/* 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 3 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, see . * */ #include "mm/mm1/views/combat.h" #include "mm/mm1/views/character_view_combat.h" #include "mm/mm1/game/encounter.h" #include "mm/mm1/globals.h" #include "mm/mm1/mm1.h" #include "mm/mm1/sound.h" namespace MM { namespace MM1 { namespace Views { Combat::Combat() : TextView("Combat") { } void Combat::setMode(Mode newMode) { _mode = newMode; if (newMode == SELECT_OPTION) { _option = OPTION_NONE; MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_COMBAT); } else { MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS); } if (_mode == MONSTER_SPELL) // Make a copy of monster spell _monsterSpellLines = getMonsterSpellMessage(); if (_mode != MONSTER_ADVANCES && _mode != MONSTER_ATTACK && _mode != MONSTER_SPELL) _activeMonsterNum = -1; redraw(); } void Combat::disableAttacks() { _allowFight = false; _allowShoot = false; _allowCast = false; _allowAttack = false; } bool Combat::msgFocus(const FocusMessage &msg) { g_globals->_currCharacter = g_globals->_combatParty[_currentChar]; MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_COMBAT); return true; } bool Combat::msgUnfocus(const UnfocusMessage &msg) { MetaEngine::setKeybindingMode(KeybindingMode::KBMODE_MENUS); return TextView::msgUnfocus(msg); } bool Combat::msgGame(const GameMessage &msg) { if (msg._name == "COMBAT") { // Clear combat data clear(); loadMonsters(); setupCanAttacks(); setupHandicap(); addView(); combatLoop(); return true; } else if (msg._name == "SPELL_RESULT") { assert(msg._value >= 0 && msg._value < 40); _spellResult._lines.clear(); _spellResult._lines.push_back(Line(msg._value, 1, msg._stringValue)); _spellResult._delaySeconds = 3; setMode(SPELL_RESULT); return true; } else if (msg._name == "DISABLE_ATTACKS") { disableAttacks(); return true; } return false; } void Combat::draw() { switch (_mode) { case NEXT_ROUND: writeMonsters(); resetBottom(); highlightNextRound(); delaySeconds(1); return; case MONSTER_ADVANCES: writeString(0, 20, _monsterName); writeString(STRING["dialogs.combat.advances"]); writeSpaces(30); writeRound(); writeMonsters(); delaySeconds(2); return; case MONSTERS_AFFECTED: writeMonsterEffects(); delaySeconds(2); return; case MONSTER_SPELL: writeMonsterSpell(); delaySeconds(2); return; case INFILTRATION: writeInfiltration(); delaySeconds(3); return; case WAITS_FOR_OPENING: writeWaitsForOpening(); delaySeconds(2); return; case CHAR_ATTACKS: writeMonsters(); writeCharAttackDamage(); delaySeconds(3); return; case NO_EFFECT: writeCharAttackNoEffect(); delaySeconds(3); return; case DEFEATED_MONSTERS: writeDefeat(); Sound::sound2(SOUND_3); delaySeconds(3); return; default: break; } clearSurface(); writeStaticContent(); writeHandicap(); writeRound(); writePartyNumbers(); writeMonsters(); writeParty(); switch (_mode) { case SELECT_OPTION: writeOptions(); break; case SPELL_RESULT: writeSpellResult(); if (_spellResult._delaySeconds) delaySeconds(_spellResult._delaySeconds); break; case MONSTER_ATTACK: writeMonsterAttack(); delaySeconds(2); break; case MONSTER_FLEES: case MONSTER_WANDERS: writeMonsterAction(_mode == MONSTER_FLEES); delaySeconds(2); break; default: break; } } void Combat::timeout() { switch (_mode) { case NEXT_ROUND: nextRound2(); break; case MONSTER_ADVANCES: nextRound3(); break; case MONSTERS_AFFECTED: case CHAR_ATTACKS: case NO_EFFECT: case MONSTER_FLEES: removeDeadMonsters(); combatLoop(); break; case MONSTER_WANDERS: case INFILTRATION: case MONSTER_ATTACK: writeParty(); writeMonsters(); checkParty(); break; case