scummvm/engines/wage/wage.h

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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_H
#define WAGE_H
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#include "engines/engine.h"
#include "common/debug.h"
#include "gui/debugger.h"
#include "common/endian.h"
#include "common/rect.h"
#include "common/macresman.h"
#include "common/random.h"
struct ADGameDescription;
namespace Wage {
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class Console;
class Chr;
class Designed;
class Gui;
class Obj;
class Scene;
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class Weapon;
class World;
using Common::String;
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enum OperandType {
OBJ = 0,
CHR = 1,
SCENE = 2,
NUMBER = 3,
STRING = 4,
CLICK_INPUT = 5,
TEXT_INPUT = 6,
UNKNOWN = 100
};
// 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)
};
enum {
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kColorBlack = 0,
kColorGray = 1,
kColorWhite = 2,
kColorGreen = 3
};
Common::String readPascalString(Common::SeekableReadStream *in);
Common::Rect *readRect(Common::SeekableReadStream *in);
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const char *getIndefiniteArticle(String &word);
const char *prependGenderSpecificPronoun(int gender);
const char *getGenderSpecificPronoun(int gender, bool capitalize);
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typedef Common::Array<byte *> Patterns;
class WageEngine : public Engine {
public:
WageEngine(OSystem *syst, const ADGameDescription *gameDesc);
~WageEngine();
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virtual bool hasFeature(EngineFeature f) const;
virtual Common::Error run();
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bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const char *getGameFile() const;
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void processTurn(Common::String *textInput, Designed *clickInput);
private:
bool loadWorld(Common::MacResManager *resMan);
void performInitialSetup();
void wearObjs(Chr *chr);
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void processTurnInternal(Common::String *textInput, Designed *clickInput);
void regen();
void performCombatAction(Chr *npc, Chr *player);
int getValidMoveDirections(Chr *npc);
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void performAttack(Chr *attacker, Chr *victim, Weapon *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);
public:
Common::RandomSource *_rnd;
Gui *_gui;
World *_world;
Scene *_lastScene;
int _loopCount;
int _turn;
Chr *_monster;
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Chr *_running;
Obj *_offer;
int _aim;
bool _temporarilyHidden;
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bool _isGameOver;
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Common::String _inputText;
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void playSound(String soundName);
void setMenu(String soundName);
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void appendText(String &str);
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void gameOver();
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Obj *getOffer();
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Chr *getMonster();
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void processEvents();
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Scene *getSceneByName(String &location);
void onMove(Designed *what, Designed *from, Designed *to);
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void encounter(Chr *player, Chr *chr);
void redrawScene();
private:
Console *_console;
const ADGameDescription *_gameDescription;
Common::MacResManager *_resManager;
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bool _commandWasQuick;
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bool _shouldQuit;
};
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// Example console class
class Console : public GUI::Debugger {
public:
Console(WageEngine *vm) {}
virtual ~Console(void) {}
};
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} // End of namespace Wage
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#endif