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https://github.com/scummvm/scummvm.git
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- Fix issue with "New" option after game over screen Fix issue, where clicking the new option after the game over screen causes the scene window to be not visible until scummvm is restarted. Fix by resetting game related variables in engine class when the new option is clicked. - Fix issue with "Revert" option Fix issue, where using "Revert" when the previous save is in the current scene, causes the current scene to not redraw. The objects in the scene do not have correct ownership. They are both in the scene objects and in player inventory. Fix by forcing redraw and clearing scene objects and characters during loading the previous save.
263 lines
7.2 KiB
C++
263 lines
7.2 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* MIT License:
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*
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* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#ifndef WAGE_WAGE_H
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#define WAGE_WAGE_H
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#include "engines/engine.h"
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#include "audio/mixer.h"
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#include "common/debug.h"
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#include "common/endian.h"
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#include "common/rect.h"
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#include "common/macresman.h"
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#include "common/random.h"
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#include "common/timer.h"
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#include "wage/debugger.h"
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struct ADGameDescription;
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namespace Common {
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struct Event;
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}
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namespace Graphics {
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class MacDialog;
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}
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namespace Wage {
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class Console;
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class Chr;
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class Designed;
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class Dialog;
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class Gui;
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class Obj;
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class Scene;
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class World;
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typedef Common::Array<Obj *> ObjArray;
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typedef Common::Array<Chr *> ChrArray;
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typedef Common::List<Obj *> ObjList;
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typedef Common::List<Chr *> ChrList;
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#define STORAGESCENE "STORAGE@"
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enum OperandType {
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OBJ = 0,
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CHR = 1,
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SCENE = 2,
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NUMBER = 3,
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STRING = 4,
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CLICK_INPUT = 5,
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TEXT_INPUT = 6,
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UNKNOWN = 100
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};
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enum Directions {
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NORTH = 0,
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SOUTH = 1,
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EAST = 2,
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WEST = 3
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};
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// our engine debug levels
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enum {
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kWageDebugExample = 1 << 0,
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kWageDebugExample2 = 1 << 1
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// next new level must be 1 << 2 (4)
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// the current limitation is 32 debug levels (1 << 31 is the last one)
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};
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enum Resolution {
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GF_RES800 = 1 << 0,
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GF_RES1024 = 1 << 1
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};
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Common::Rect *readRect(Common::SeekableReadStream *in);
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const char *getIndefiniteArticle(const Common::String &word);
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const char *prependGenderSpecificPronoun(int gender);
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const char *getGenderSpecificPronoun(int gender, bool capitalize);
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bool isStorageScene(const Common::String &name);
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class WageEngine : public Engine {
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friend class Dialog;
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public:
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WageEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~WageEngine() override;
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bool hasFeature(EngineFeature f) const override;
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Common::Error run() override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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const char *getGameFile() const;
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void processTurn(Common::String *textInput, Designed *clickInput);
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void regen();
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const char *getTargetName() { return _targetName.c_str(); }
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bool pollEvent(Common::Event &event);
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private:
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bool loadWorld(Common::MacResManager *resMan);
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void performInitialSetup();
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void wearObjs(Chr *chr);
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void processTurnInternal(Common::String *textInput, Designed *clickInput);
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void performCombatAction(Chr *npc, Chr *player);
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int getValidMoveDirections(Chr *npc);
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void performAttack(Chr *attacker, Chr *victim, Obj *weapon);
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void performMagic(Chr *attacker, Chr *victim, Obj *magicalObject);
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void performMove(Chr *chr, int validMoves);
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void performOffer(Chr *attacker, Chr *victim);
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void performTake(Chr *npc, Obj *obj);
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void decrementUses(Obj *obj);
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bool attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex);
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void performHealingMagic(Chr *chr, Obj *magicalObject);
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void doClose();
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public:
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void takeObj(Obj *obj);
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bool handleMoveCommand(Directions dir, const char *dirName);
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bool handleLookCommand();
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Common::String *getGroundItemsList(Scene *scene);
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void appendObjNames(Common::String &str, const ObjArray &objs);
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bool handleInventoryCommand();
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bool handleStatusCommand();
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bool handleRestCommand();
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bool handleAcceptCommand();
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bool handleTakeCommand(const char *target);
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bool handleDropCommand(const char *target);
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bool handleAimCommand(const char *target);
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bool handleWearCommand(const char *target);
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bool handleOfferCommand(const char *target);
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void wearObj(Obj *o, int pos);
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bool tryAttack(const Obj *weapon, const Common::String &input);
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bool handleAttack(Obj *weapon);
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void printPlayerCondition(Chr *player);
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const char *getPercentMessage(double percent);
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public:
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Common::RandomSource *_rnd;
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Gui *_gui;
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World *_world;
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Scene *_lastScene;
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int _loopCount;
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int _turn;
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Chr *_monster;
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Chr *_running;
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Obj *_offer;
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int _aim;
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int _opponentAim;
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bool _temporarilyHidden;
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bool _isGameOver;
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bool _commandWasQuick;
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bool _restartRequested = false;
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bool _shouldQuit;
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int _defaultSaveSlot = -1;
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Common::String _defaultSaveDescritpion;
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Common::String _inputText;
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Common::List<int> _soundQueue;
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Common::String _soundToPlay;
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void playSound(Common::String soundName);
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void updateSoundTimerForScene(Scene *scene, bool firstTime);
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void setMenu(Common::String soundName);
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void appendText(const char *str);
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void gameOver();
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bool saveDialog();
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void aboutDialog();
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Obj *getOffer();
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Chr *getMonster();
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void processEvents();
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Scene *getSceneByName(Common::String &location);
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void onMove(Designed *what, Designed *from, Designed *to);
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void encounter(Chr *player, Chr *chr);
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void redrawScene();
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void saveGame();
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uint32 getFeatures();
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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bool scummVMSaveLoadDialog(bool isSave);
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private:
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int getSceneIndex(Scene *scene) const;
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Obj *getObjByOffset(int offset, int objBaseOffset) const;
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Chr *getChrById(int resId) const;
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Chr *getChrByOffset(int offset, int chrBaseOffset) const;
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Scene *getSceneById(int id) const;
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Scene *getSceneByOffset(int offset) const;
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int saveGame(const Common::String &fileName, const Common::String &descriptionString);
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int loadGame(int slotId);
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void resetState();
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void restart();
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private:
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const ADGameDescription *_gameDescription;
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Common::MacResManager *_resManager;
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Audio::SoundHandle _soundHandle;
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};
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} // End of namespace Wage
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#endif
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