/* 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 * aint32 with this program; if not, write to the Free Software * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #include "saga2/saga2.h" #include "saga2/cmisc.h" #include "saga2/player.h" #include "saga2/enchant.h" namespace Saga2 { extern int16 objectProtoCount; // object prototype count int enchantmentProto = -1; void setEnchantmentDisplay(); //------------------------------------------------------------------- // Enchantment Creation Function ObjectID EnchantObject( ObjectID target, int enchantmentType, int duration) { GameObject *obj = GameObject::objectAddress(target); GameObject *ench; ProtoObj *enchProto; TilePoint slot; assert(enchantmentProto >= 0); assert(enchantmentProto < objectProtoCount); enchProto = g_vm->_objectProtos[enchantmentProto]; ench = GameObject::newObject(); //Create Enchantment if (ench == nullptr) return Nothing; // Fill in the enchantment object. Note that the 'hitpoints' // of an enchantment are actually the duration of it's life // (in 10-second background cycles). // // Also note the use of the 'enchantment type' field to // indicate the effects of the enchantment. This is to // avoid having to create 50 new classes, representing // 50 new enchantments. ench->setScript(0); ench->setFlags(0, (uint8) - 1); ench->setHitPoints(duration); ench->setExtra(enchantmentType); ench->setProtoNum(enchantmentProto); // Put in object's container if (obj->getAvailableSlot(ench, &slot)) ench->move(Location(slot, target)); // Now, change the object base on enchantments obj->evalEnchantments(); assert(enchProto->containmentSet() & ProtoObj::kIsEnchantment); assert((ench->protoAddress(ench->thisID()))->containmentSet() & ProtoObj::kIsEnchantment); return ench->thisID(); } //------------------------------------------------------------------- // Function to deliberately dispel an enchantment bool DispelObjectEnchantment( ObjectID target, int enchantmentType) { ObjectID enchID; enchID = FindObjectEnchantment(target, enchantmentType); if (enchID != Nothing) { GameObject *ench = GameObject::objectAddress(enchID); GameObject *obj = GameObject::objectAddress(target); // Remove the enchantment and it's effects ench->deleteObject(); obj->evalEnchantments(); return true; } return false; } //------------------------------------------------------------------- // Function to locate an enchantment on an object ObjectID FindObjectEnchantment( ObjectID target, int enchantmentType) { GameObject *obj = GameObject::objectAddress(target); GameObject *containedObj; ObjectID objID; ContainerIterator iter(obj); while ((objID = iter.next(&containedObj)) != Nothing) { ProtoObj *proto = containedObj->proto(); if ((proto->containmentSet() & ProtoObj::kIsEnchantment) && ((containedObj->getExtra() & 0xFF00) == (enchantmentType & 0xFF00))) { return objID; } } return Nothing; } void clearEnchantments(Actor *a) { ActorAttributes *ea = a->getStats(); ActorAttributes *ba = a->getBaseStats(); ea->archery = ba->archery; ea->swordcraft = ba->swordcraft; ea->shieldcraft = ba->shieldcraft; ea->bludgeon = ba->bludgeon; ea->throwing = ba->throwing; ea->spellcraft = ba->spellcraft; ea->stealth = ba->stealth; ea->agility = ba->agility; ea->brawn = ba->brawn; ea->lockpick = ba->lockpick; ea->pilfer = ba->pilfer; ea->firstAid = ba->firstAid; ea->spotHidden = ba->spotHidden; a->_enchantmentFlags = a->getBaseEnchantmentEffects(); a->_effectiveResistance = a->getBaseResistance(); a->_effectiveImmunity = a->getBaseImmunity(); a->_recPointsPerUpdate = a->getBaseRecovery(); } void addEnchantment(Actor *a, uint16 enchantmentID) { ActorAttributes *ea = a->getStats(); uint8 *stats = &ea->archery; uint16 eType = getEnchantmentType(enchantmentID); uint16 eSubType = getEnchantmentSubType(enchantmentID); int16 eAmount = getEnchantmentAmount(enchantmentID); switch (eType) { case kEffectAttrib: stats[eSubType] = clamp(0, stats[eSubType] + eAmount, 100); break; case kEffectResist: a->setResist((effectResistTypes) eSubType, eAmount); break; case kEffectImmune: a->setImmune((effectImmuneTypes) eSubType, eAmount); break; case kEffectOthers: a->setEffect((effectOthersTypes) eSubType, eAmount); break; case kEffectSpecial: // damage shouldn't be an enchantment // Special code needed case kEffectDamage: // damage shouldn't be an enchantment case kEffectNone: break; } } //------------------------------------------------------------------- // Function to eval the enchantments on an actor void evalActorEnchantments(Actor *a) { GameObject *obj = nullptr; ObjectID id; PlayerActorID playerID; EnchantmentIterator iter(a); ContainerIterator cIter(a); clearEnchantments(a); for (id = iter.first(&obj); id != Nothing; id = iter.next(&obj)) { ProtoObj *proto = obj->proto(); if (proto->containmentSet() & ProtoObj::kIsEnchantment) { uint16 enchantmentID = obj->getExtra(); addEnchantment(a, enchantmentID); } } while (cIter.next(&obj)) { ProtoObj *proto = obj->proto(); uint16 cSet = proto->containmentSet(); if ((cSet & (ProtoObj::kIsArmor | ProtoObj::kIsWeapon | ProtoObj::kIsWearable)) && proto->isObjectBeingUsed(obj)) { a->_effectiveResistance |= proto->resistance; a->_effectiveImmunity |= proto->immunity; } } if (actorToPlayerID(a, playerID)) recalcPortraitType(playerID); if (a->thisID() == getCenterActorID()) setEnchantmentDisplay(); } //------------------------------------------------------------------- // Function to eval the enchantments on an actor void evalObjectEnchantments(GameObject *obj) { // The only enchantment that currently works // on objects is the invisibility bit. // // If more enchantment types are added, then we'll // have to do this a bit differently... if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(kEffectNonActor, kObjectInvisible, true))) obj->setFlags((uint8) - 1, kObjectInvisible); else obj->setFlags(0, kObjectInvisible); if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(kEffectNonActor, kObjectLocked, false))) obj->setFlags((uint8) - 1, kObjectLocked); } //------------------------------------------------------------------- // Enchantment iterator class EnchantmentIterator::EnchantmentIterator(GameObject *container) { // Get the ID of the 1st object in the sector list _baseObject = container; _wornObject = nullptr; _nextID = Nothing; } ObjectID EnchantmentIterator::first(GameObject **obj) { _nextID = _baseObject->IDChild(); return next(obj); } ObjectID EnchantmentIterator::next(GameObject **obj) { GameObject *object; ObjectID id; for (;;) { id = _nextID; if (id == Nothing) { // If we were searching a 'worn' object, then pop up a level if (_wornObject) { _nextID = _wornObject->IDNext(); _wornObject = nullptr; continue; } return Nothing; } // Get address of next object object = GameObject::objectAddress(id); ProtoObj *proto = object->proto(); uint16 cSet = proto->containmentSet(); if ((cSet & (ProtoObj::kIsArmor | ProtoObj::kIsWeapon | ProtoObj::kIsWearable)) && _wornObject == nullptr && proto->isObjectBeingUsed(object)) { _wornObject = object; _nextID = object->IDChild(); continue; } _nextID = object->IDNext(); if (cSet & ProtoObj::kIsEnchantment) break; } if (obj) *obj = object; return id; } } // end of namespace Saga2