mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 21:59:17 +00:00
303 lines
8.6 KiB
C++
303 lines
8.6 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 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
|
|
* aint32 with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*
|
|
* Based on the original sources
|
|
* Faery Tale II -- The Halls of the Dead
|
|
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
|
|
*/
|
|
|
|
//#define FORBIDDEN_SYMBOL_ALLOW_ALL // FIXME: Remove
|
|
|
|
#include "saga2/saga2.h"
|
|
#include "saga2/cmisc.h"
|
|
#include "saga2/player.h"
|
|
#include "saga2/enchant.h"
|
|
|
|
namespace Saga2 {
|
|
|
|
extern ProtoObj *objectProtos; // object prototypes
|
|
extern int16 objectProtoCount; // object prototype count
|
|
|
|
int enchantmentProto = -1;
|
|
|
|
void setEnchantmentDisplay(void);
|
|
|
|
//-------------------------------------------------------------------
|
|
// 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 = &objectProtos[enchantmentProto];
|
|
|
|
ench = GameObject::newObject(); //Create Enchantment
|
|
if (ench == NULL) 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::isEnchantment);
|
|
assert((ench->protoAddress(ench->thisID()))->containmentSet() & ProtoObj::isEnchantment);
|
|
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::isEnchantment)
|
|
&& ((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 effectAttrib:
|
|
stats[eSubType] = clamp(0, stats[eSubType] + eAmount, 100);
|
|
break;
|
|
case effectResist:
|
|
a->setResist((effectResistTypes) eSubType, eAmount);
|
|
break;
|
|
case effectImmune:
|
|
a->setImmune((effectImmuneTypes) eSubType, eAmount);
|
|
break;
|
|
case effectOthers:
|
|
a->setEffect((effectOthersTypes) eSubType, eAmount);
|
|
break;
|
|
case effectSpecial: // damage shouldn't be an enchantment
|
|
// Special code needed
|
|
case effectDamage: // damage shouldn't be an enchantment
|
|
case effectNone:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Function to eval the enchantments on an actor
|
|
|
|
void evalActorEnchantments(Actor *a) {
|
|
GameObject *obj;
|
|
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::isEnchantment) {
|
|
uint16 enchantmentID = obj->getExtra();
|
|
addEnchantment(a, enchantmentID);
|
|
}
|
|
}
|
|
|
|
while (cIter.next(&obj)) {
|
|
ProtoObj *proto = obj->proto();
|
|
uint16 cSet = proto->containmentSet();
|
|
|
|
if ((cSet & (ProtoObj::isArmor | ProtoObj::isWeapon | ProtoObj::isWearable))
|
|
&& 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(effectNonActor, objectInvisible, true)))
|
|
obj->setFlags((uint8) - 1, objectInvisible);
|
|
else
|
|
obj->setFlags(0, objectInvisible);
|
|
if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(effectNonActor, objectLocked, false)))
|
|
obj->setFlags((uint8) - 1, objectLocked);
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Enchantment iterator class
|
|
|
|
EnchantmentIterator::EnchantmentIterator(GameObject *container) {
|
|
// Get the ID of the 1st object in the sector list
|
|
baseObject = container;
|
|
wornObject = NULL;
|
|
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 = NULL;
|
|
continue;
|
|
}
|
|
|
|
return Nothing;
|
|
}
|
|
|
|
// Get address of next object
|
|
object = GameObject::objectAddress(id);
|
|
|
|
ProtoObj *proto = object->proto();
|
|
uint16 cSet = proto->containmentSet();
|
|
|
|
if ((cSet & (ProtoObj::isArmor | ProtoObj::isWeapon | ProtoObj::isWearable))
|
|
&& wornObject == NULL
|
|
&& proto->isObjectBeingUsed(object)) {
|
|
wornObject = object;
|
|
nextID = object->IDChild();
|
|
continue;
|
|
}
|
|
|
|
nextID = object->IDNext();
|
|
|
|
if (cSet & ProtoObj::isEnchantment) break;
|
|
}
|
|
|
|
if (obj) *obj = object;
|
|
return id;
|
|
}
|
|
|
|
} // end of namespace Saga2
|