MONSTER_SPELL: checkMonsterSpellDone(); break; case WAITS_FOR_OPENING: combatLoop(true); break; case DEFEATED_MONSTERS: combatDone(); break; case SPELL_RESULT: if (_spellResult._callback) _spellResult._callback(); else // Character is done block(); break; default: break; } } bool Combat::msgKeypress(const KeypressMessage &msg) { if (endDelay()) return true; if (_mode == SELECT_OPTION && _option != OPTION_NONE) { switch (_option) { case OPTION_FIGHT: case OPTION_SHOOT: if (msg.keycode >= Common::KEYCODE_a && msg.keycode < (int)(Common::KEYCODE_a + _attackableCount)) { if (_option == OPTION_FIGHT) fightMonster(msg.keycode - Common::KEYCODE_a); else shootMonster(msg.keycode - Common::KEYCODE_a); } break; case OPTION_DELAY: if (msg.keycode >= Common::KEYCODE_0 && msg.keycode <= Common::KEYCODE_9) { g_globals->_delay = msg.keycode - Common::KEYCODE_0; combatLoop(); } break; default: break; } } else if (_mode == SPELL_RESULT && !isDelayActive()) { // Displaying a spell result that required waiting for keypress assert(_spellResult._callback); _spellResult._callback(); } else if (isDelayActive()) { // In all other modes, if a delay is active, any keypress // will cause the delay to end immediately endDelay(); } return true; } bool Combat::msgAction(const ActionMessage &msg) { if (endDelay()) return true; if (_mode == SELECT_OPTION && _option != OPTION_NONE && msg._action == KEYBIND_ESCAPE) { _option = OPTION_NONE; combatLoop(); return true; } if (_mode != SELECT_OPTION || (_option != OPTION_NONE && _option != OPTION_EXCHANGE)) return false; switch (msg._action) { case KEYBIND_VIEW_PARTY1: case KEYBIND_VIEW_PARTY2: case KEYBIND_VIEW_PARTY3: case KEYBIND_VIEW_PARTY4: case KEYBIND_VIEW_PARTY5: case KEYBIND_VIEW_PARTY6: { uint charNum = msg._action - KEYBIND_VIEW_PARTY1; if (charNum < g_globals->_combatParty.size()) { if (_option == OPTION_EXCHANGE) { if (g_globals->_combatParty[charNum] != g_globals->_currCharacter) exchangeWith(charNum); } else { g_globals->_currCharacter = g_globals->_combatParty[charNum]; addView("CharacterViewCombat"); } return true; } break; } case KEYBIND_COMBAT_ATTACK: attack(); break; case KEYBIND_COMBAT_BLOCK: block(); break; case KEYBIND_COMBAT_CAST: cast(); break; case KEYBIND_DELAY: delay(); break; case KEYBIND_COMBAT_EXCHANGE: exchange(); break; case KEYBIND_COMBAT_FIGHT: fight(); break; case KEYBIND_PROTECT: addView("Protect"); break; case KEYBIND_QUICKREF: addView("QuickRef"); break; case KEYBIND_COMBAT_RETREAT: retreat(); break; case KEYBIND_COMBAT_SHOOT: shoot(); break; case KEYBIND_COMBAT_USE: use(); break; default: break; } return true; } void Combat::writeOptions() { resetBottom(); switch (_option) { case OPTION_NONE: writeAllOptions(); break; case OPTION_DELAY: writeDelaySelect(); break; case OPTION_EXCHANGE: writeExchangeSelect(); break; case OPTION_FIGHT: writeFightSelect(); break; case OPTION_SHOOT: writeShootSelect(); break; default: break; } } void Combat::writeAllOptions() { assert(g_globals->_currCharacter && g_globals->_currCharacter == g_globals->_combatParty[_currentChar]); const Character &c = *g_globals->_currCharacter; writeString(0, 20, STRING["dialogs.combat.options_for"]); writeString(0, 22, c._name); // Highlight the currently active character writeChar(3 + 4 * (_currentChar % 2), 3 + (_currentChar / 2), (unsigned char)'1' + _currentChar + 0x80); bool testShoot; if (c._canAttack) { writeAttackOptions(); _allowAttack = true; _allowFight = true; // Archers can always attack testShoot = c._class == ARCHER; } else { testShoot = true; } if (testShoot && c._missileAttr._base) { _allowShoot = true; writeShootOption(); } if (c._sp._current) { writeCastOption(); _allowCast = true; } writeString(16, 22, STRING["dialogs.combat.exchange_use"]); writeString(16, 23, STRING["dialogs.combat.retreat_block"]); } void Combat::writeDelaySelect() { resetBottom(); writeString(0, 20, STRING["dialogs.combat.set_delay"]); writeString(0, 23, Common::String::format( STRING["dialogs.combat.delay_currently"].c_str(), g_globals->_delay)); escToGoBack(0, 23); } void Combat::writeExchangeSelect() { resetBottom(); writeString(7, 20, Common::String::format( STRING["dialogs.combat.exchange_places"].c_str(), '0' + g_globals->_combatParty.size())); escToGoBack(12, 23); } void Combat::writeFightSelect() { _attackableCount = MIN(_attackersCount, (int)_remainingMonsters.size()); writeString(10, 20, Common::String::format( STRING["dialogs.combat.fight_which"].c_str(), 'A' + _attackableCount - 1)); escToGoBack(12, 23); } void Combat::writeShootSelect() { _attackableCount = MIN(_attackersCount, (int)_remainingMonsters.size()); writeString(10, 20, Common::String::format( STRING["dialogs.combat.shoot_which"].c_str(), 'A' + _attackableCount - 1)); escToGoBack(12, 23); } void Combat::writeAttackOptions() { writeString(16, 20, STRING["dialogs.combat.attack"]); writeString(16, 21, STRING["dialogs.combat.fight"]); } void Combat::writeCastOption() { writeString(30, 21, STRING["dialogs.combat.cast"]); } void Combat::writeShootOption() { writeString(30, 20, STRING["dialogs.combat.shoot"]); } void Combat::resetBottom() { clearLines(20, 24); _allowFight = _allowShoot = false; _allowCast = _allowAttack = false; } void Combat::writeStaticContent() { writeString(0, 0, STRING["dialogs.combat.combat"]); writeString(0, 1, STRING["dialogs.combat.round"]); writeString(0, 7, STRING["dialogs.combat.delay"]); writeString(0, 8, STRING["dialogs.combat.protect"]); writeString(0, 9, STRING["dialogs.combat.quickref"]); writeString(0, 10, STRING["dialogs.combat.view_char"]); writeString(0, 12, STRING["dialogs.combat.handicap"]); _textPos = Common::Point(0, 15); for (int i = 0; i < 40; ++i) writeChar('-'); } void Combat::writeHandicap() { writeString(0, 13, " "); _textPos.x = 0; switch (_handicap) { case HANDICAP_EVEN: writeString(STRING["dialogs.combat.even"]); break; case HANDICAP_PARTY: writeString(STRING["dialogs.combat.party_plus"]); writeNumber(_handicapDelta); break; case HANDICAP_MONSTER: writeString(STRING["dialogs.combat.monster_plus"]); writeNumber(_handicapDelta); break; } } void Combat::writeRound() { writeNumber(7, 1, _roundNum); } void Combat::writePartyNumbers() { for (uint i = 0; i < g_globals->_combatParty.size(); ++i) { writeChar(2 + 4 * (i % 2), 3 + (i / 2), g_globals->_combatParty[i]->_canAttack ? '+' : ' '); writeChar('1' + i); } } void Combat::writeMonsters() { if (_remainingMonsters.empty()) { _textPos = Common::Point(10, 0); writeSpaces(30); } else { for (int i = 0; i < (int)_remainingMonsters.size(); ++i) { _textPos = Common::Point(11, i); writeChar(i < _attackersCount ? '+' : ' '); unsigned char c = 'A' + i; if ((i == _activeMonsterNum) && (_mode == MONSTER_ADVANCES || _mode == MONSTER_ATTACK || _mode == MONSTER_SPELL)) c |= 0x80; writeChar(c); writeString(") "); writeString(_remainingMonsters[i]->_name); writeMonsterStatus(i); } } for (; _textPos.y < 15; _textPos.y++) { _textPos.x = 10; writeSpaces(30); } } void Combat::writeMonsterStatus(int monsterNum) { auto *currMonster = _monsterP; _monsterP = _remainingMonsters[monsterNum]; monsterIndexOf(); byte statusBits = _remainingMonsters[monsterNum]->_status; if (statusBits) { writeDots(); int status; if (statusBits == MONFLAG_DEAD) { status = MON_DEAD; } else { for (status = MON_PARALYZED; !