WAGE: Moved all interaction-related methods from script.cpp to combat.cpp

This commit is contained in:
Eugene Sandulenko 2016-01-22 17:18:49 +01:00
parent f43a36edb5
commit 47b3f404b8
9 changed files with 462 additions and 436 deletions

View File

@ -77,7 +77,7 @@ void WageEngine::encounter(Chr *player, Chr *chr) {
appendText(buf);
if (!chr->_initialComment.empty())
appendText(chr->_initialComment);
appendText(chr->_initialComment.c_str());
if (chr->_armor[Chr::HEAD_ARMOR] != NULL) {
snprintf(buf, 512, "%s%s is wearing %s.", chr->getDefiniteArticle(true), chr->_name.c_str(),
@ -303,4 +303,387 @@ void WageEngine::regen() {
}
}
void WageEngine::takeObj(Obj *obj) {
if ((int)_world->_player->_inventory.size() >= _world->_player->_maximumCarriedObjects) {
appendText("Your pack is full, you must drop something.");
} else {
char buf[256];
_world->move(obj, _world->_player);
int type = _world->_player->wearObjIfPossible(obj);
if (type == Chr::HEAD_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else if (type == Chr::BODY_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else if (type == Chr::SHIELD_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else if (type == Chr::MAGIC_ARMOR) {
snprintf(buf, 256, "You are now wearing the %s.", obj->_name.c_str());
appendText(buf);
} else {
snprintf(buf, 256, "You now have the %s.", obj->_name.c_str());
appendText(buf);
}
appendText(obj->_clickMessage.c_str());
}
}
static const int directionsX[] = { 0, 0, 1, -1 };
static const int directionsY[] = { -1, 1, 0, 0 };
bool WageEngine::handleMoveCommand(Directions dir, const char *dirName) {
Scene *playerScene = _world->_player->_currentScene;
const char *msg = playerScene->_messages[dir].c_str();
warning("Dir: %s msg: %s", dirName, msg);
if (!playerScene->_blocked[dir]) {
int destX = playerScene->_worldX + directionsX[dir];
int destY = playerScene->_worldY + directionsY[dir];
Scene *scene = _world->getSceneAt(destX, destY);
if (scene != NULL) {
if (strlen(msg) > 0) {
appendText(msg);
}
_world->move(_world->_player, scene);
return true;
}
}
if (strlen(msg) > 0) {
appendText(msg);
} else {
Common::String txt("You can't go ");
txt += dirName;
txt += ".";
appendText(txt.c_str());
}
return true;
}
bool WageEngine::handleLookCommand() {
appendText(_world->_player->_currentScene->_text.c_str());
Common::String *items = getGroundItemsList(_world->_player->_currentScene);
if (items != NULL) {
appendText(items->c_str());
delete items;
}
return true;
}
Common::String *WageEngine::getGroundItemsList(Scene *scene) {
ObjArray objs;
for (ObjList::const_iterator it = scene->_objs.begin(); it != scene->_objs.end(); ++it)
if ((*it)->_type != Obj::IMMOBILE_OBJECT)
objs.push_back(*it);
if (objs.size()) {
Common::String *res = new Common::String("On the ground you see ");
appendObjNames(*res, objs);
return res;
}
return NULL;
}
void WageEngine::appendObjNames(Common::String &str, ObjArray &objs) {
for (uint i = 0; i < objs.size(); i++) {
Obj *obj = objs[i];
if (!obj->_namePlural)
str += getIndefiniteArticle(obj->_name);
else
str += "some ";
str += obj->_name;
if (i == objs.size() - 1) {
str += ".";
} else if (i == objs.size() - 2) {
if (objs.size() > 2)
str += ",";
str += " and ";
} else {
str += ", ";
}
}
}
bool WageEngine::handleInventoryCommand() {
Chr *player = _world->_player;
ObjArray objs;
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it)
if (!player->isWearing(*it))
objs.push_back(*it);
if (!objs.size()) {
appendText((char *)"Your pack is empty.");
} else {
Common::String res("Your pack contains ");
appendObjNames(res, objs);
appendText(res.c_str());
}
return true;
}
static const char *armorMessages[] = {
"Head protection:",
"Chest protection:",
"Shield protection:", // TODO: check message
"Magical protection:"
};
bool WageEngine::handleStatusCommand() {
Chr *player = _world->_player;
char buf[512];
snprintf(buf, 512, "Character name: %s%s", player->getDefiniteArticle(false), player->_name.c_str());
appendText(buf);
snprintf(buf, 512, "Experience: %d", player->_context._experience);
appendText(buf);
int wealth = 0;
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it)
wealth += (*it)->_value;
snprintf(buf, 512, "Wealth: %d", wealth);
appendText(buf);
for (int i = 0; i < Chr::NUMBER_OF_ARMOR_TYPES; i++) {
if (player->_armor[i] != NULL) {
snprintf(buf, 512, "%s %s", armorMessages[i], player->_armor[i]->_name.c_str());
appendText(buf);
}
}
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it) {
int uses = (*it)->_numberOfUses;
if (uses > 0) {
snprintf(buf, 512, "Your %s has %d uses left.", (*it)->_name.c_str(), uses);
}
}
printPlayerCondition(player);
_commandWasQuick = true;
