Resolution {
118 GF_RES800 = 1 << 0,
119 GF_RES1024 = 1 << 1
120};
121
123const char *getIndefiniteArticle(const Common::String &word);
124const char *prependGenderSpecificPronoun(int gender);
125const char *getGenderSpecificPronoun(int gender, bool capitalize);
126bool isStorageScene(const Common::String &name);
127
128class WageEngine : public Engine {
129 friend class Dialog;
130public:
131 WageEngine(OSystem *syst, const ADGameDescription *gameDesc);
132 ~WageEngine() override;
133
134 bool hasFeature(EngineFeature f) const override;
135
136 Common::Error run() override;
137
138 bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
139 bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
140
141 const char *getGameFile() const;
142 void processTurn(Common::String *textInput, Designed *clickInput);
143 void regen();
144
145 const char *getTargetName() { return _targetName.c_str(); }
146 bool pollEvent(Common::Event &event);
147
148private:
149 bool loadWorld(Common::MacResManager *resMan);
150 void performInitialSetup();
151 void wearObjs(Chr *chr);
152 void processTurnInternal(Common::String *textInput, Designed *clickInput);
153 void performCombatAction(Chr *npc, Chr *player);
154 int getValidMoveDirections(Chr *npc);
155 void performAttack(Chr *attacker, Chr *victim, Obj *weapon);
156 void performMagic(Chr *attacker, Chr *victim, Obj *magicalObject);
157 void performMove(Chr *chr, int validMoves);
158 void performOffer(Chr *attacker, Chr *victim);
159 void performTake(Chr *npc, Obj *obj);
160 void decrementUses(Obj *obj);
161 bool attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex);
162 void performHealingMagic(Chr *chr, Obj *magicalObject);
163
164public:
165 void takeObj(Obj *obj);
166
167 bool handleMoveCommand(Directions dir, const char *dirName);
168 bool handleLookCommand();
169 Common::String *getGroundItemsList(Scene *scene);
170 void appendObjNames(Common::String &str, const ObjArray &objs);
171 bool handleInventoryCommand();
172 bool handleStatusCommand();
173 bool handleRestCommand();
174 bool handleAcceptCommand();
175
176 bool handleTakeCommand(const char *target);
177 bool handleDropCommand(const char *target);
178 bool handleAimCommand(const char *target);
179 bool handleWearCommand(const char *target);
180 bool handleOfferCommand(const char *target);
181
182 void wearObj(Obj *o, int pos);
183
184 bool tryAttack(const Obj *weapon, const Common::String &input);
185 bool handleAttack(Obj *weapon);
186
187 void printPlayerCondition(Chr *player);
188 const char *getPercentMessage(double percent);
189
190 void doClose();
191
192public:
194
195 Gui *_gui;
196 World *_world;
197
198 Scene *_lastScene;
199 int _loopCount;
200 int _turn;
201 Chr *_monster;
202 Chr *_running;
203 Obj *_offer;
204 int _aim;
205 int _opponentAim;
206 bool _temporarilyHidden;
207 bool _isGameOver;
208 bool _commandWasQuick;
209 bool _restartRequested = false;
210
211 bool _shouldQuit;
212 int _defaultSaveSlot = -1;
213 Common::String _defaultSaveDescritpion;
214
215 Common::String _inputText;
216
217 Common::List<int> _soundQueue;
218 Common::String _soundToPlay;
219 Audio::PCSpeaker *_speaker;
220
221 void playSound(Common::String soundName, bool blocking = true);
222 void playStartupSound(byte *stream, uint32 size, int divisor);
223 void updateSoundTimerForScene(Scene *scene, bool firstTime);
224 void setMenu(Common::String soundName);
225 void appendText(const char *str);
226 void sayText(const Common::U32String &str, Common::TextToSpeechManager::Action action = Common::TextToSpeechManager::INTERRUPT_NO_REPEAT) const;
227 void sayText(const Common::String &str, Common::TextToSpeechManager::Action action = Common::TextToSpeechManager::INTERRUPT_NO_REPEAT) const;
228 Obj *getOffer();
229 Chr *getMonster();
230 void processEvents();
231 Scene *getSceneByName(Common::String &location);
232 void onMove(Designed *what, Designed *from, Designed *to);
233 void encounter(Chr *player, Chr *chr);
234 void redrawScene();
235 void saveGame();
236
237 uint32 getFeatures();
238
239 Common::Error loadGameState(int slot) override;
240 Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
241 bool scummVMSaveLoadDialog(bool isSave);
242
243private:
244 int getSceneIndex(Scene *scene) const;
245 Obj *getObjByOffset(int offset, int objBaseOffset) const;
246 Chr *getChrById(int resId) const;
247 Chr *getChrByOffset(int offset, int chrBaseOffset) const;
248 Scene *getSceneById(int id) const;
249 Scene *getSceneByOffset(int offset) const;
250 int saveGame(const Common::String &fileName, const Common::String &descriptionString);
251 int loadGame(int slotId);
252
253 void resetState();
254 void restart();
255
256private:
257 const ADGameDescription *_gameDescription;
258
259 Common::MacResManager *_resManager;
260
261 Audio::SoundHandle _soundHandle;
262};
263
264extern WageEngine *g_wage;
265
266} // End of namespace Wage
267
268#endif
Definition: pcspk.h:36
Definition: mixer.h:49
Definition: error.h:81
Definition: macresman.h:126
Definition: random.h:44
Definition: stream.h:745
Definition: str.h:59
Definition: ustr.h:57
Definition: engine.h:149
const Common::String _targetName
Definition: engine.h:186
EngineFeature
Definition: engine.h:282
Definition: system.h:166
Definition: entities.h:131
Definition: entities.h:112
Definition: gui.h:124
Definition: entities.h:232
Definition: entities.h:301
Definition: wage.h:128
Common::Error loadGameState(int slot) override
Common::Error run() override
bool hasFeature(EngineFeature f) const override
bool canLoadGameStateCurrently(Common::U32String *msg=nullptr) override
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave=false) override
bool canSaveGameStateCurrently(Common::U32String *msg=nullptr) override
Definition: world.h:61
Definition: system.h:39
Definition: algorithm.h:29
Definition: formatinfo.h:28
Definition: advancedDetector.h:164
Definition: events.h:218
Definition: rect.h:536