(statusBits & 0x80); ++status, statusBits <<= 1) { } } writeString(STRING[Common::String::format("dialogs.combat.status.%d", status)]); } else if (_monsterP->_hp != _monsterP->_defaultHP) { writeDots(); writeString(STRING["dialogs.combat.status.wounded"]); } else { writeSpaces(40 - _textPos.x); } _monsterP = currMonster; } void Combat::writeDots() { while (_textPos.x < 30) writeChar('.'); } void Combat::writeParty() { clearPartyArea(); for (uint i = 0; i < g_globals->_combatParty.size(); ++i) { const Character &c = *g_globals->_combatParty[i]; writeString(21 * (i % 2), 16 + (i / 2), Common::String::format("%c%c) %s", (c._condition == 0) ? ' ' : '*', '1' + i, c._name ) ); } } void Combat::clearPartyArea() { clearLines(16, 18); } void Combat::writeDefeat() { writeString(10, 0, "+----------------------------+"); for (int y = 1; y < 8; ++y) writeString(10, y, "! !"); writeString(10, 8, "+----------------------------+"); writeString(10, 2, STRING["dialogs.combat.defeating1"]); writeString(10, 4, STRING["dialogs.combat.defeating2"]); writeNumber(14, 6, _totalExperience); _textPos.x++; writeString(STRING["dialogs.combat.xp"]); } void Combat::highlightNextRound() { Common::String s = Common::String::format("%s%d", STRING["dialogs.combat.round"].c_str(), _roundNum); for (uint i = 0; i < s.size(); ++i) s.setChar(s[i] | 0x80, i); writeString(0, 1, s); } void Combat::writeMonsterEffects() { if (_monstersRegenerate) writeString(0, 21, STRING["dialogs.combat.regenerate"]); if (_monstersResistSpells) { if (_textPos.y != 21) _textPos.y = 20; writeString(0, _textPos.y + 1, STRING["dialogs.combat.overcome"]); } writeMonsters(); } void Combat::writeMonsterAction(bool flees) { resetBottom(); writeString(0, 20, _monsterName); writeChar(' '); writeString(STRING[flees ? "dialogs.combat.monster_flees" : "dialogs.combat.monster_wanders" ]); } void Combat::writeMonsterSpell() { resetBottom(); for (int i = 0, y = 0; i < (int)_monsterSpellLines.size() && _monsterSpellLines[i].y > y; y = _monsterSpellLines[i].y, ++i) { Common::String text = _monsterSpellLines[i]._text; size_t idx; while ((idx = text.findFirstOf(' ')) != Common::String::npos) text.deleteChar(idx); writeString(0, _monsterSpellLines[i].y, text); } } void Combat::writeMonsterAttack() { Common::String monsterName = _monsterP->_name; Common::String attackStyle = STRING[Common::String::format( "dialogs.combat.attack_types.%d", _monsterAttackStyle)]; Character &c = *g_globals->_currCharacter; Common::String line = Common::String::format("%s %s %s", monsterName.c_str(), attackStyle.c_str(), c._name ); writeString(0, 20, line); writeString(0, 21, getAttackString()); if (_damage) { // Attacks wake up sleeping characters if (!(c._condition & BAD_CONDITION)) c._condition &= ~ASLEEP; // Also check for secondary monster touch action here // This returns a text line to display, and can also // adjust the damage amount. Another reason why we // can't actually apply damage until here int yp = 22; if (monsterTouch(line)) writeString(0, yp++, line); Common::String damageStr = subtractDamageFromChar(); if (!damageStr.empty()) writeString(0, yp, damageStr); } } void Combat::writeInfiltration() { Common::String line = Common::String::format("%s %s", _monsterP->getDisplayName().c_str(), STRING["dialogs.combat.infiltration"].c_str()); resetBottom(); writeString(0, 20, line); Sound::sound(SOUND_2); Sound::sound(SOUND_2); } void Combat::writeWaitsForOpening() { Common::String