return true;
}
bool WageEngine::handleRestCommand() {
if (getMonster() != NULL) {
appendText((char *)"This is no time to rest!");
_commandWasQuick = true;
} else {
regen();
printPlayerCondition(_world->_player);
}
return true;
}
bool WageEngine::handleAcceptCommand() {
Chr *chr = _offer->_currentOwner;
char buf[512];
snprintf(buf, 512, "%s%s lays the %s on the ground and departs peacefully.",
chr->getDefiniteArticle(true), chr->_name.c_str(), _offer->_name.c_str());
appendText(buf);
_world->move(_offer, chr->_currentScene);
_world->move(chr, _world->_storageScene);
return true;
}
bool WageEngine::handleTakeCommand(const char *target) {
Common::String t(target);
bool handled = false;
for (ObjList::const_iterator it = _world->_player->_currentScene->_objs.begin(); it != _world->_player->_currentScene->_objs.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
if ((*it)->_type == Obj::IMMOBILE_OBJECT) {
appendText((char *)"You can't move it.");
} else {
takeObj(*it);
}
handled = true;
break;
}
}
return handled;
}
bool WageEngine::handleDropCommand(const char *target) {
Common::String t(target);
bool handled = false;
t.toLowercase();
for (ObjArray::const_iterator it = _world->_player->_inventory.begin(); it != _world->_player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
char buf[256];
snprintf(buf, 256, "You no longer have the %s.", (*it)->_name.c_str());
_world->move(*it, _world->_player->_currentScene);
handled = true;
break;
}
}
return handled;
}
bool WageEngine::handleAimCommand(const char *t) {
bool wasHandled = true;
Common::String target(t);
target.toLowercase();
if (target.contains("head")) {
_aim = Chr::HEAD;
} else if (target.contains("chest")) {
_aim = Chr::CHEST;
} else if (target.contains("side")) {
_aim = Chr::SIDE;
} else {
wasHandled = false;
appendText((char *)"Please aim for the head, chest, or side.");
}
_commandWasQuick = true;
return wasHandled;
}
bool WageEngine::handleWearCommand(const char *t) {
Chr *player = _world->_player;
char buf[512];
Common::String target(t);
bool handled = false;
target.toLowercase();
for (ObjArray::const_iterator it = _world->_player->_inventory.begin(); it != _world->_player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
if (target.contains(n)) {
if ((*it)->_type == Obj::HELMET) {
wearObj(*it, Chr::HEAD_ARMOR);
} else if ((*it)->_type == Obj::CHEST_ARMOR) {
wearObj(*it, Chr::BODY_ARMOR);
} else if ((*it)->_type == Obj::SHIELD) {
wearObj(*it, Chr::SHIELD_ARMOR);
} else if ((*it)->_type == Obj::SPIRITUAL_ARMOR) {
wearObj(*it, Chr::MAGIC_ARMOR);
} else {
appendText((char *)"You cannot wear that object.");
}
handled = true;
break;
}
}
for (ObjList::const_iterator it = player->_currentScene->_objs.begin(); it != player->_currentScene->_objs.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (target.contains(n)) {
snprintf(buf, 512, "First you must get the %s.", (*it)->_name.c_str());
appendText(buf);
handled = true;
break;
}
}
return handled;
}
void WageEngine::wearObj(Obj *o, int pos) {
Chr *player = _world->_player;
char buf[512];
if (player->_armor[pos] == o) {
snprintf(buf, 512, "You are already wearing the %s.", o->_name.c_str());
appendText(buf);
} else {
if (player->_armor[pos] != NULL) {
snprintf(buf, 512, "You are no longer wearing the %s.", player->_armor[pos]->_name.c_str());
appendText(buf);
}
player->_armor[pos] = o;
snprintf(buf, 512, "You are now wearing the %s.", o->_name.c_str());
appendText(buf);
}
}
bool WageEngine::handleOfferCommand(const char *target) {
warning("STUB: handleOfferCommand");
return false;
}
bool WageEngine::tryAttack(Obj *weapon, Common::String &input) {
warning("STUB: tryAttack");
return false;
}
bool WageEngine::handleAttack(Obj *weapon) {
warning("STUB: handleAttack");
return true;
}
const char *WageEngine::getPercentMessage(double percent) {
if (percent < 0.40) {
return "very bad";
} else if (percent < 0.55) {
return "bad";
} else if (percent < 0.70) {
return "average";
} else if (percent < 0.85) {
return "good";
} else if (percent <= 1.00) {
return "very good";
} else {
return "enhanced";
}
}
void WageEngine::printPlayerCondition(Chr *player) {
double physicalPercent = (double)player->_context._statVariables[PHYS_HIT_CUR] / player->_context._statVariables[PHYS_HIT_BAS];
double spiritualPercent = (double)player->_context._statVariables[SPIR_HIT_CUR] / player->_context._statVariables[SPIR_HIT_BAS];
char buf[256];
snprintf(buf, 256, "Your physical condition is %s.", getPercentMessage(physicalPercent));
appendText(buf);
snprintf(buf, 256, "Your spiritual condition is %s.", getPercentMessage(spiritualPercent));
appendText(buf);
}
} // End of namespace Wage

