Files
scummvm-cursorfix/engines/mm/mm1/views/combat.cpp
2026-02-02 04:50:13 +01:00

868 lines
19 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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