scummvm/engines/wage/combat.cpp

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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.
*
*/
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/randomhat.h"
#include "wage/world.h"
namespace Wage {
Obj *WageEngine::getOffer() {
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if (_offer != NULL) {
Chr *owner = _offer->_currentOwner;
if (owner == NULL || owner->_playerCharacter || owner->_currentScene != _world->_player->_currentScene) {
_offer = NULL;
}
}
return _offer;
}
Chr *WageEngine::getMonster() {
if (_monster != NULL && _monster->_currentScene != _world->_player->_currentScene) {
_monster = NULL;
}
return _monster;
}
void WageEngine::encounter(Chr *player, Chr *chr) {
char buf[512];
snprintf(buf, 512, "You encounter %s%s.", chr->_nameProperNoun ? "" : getIndefiniteArticle(chr->_name),
chr->_name.c_str());
appendText(buf);
if (!chr->_initialComment.empty())
appendText(chr->_initialComment);
if (chr->_armor[Chr::HEAD_ARMOR] != NULL) {
snprintf(buf, 512, "%s%s is wearing %s.", chr->getDefiniteArticle(true), chr->_name.c_str(),
getIndefiniteArticle(chr->_armor[Chr::HEAD_ARMOR]->_name));
appendText(buf);
}
if (chr->_armor[Chr::BODY_ARMOR] != NULL) {
snprintf(buf, 512, "%s is protected by %s%s.", getGenderSpecificPronoun(chr->_gender, true),
prependGenderSpecificPronoun(chr->_gender), chr->_armor[Chr::BODY_ARMOR]->_name.c_str());
appendText(buf);
}
if (chr->_armor[Chr::SHIELD_ARMOR] != NULL) {
Obj *obj = chr->_armor[Chr::SHIELD_ARMOR];
snprintf(buf, 512, "%s carries %s%s.", getGenderSpecificPronoun(chr->_gender, true),
obj->_namePlural ? "" : getIndefiniteArticle(obj->_name), obj->_name.c_str());
appendText(buf);
}
}
void WageEngine::performCombatAction(Chr *npc, Chr *player) {
if (npc->_context._frozen)
return;
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RandomHat hat(_rnd);
bool winning = (npc->_context._statVariables[PHYS_HIT_CUR] > player->_context._statVariables[PHYS_HIT_CUR]);
int validMoves = getValidMoveDirections(npc);
ObjArray *weapons = npc->getWeapons(false);
ObjArray *magics = npc->getMagicalObjects();
// TODO: Figure out under what circumstances we need to add +1
// for the chance (e.g. only when all values were set to 0?).
if (winning) {
if (!_world->_weaponMenuDisabled) {
if (weapons->size() > 0)
hat.addTokens(kTokWeapons, npc->_winningWeapons + 1);
if (magics->size() > 0)
hat.addTokens(kTokMagic, npc->_winningMagic);
}
if (validMoves != 0)
hat.addTokens(kTokRun, npc->_winningRun + 1);
if (npc->_inventory.size())
hat.addTokens(kTokOffer, npc->_winningOffer + 1);
} else {
if (!_world->_weaponMenuDisabled) {
if (weapons->size() > 0)
hat.addTokens(kTokWeapons, npc->_losingWeapons + 1);
if (magics->size() > 0)
hat.addTokens(kTokMagic, npc->_losingMagic);
}
if (validMoves != 0)
hat.addTokens(kTokRun, npc->_losingRun + 1);
if (npc->_inventory.size())
hat.addTokens(kTokOffer, npc->_losingOffer + 1);
}
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ObjList *objs = &npc->_currentScene->_objs;
if (npc->_inventory.size() < npc->_maximumCarriedObjects) {
int cnt = 0;
for (ObjList::const_iterator it = objs->begin(); it != objs->end(); ++it, ++cnt) {
if ((*it)->_type != Obj::IMMOBILE_OBJECT) {
// TODO: I'm not sure what the chance should be here.
hat.addTokens(cnt, 123);
}
}
}
int token = hat.drawToken();
switch (token) {
case kTokWeapons:
// TODO: I think the monster should choose the "best" weapon.
performAttack(npc, player, weapons->operator[](_rnd->getRandomNumber(weapons->size() - 1)));
break;
case kTokMagic:
// TODO: I think the monster should choose the "best" magic.