View File

@ -109,17 +109,17 @@ Scene::Scene(String name, Common::SeekableReadStream *data) {
setDesignBounds(readRect(data));
_worldY = data->readSint16BE();
_worldX = data->readSint16BE();
_blocked[Scene::NORTH] = (data->readByte() != 0);
_blocked[Scene::SOUTH] = (data->readByte() != 0);
_blocked[Scene::EAST] = (data->readByte() != 0);
_blocked[Scene::WEST] = (data->readByte() != 0);
_blocked[NORTH] = (data->readByte() != 0);
_blocked[SOUTH] = (data->readByte() != 0);
_blocked[EAST] = (data->readByte() != 0);
_blocked[WEST] = (data->readByte() != 0);
_soundFrequency = data->readSint16BE();
_soundType = data->readByte();
data->readByte(); // unknown
_messages[Scene::NORTH] = readPascalString(data);
_messages[Scene::SOUTH] = readPascalString(data);
_messages[Scene::EAST] = readPascalString(data);
_messages[Scene::WEST] = readPascalString(data);
_messages[NORTH] = readPascalString(data);
_messages[SOUTH] = readPascalString(data);
_messages[EAST] = readPascalString(data);
_messages[WEST] = readPascalString(data);
_soundName = readPascalString(data);
_visited = false;