line = Common::String::format("%s %s", _monsterP->getDisplayName().c_str(), STRING["dialogs.combat.infiltration"].c_str() ); resetBottom(); writeString(0, 20, line); } void Combat::writeSpellResult() { for (uint i = 0; i < _spellResult._lines.size(); ++i) { const Line &l = _spellResult._lines[i]; writeString(l.x, l.y + 20, l._text); } } void Combat::checkMonsterSpellDone() { for (uint i = 0; i < _monsterSpellLines.size(); ++i) { if (i > 0 && _monsterSpellLines[i].y == _monsterSpellLines[i - 1].y) { // Remove the message line just displayed, and redraw // so the next one can be shown _monsterSpellLines.remove_at(i - 1); redraw(); return; } } checkParty(); } void Combat::delay() { setOption(OPTION_DELAY); } void Combat::exchange() { if (g_globals->_combatParty.size() > 1) setOption(OPTION_EXCHANGE); } void Combat::fight() { if (_allowFight) { if (_remainingMonsters.size() < 2) { attackMonsterPhysical(); } else { setOption(OPTION_FIGHT); } } } void Combat::shoot() { if (_allowShoot) { if (_remainingMonsters.size() < 2) { attackMonsterPhysical(); } else { setOption(OPTION_SHOOT); } } } void Combat::writeMessage() { resetBottom(); for (const auto &line : _message) writeString(line.x, line.y, line._text); } void Combat::writeCharAttackDamage() { resetBottom(); writeString(0, 20, Common::String::format("%s %s %s", g_globals->_currCharacter->_name, STRING[_isShooting ? "dialogs.combat.shoots" : "dialogs.combat.attacks"].c_str(), _monsterP->_name.c_str() )); _isShooting = false; writeString(0, 21, getAttackString()); if (_monsterP->_status == MONFLAG_DEAD) { writeString(0, 22, Common::String::format("%s %s", _monsterP->_name.c_str(), STRING["dialogs.combat.goes_down"].c_str())); } } void Combat::writeCharAttackNoEffect() { resetBottom(); writeString(0, 20, Common::String::format("%s %s %s", g_globals->_currCharacter->_name, STRING[_isShooting ? "dialogs.combat.shoots" : "dialogs.combat.attacks"].c_str(), _monsterP->_name.c_str() )); _isShooting = false; writeString(0, 21, STRING["dialogs.combat.weapon_no_effect"]); } Common::String Combat::getAttackString() { Common::String line1; if (_numberOfTimes == 1) { line1 = STRING["dialogs.combat.once"]; } else { line1 = Common::String::format("%d %s", _numberOfTimes, STRING["dialogs.combat.times"].c_str()); } line1 += Common::String::format(" %s ", STRING["dialogs.combat.and"].c_str()); if (_displayedDamage == 0) { line1 += STRING["dialogs.combat.misses"]; } else { line1 += STRING["dialogs.combat.hit"]; if (_numberOfTimes > 1) { line1 += ' '; if (_timesHit == 1) { line1 += STRING["dialogs.combat.once"]; } else { line1 += Common::String::format("%d %s", _timesHit, STRING["dialogs.combat.times"].c_str()); } } line1 += Common::String::format(" %s %d %s", STRING["dialogs.combat.for"].c_str(), _displayedDamage, STRING[_damage == 1 ? "dialogs.combat.point" : "dialogs.combat.points"].c_str()); if (line1.size() < 30) { line1 += ' '; line1 += STRING["dialogs.combat.of_damage"]; } else { line1 += '!'; } } return line1; } void Combat::setOption(SelectedOption option) { MetaEngine::setKeybindingMode((option == OPTION_EXCHANGE) ? KeybindingMode::KBMODE_PARTY_MENUS : KeybindingMode::KBMODE_MENUS); _option = option; redraw(); } void Combat::displaySpellResult(const InfoMessage &msg) { if (msg._delaySeconds) { _spellResult = msg; } else { InfoMessage tmp = msg; tmp._delaySeconds = 3; _spellResult = tmp; } setMode(SPELL_RESULT); } void Combat::combatDone() { Game::Combat::combatDone(); close(); g_events->send("Game", GameMessage("UPDATE")); } } // namespace Views } // namespace MM1 } // namespace MM