performMagic(npc, player, magics->operator[](_rnd->getRandomNumber(magics->size() - 1)));
break;
case kTokRun:
performMove(npc, validMoves);
break;
case kTokOffer:
performOffer(npc, player);
break;
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case kTokNone:
break;
default:
{
int cnt = 0;
for (ObjList::const_iterator it = objs->begin(); it != objs->end(); ++it, ++cnt)
if (cnt == token)
performTake(npc, *it);
break;
}
}
delete weapons;
delete magics;
}
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const char *targets[] = { "head", "chest", "side" };
void WageEngine::performAttack(Chr *attacker, Chr *victim, Obj *weapon) {
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if (_world->_weaponMenuDisabled)
return;
// TODO: verify that a player not aiming will always target the chest??
int targetIndex = -1;
char buf[256];
if (weapon->_type != Obj::MAGICAL_OBJECT) {
if (attacker->_playerCharacter) {
targetIndex = _aim;
} else {
targetIndex = _rnd->getRandomNumber(ARRAYSIZE(targets) - 1);
_opponentAim = targetIndex + 1;
}
if (!attacker->_playerCharacter) {
snprintf(buf, 256, "%s%s %ss %s%s at %s%s's %s.",
attacker->getDefiniteArticle(true), attacker->_name.c_str(),
weapon->_operativeVerb.c_str(),
prependGenderSpecificPronoun(attacker->_gender), weapon->_name.c_str(),
victim->getDefiniteArticle(true), victim->_name.c_str(),
targets[targetIndex]);
appendText(buf);
}
} else if (!attacker->_playerCharacter) {
snprintf(buf, 256, "%s%s %ss %s%s at %s%s.",
attacker->getDefiniteArticle(true), attacker->_name.c_str(),
weapon->_operativeVerb.c_str(),
prependGenderSpecificPronoun(attacker->_gender), weapon->_name.c_str(),
victim->getDefiniteArticle(true), victim->_name.c_str());
appendText(buf);
}
playSound(weapon->_sound);
bool usesDecremented = false;
int chance = _rnd->getRandomNumber(255);
// TODO: what about obj accuracy
if (chance < attacker->_physicalAccuracy) {
usesDecremented = attackHit(attacker, victim, weapon, targetIndex);
} else if (weapon->_type != Obj::MAGICAL_OBJECT) {
appendText((char *)"A miss!");
} else if (attacker->_playerCharacter) {
appendText((char *)"The spell has no effect.");
}
if (!usesDecremented) {
decrementUses(weapon);
}
}
void WageEngine::decrementUses(Obj *obj) {
warning("STUB: decrementUses()");
}
bool WageEngine::attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex) {
warning("STUB: attackHit");
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return false;
}
void WageEngine::performMagic(Chr *attacker, Chr *victim, Obj *magicalObject) {
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switch (magicalObject->_attackType) {
case Obj::HEALS_PHYSICAL_DAMAGE:
case Obj::HEALS_SPIRITUAL_DAMAGE:
case Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE:
performHealingMagic(attacker, magicalObject);
return;
}
performAttack(attacker, victim, magicalObject);
}
void WageEngine::performHealingMagic(Chr *chr, Obj *magicalObject) {
warning("STUB: performHealingMagic()");
}
void WageEngine::performMove(Chr *chr, int validMoves) {
warning("STUB: performMove()");
}
void WageEngine::performOffer(Chr *attacker, Chr *victim) {
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/* TODO: choose in a smarter way? */
Obj *obj = attacker->_inventory[0];
char buf[512];
snprintf(buf, 512, "%s%s offers %s%s.", attacker->getDefiniteArticle(true), attacker->_name.c_str(),
obj->_namePlural ? "some " : getIndefiniteArticle(obj->_name), obj->_name.c_str());
appendText(buf);
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_offer = obj;
}
void WageEngine::performTake(Chr *npc, Obj *obj) {
char buf[512];
snprintf(buf, 512, "%s%s picks up the %s%s.", npc->getDefiniteArticle(true), npc->_name.c_str(),
getIndefiniteArticle(obj->_name), obj->_name.c_str());
appendText(buf);
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_world->move(obj, npc);
}
int WageEngine::getValidMoveDirections(Chr *npc) {
warning("STUB: getValidMoveDirections()");
return 0;
}
void WageEngine::regen() {
Chr *player = _world->_player;
int curHp = player->_context._statVariables[PHYS_HIT_CUR];
int maxHp = player->_context._statVariables[PHYS_HIT_BAS];
int delta = maxHp - curHp;
if (delta > 0) {
int bonus = (int)(delta / (8 + _rnd->getRandomNumber(2)));
player->_context._statVariables[PHYS_HIT_CUR] += bonus;
}
}
} // End of namespace Wage