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@ -55,15 +55,8 @@ namespace Graphics {
namespace Wage {
class Design;
class Obj;
class Scene;
class Script;
typedef Common::Array<Obj *> ObjArray;
typedef Common::Array<Chr *> ChrArray;
typedef Common::List<Obj *> ObjList;
typedef Common::List<Chr *> ChrList;
enum StatVariable {
/** The base physical accuracy of the player. */
PHYS_ACC_BAS = 0,
@ -306,13 +299,6 @@ public:
class Scene : public Designed {
public:
enum Directions {
NORTH = 0,
SOUTH = 1,
EAST = 2,
WEST = 3
};
enum SceneTypes {
PERIODIC = 0,
RANDOM = 1

View File

@ -214,7 +214,8 @@ void Gui::clearOutput() {
_consoleFullRedraw = true;
}
void Gui::appendText(String &str) {
void Gui::appendText(const char *s) {
Common::String str(s);
_consoleDirty = true;
if (!str.contains('\n')) {

View File

@ -90,7 +90,7 @@ public:
~Gui();
void draw();
void appendText(Common::String &str);
void appendText(const char *str);
void clearOutput();
void mouseMove(int x, int y);
void mouseClick(int x, int y);

View File

@ -118,7 +118,8 @@ bool Script::execute(World *world, int loopCount, String *inputText, Designed *i
{
Operand *op = readOperand();
// TODO check op type is string or number, or something good...
appendText(op->toString());
_handled = true;
_engine->appendText(op->toString().c_str());
delete op;
byte d = _data->readByte();
if (d != 0xFD)
@ -164,45 +165,45 @@ bool Script::execute(World *world, int loopCount, String *inputText, Designed *i
} else if (!input.empty()) {
input.toLowercase();
if (input.equals("n") || input.contains("north")) {
handleMoveCommand(Scene::NORTH, "north");
_handled = _engine->handleMoveCommand(NORTH, "north");
} else if (input.equals("e") || input.contains("east")) {
handleMoveCommand(Scene::EAST, "east");
_handled = _engine->handleMoveCommand(EAST, "east");
} else if (input.equals("s") || input.contains("south")) {
handleMoveCommand(Scene::SOUTH, "south");
_handled = _engine->handleMoveCommand(SOUTH, "south");
} else if (input.equals("w") || input.contains("west")) {
handleMoveCommand(Scene::WEST, "west");
_handled = _engine->handleMoveCommand(WEST, "west");
} else if (input.hasPrefix("take ")) {
handleTakeCommand(&input.c_str()[5]);
_handled = _engine->handleTakeCommand(&input.c_str()[5]);
} else if (input.hasPrefix("get ")) {
handleTakeCommand(&input.c_str()[4]);
_handled = _engine->handleTakeCommand(&input.c_str()[4]);
} else if (input.hasPrefix("pick up ")) {
handleTakeCommand(&input.c_str()[8]);
_handled = _engine->handleTakeCommand(&input.c_str()[8]);
} else if (input.hasPrefix("drop ")) {
handleDropCommand(&input.c_str()[5]);
_handled = _engine->handleDropCommand(&input.c_str()[5]);
} else if (input.hasPrefix("aim ")) {
handleAimCommand(&input.c_str()[4]);
_handled = _engine->handleAimCommand(&input.c_str()[4]);
} else if (input.hasPrefix("wear ")) {
handleWearCommand(&input.c_str()[5]);
_handled = _engine->handleWearCommand(&input.c_str()[5]);
} else if (input.hasPrefix("put on ")) {
handleWearCommand(&input.c_str()[7]);
_handled = _engine->handleWearCommand(&input.c_str()[7]);
} else if (input.hasPrefix("offer ")) {
handleOfferCommand(&input.c_str()[6]);
_handled = _engine->handleOfferCommand(&input.c_str()[6]);
} else if (input.contains("look")) {
handleLookCommand();
_handled = _engine->handleLookCommand();
} else if (input.contains("inventory")) {
handleInventoryCommand();
_handled = _engine->handleInventoryCommand();
} else if (input.contains("status")) {
handleStatusCommand();
_handled = _engine->handleStatusCommand();
} else if (input.contains("rest") || input.equals("wait")) {
handleRestCommand();
_handled = _engine->handleRestCommand();
} else if (_engine->getOffer() != NULL && input.contains("accept")) {
handleAcceptCommand();
_handled = _engine->handleAcceptCommand();
} else {
Chr *player = _world->_player;
ObjArray *weapons = player->getWeapons(true);
for (ObjArray::const_iterator weapon = weapons->begin(); weapon != weapons->end(); ++weapon) {
if (tryAttack(*weapon, input)) {
handleAttack(*weapon);
if (_engine->tryAttack(*weapon, input)) {
_handled = _engine->handleAttack(*weapon);
break;
}
}
@ -213,10 +214,12 @@ bool Script::execute(World *world, int loopCount, String *inputText, Designed *i
} else if (_inputClick->_classType == OBJ) {
Obj *obj = (Obj *)_inputClick;
if (obj->_type != Obj::IMMOBILE_OBJECT) {
takeObj(obj);
_engine->takeObj(obj);
} else {
appendText(obj->_clickMessage);
_engine->appendText(obj->_clickMessage.c_str());
}
_handled = true;
}
return _handled;
@ -858,27 +861,6 @@ bool Script::evalClickCondition(Operand *lhs, const char *op, Operand *rhs) {
return result;
}
void Script::takeObj(Obj *obj) {
if ((int)_world->_player->_inventory.size() >= _world->_player->_maximumCarriedObjects) {
appendText("Your pack is full, you must drop something.");
} else {
_world->move(obj, _world->_player);
int type = _world->_player->wearObjIfPossible(obj);
if (type == Chr::HEAD_ARMOR) {
appendText(String("You are now wearing the ") + obj->_name + ".");
} else if (type == Chr::BODY_ARMOR) {
appendText(String("You are now wearing the ") + obj->_name + ".");
} else if (type == Chr::SHIELD_ARMOR) {
appendText(String("You are now wearing the ") + obj->_name + ".");
} else if (type == Chr::MAGIC_ARMOR) {
appendText(String("You are now wearing the ") + obj->_name + ".");
} else {
appendText(String("You now have the ") + obj->_name + ".");
}
appendText(obj->_clickMessage);
}
}
void Script::processMove() {
Operand *what = readOperand();
byte skip = _data->readByte();
@ -938,338 +920,6 @@ void Script::processLet() {
assign(operandType, uservar, result);
}
void Script::appendText(String str) {
_handled = true;
_engine->appendText(str);
}
static const int directionsX[] = { 0, 0, 1, -1 };
static const int directionsY[] = { -1, 1, 0, 0 };
void Script::handleMoveCommand(Scene::Directions dir, const char *dirName) {
Scene *playerScene = _world->_player->_currentScene;
Common::String msg(playerScene->_messages[dir]);
warning("Dir: %s msg: %s", dirName, msg.c_str());
if (!playerScene->_blocked[dir]) {
int destX = playerScene->_worldX + directionsX[dir];
int destY = playerScene->_worldY + directionsY[dir];
Scene *scene = _world->getSceneAt(destX, destY);
if (scene != NULL) {
if (msg.size() > 0) {
appendText(msg);
}
_world->move(_world->_player, scene);
return;
}
}
if (msg.size() > 0) {
appendText(msg);
} else {
Common::String txt("You can't go ");
txt += dirName;
txt += ".";
appendText(txt);
}
}
void Script::handleLookCommand() {
appendText(_world->_player->_currentScene->_text);
Common::String *items = getGroundItemsList(_world->_player->_currentScene);
if (items != NULL) {
appendText(*items);
delete items;
}
}
Common::String *Script::getGroundItemsList(Scene *scene) {
ObjArray objs;
for (ObjList::const_iterator it = scene->_objs.begin(); it != scene->_objs.end(); ++it)
if ((*it)->_type != Obj::IMMOBILE_OBJECT)
objs.push_back(*it);
if (objs.size()) {
Common::String *res = new Common::String("On the ground you see ");
appendObjNames(*res, objs);
return res;
}
return NULL;
}
void Script::appendObjNames(Common::String &str, ObjArray &objs) {
for (uint i = 0; i < objs.size(); i++) {
Obj *obj = objs[i];
if (!obj->_namePlural)
str += getIndefiniteArticle(obj->_name);
else
str += "some ";
str += obj->_name;
if (i == objs.size() - 1) {
str += ".";
} else if (i == objs.size() - 2) {
if (objs.size() > 2)
str += ",";
str += " and ";
} else {
str += ", ";
}
}
}
void Script::handleInventoryCommand() {
Chr *player = _world->_player;
ObjArray objs;
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it)
if (!player->isWearing(*it))
objs.push_back(*it);
if (!objs.size()) {
appendText("Your pack is empty.");
} else {
Common::String res("Your pack contains ");
appendObjNames(res, objs);
appendText(res);
}
}
static const char *armorMessages[] = {
"Head protection:",
"Chest protection:",
"Shield protection:", // TODO: check message
"Magical protection:"
};
void Script::handleStatusCommand() {
Chr *player = _world->_player;
char buf[512];
snprintf(buf, 512, "Character name: %s%s", player->getDefiniteArticle(false), player->_name.c_str());
appendText(buf);
snprintf(buf, 512, "Experience: %d", player->_context._experience);
appendText(buf);
int wealth = 0;
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it)
wealth += (*it)->_value;
snprintf(buf, 512, "Wealth: %d", wealth);
appendText(buf);
for (int i = 0; i < Chr::NUMBER_OF_ARMOR_TYPES; i++) {
if (player->_armor[i] != NULL) {
snprintf(buf, 512, "%s %s", armorMessages[i], player->_armor[i]->_name.c_str());
appendText(buf);
}
}
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it) {
int uses = (*it)->_numberOfUses;
if (uses > 0) {
snprintf(buf, 512, "Your %s has %d uses left.", (*it)->_name.c_str(), uses);
}
}
printPlayerCondition(player);
_engine->_commandWasQuick = true;
}
void Script::handleRestCommand() {
if (_engine->getMonster() != NULL) {
appendText("This is no time to rest!");
_engine->_commandWasQuick = true;
} else {
_engine->regen();
printPlayerCondition(_world->_player);
}
}
void Script::handleAcceptCommand() {
Obj *offer = _engine->_offer;
Chr *chr = offer->_currentOwner;
char buf[512];
snprintf(buf, 512, "%s%s lays the %s on the ground and departs peacefully.",
chr->getDefiniteArticle(true), chr->_name.c_str(), offer->_name.c_str());
appendText(buf);
_world->move(offer, chr->_currentScene);
_world->move(chr, _world->_storageScene);
}
void Script::handleTakeCommand(const char *target) {
Common::String t(target);
for (ObjList::const_iterator it = _world->_player->_currentScene->_objs.begin(); it != _world->_player->_currentScene->_objs.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
if ((*it)->_type == Obj::IMMOBILE_OBJECT) {
appendText((char *)"You can't move it.");
} else {
takeObj(*it);
}
break;
}
}
}
void Script::handleDropCommand(const char *target) {
Common::String t(target);
t.toLowercase();
for (ObjArray::const_iterator it = _world->_player->_inventory.begin(); it != _world->_player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
char buf[256];
snprintf(buf, 256, "You no longer have the %s.", (*it)->_name.c_str());
_world->move(*it, _world->_player->_currentScene);
break;
}
}
}
void Script::handleAimCommand(const char *t) {
bool wasHandled = true;
Common::String target(t);
target.toLowercase();
if (target.contains("head")) {
_engine->_aim = Chr::HEAD;
} else if (target.contains("chest")) {
_engine->_aim = Chr::CHEST;
} else if (target.contains("side")) {
_engine->_aim = Chr::SIDE;
} else {
wasHandled = false;
appendText((char *)"Please aim for the head, chest, or side.");
}
if (wasHandled)
_handled = true;
_engine->_commandWasQuick = true;
}
void Script::handleWearCommand(const char *t) {
Chr *player = _world->_player;
char buf[512];
Common::String target(t);
target.toLowercase();
for (ObjArray::const_iterator it = _world->_player->_inventory.begin(); it != _world->_player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
if (target.contains(n)) {
if ((*it)->_type == Obj::HELMET) {
wearObj(*it, Chr::HEAD_ARMOR);
} else if ((*it)->_type == Obj::CHEST_ARMOR) {
wearObj(*it, Chr::BODY_ARMOR);
} else if ((*it)->_type == Obj::SHIELD) {
wearObj(*it, Chr::SHIELD_ARMOR);
} else if ((*it)->_type == Obj::SPIRITUAL_ARMOR) {
wearObj(*it, Chr::MAGIC_ARMOR);
} else {
appendText((char *)"You cannot wear that object.");
}
break;
}
}
for (ObjList::const_iterator it = player->_currentScene->_objs.begin(); it != player->_currentScene->_objs.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (target.contains(n)) {
snprintf(buf, 512, "First you must get the %s.", (*it)->_name.c_str());
appendText(buf);
break;
}
}
}
void Script::wearObj(Obj *o, int pos) {
Chr *player = _world->_player;
char buf[512];
if (player->_armor[pos] == o) {
snprintf(buf, 512, "You are already wearing the %s.", o->_name.c_str());
appendText(buf);
} else {
if (player->_armor[pos] != NULL) {
snprintf(buf, 512, "You are no longer wearing the %s.", player->_armor[pos]->_name.c_str());
appendText(buf);
}
player->_armor[pos] = o;
snprintf(buf, 512, "You are now wearing the %s.", o->_name.c_str());
appendText(buf);
}
}
void Script::handleOfferCommand(const char *target) {
warning("STUB: handleOfferCommand");
}
bool Script::tryAttack(Obj *weapon, Common::String &input) {
warning("STUB: tryAttack");
return false;
}
void Script::handleAttack(Obj *weapon) {
warning("STUB: handleAttack");
}
const char *Script::getPercentMessage(double percent) {
if (percent < 0.40) {
return "very bad";
} else if (percent < 0.55) {
return "bad";
} else if (percent < 0.70) {
return "average";
} else if (percent < 0.85) {
return "good";
} else if (percent <= 1.00) {
return "very good";
} else {
return "enhanced";
}
}
void Script::printPlayerCondition(Chr *player) {
double physicalPercent = (double)player->_context._statVariables[PHYS_HIT_CUR] / player->_context._statVariables[PHYS_HIT_BAS];
double spiritualPercent = (double)player->_context._statVariables[SPIR_HIT_CUR] / player->_context._statVariables[SPIR_HIT_BAS];
Common::String msg = "Your physical condition is ";
msg += getPercentMessage(physicalPercent);
msg += ".";
appendText(msg);
msg = "Your spiritual condition is ";
msg += getPercentMessage(spiritualPercent);
msg += ".";
appendText(msg);
}
enum {
BLOCK_START,
BLOCK_END,

View File

@ -164,38 +164,13 @@ private:
Operand *convertOperand(Operand *operand, int type);
bool evalClickCondition(Operand *lhs, const char *op, Operand *rhs);
bool evalClickEquality(Operand *lhs, Operand *rhs, bool partialMatch);
void takeObj(Obj *obj);
void processMove();
void processLet();
void assign(byte operandType, int uservar, uint16 value);
void appendText(String str);
void handleMoveCommand(Scene::Directions dir, const char *dirName);
void handleLookCommand();
Common::String *getGroundItemsList(Scene *scene);
void appendObjNames(Common::String &str, ObjArray &objs);
void handleInventoryCommand();
void handleStatusCommand();
void handleRestCommand();
void handleAcceptCommand();
void handleTakeCommand(const char *target);
void handleDropCommand(const char *target);
void handleAimCommand(const char *target);
void handleWearCommand(const char *target);
void handleOfferCommand(const char *target);
void wearObj(Obj *o, int pos);
bool tryAttack(Obj *weapon, Common::String &input);
void handleAttack(Obj *weapon);
Common::Array<ScriptText *> _scriptText;
void convertToText();
void printPlayerCondition(Chr *player);
const char *getPercentMessage(double percent);
};
} // End of namespace Wage

View File

@ -204,21 +204,15 @@ void WageEngine::setMenu(String soundName) {
warning("STUB: WageEngine::setMenu");
}
void WageEngine::appendText(String &str) {
void WageEngine::appendText(const char *str) {
if (_inputText.size())
_gui->appendText(_inputText);
_gui->appendText(_inputText.c_str());
_inputText = "";
_gui->appendText(str);
}
void WageEngine::appendText(char *str) {
Common::String s(str);
appendText(s);
}
void WageEngine::gameOver() {
DialogButtonArray buttons;
@ -456,7 +450,7 @@ void WageEngine::processTurnInternal(Common::String *textInput, Designed *clickI
if (monsterWasNull && getMonster() != NULL)
return;
Common::String rant(_rnd->getRandomNumber(1) ? "What?" : "Huh?");
const char *rant = _rnd->getRandomNumber(1) ? "What?" : "Huh?";
appendText(rant);
_commandWasQuick = true;

View File

@ -69,6 +69,11 @@ class Obj;
class Scene;
class World;
typedef Common::Array<Obj *> ObjArray;
typedef Common::Array<Chr *> ChrArray;
typedef Common::List<Obj *> ObjList;
typedef Common::List<Chr *> ChrList;
using Common::String;
enum OperandType {
@ -82,6 +87,13 @@ enum OperandType {
UNKNOWN = 100
};
enum Directions {
NORTH = 0,
SOUTH = 1,
EAST = 2,
WEST = 3
};
// our engine debug levels
enum {
kWageDebugExample = 1 << 0,
@ -141,6 +153,32 @@ private:
void doClose();
public:
void takeObj(Obj *obj);
bool handleMoveCommand(Directions dir, const char *dirName);
bool handleLookCommand();
Common::String *getGroundItemsList(Scene *scene);
void appendObjNames(Common::String &str, ObjArray &objs);
bool handleInventoryCommand();
bool handleStatusCommand();
bool handleRestCommand();
bool handleAcceptCommand();
bool handleTakeCommand(const char *target);
bool handleDropCommand(const char *target);
bool handleAimCommand(const char *target);
bool handleWearCommand(const char *target);
bool handleOfferCommand(const char *target);
void wearObj(Obj *o, int pos);
bool tryAttack(Obj *weapon, Common::String &input);
bool handleAttack(Obj *weapon);
void printPlayerCondition(Chr *player);
const char *getPercentMessage(double percent);
public:
Common::RandomSource *_rnd;
@ -163,8 +201,7 @@ public:
void playSound(String soundName);
void setMenu(String soundName);
void appendText(String &str);
void appendText(char *str);
void appendText(const char *str);
void gameOver();
bool saveDialog();
Obj *getOffer();