scummvm/engines/wage/entities.cpp
2017-01-14 12:46:27 +01:00

490 lines
13 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
* 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/design.h"
#include "wage/gui.h"
#include "wage/script.h"
#include "wage/world.h"
#include "common/memstream.h"
#include "graphics/managed_surface.h"
#include "graphics/macgui/macfontmanager.h"
namespace Wage {
void Designed::setDesignBounds(Common::Rect *bounds) {
_designBounds = bounds;
_design->setBounds(bounds);
}
Designed::~Designed() {
delete _design;
delete _designBounds;
}
Context::Context() {
_visits = 0;
_kills = 0;
_experience = 0;
_frozen = false;
for (int i = 0; i < 26 * 9; i++)
_userVariables[i] = 0;
for (int i = 0; i < 18; i++)
_statVariables[i] = 0;
}
Scene::Scene() {
_resourceId = 0;
_script = NULL;
_design = NULL;
_textBounds = NULL;
_font = NULL;
for (int i = 0; i < 4; i++)
_blocked[i] = false;
_soundFrequency = 0;
_soundType = 0;
_worldX = 0;
_worldY = 0;
_visited = false;
}
Scene::Scene(Common::String name, Common::SeekableReadStream *data) {
debug(9, "Creating scene: %s", name.c_str());
_name = name;
_classType = SCENE;
_design = new Design(data);
_resourceId = 0;
_script = NULL;
_textBounds = NULL;
_font = NULL;
setDesignBounds(readRect(data));
_worldY = data->readSint16BE();
_worldX = data->readSint16BE();
_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[NORTH] = data->readPascalString();
_messages[SOUTH] = data->readPascalString();
_messages[EAST] = data->readPascalString();
_messages[WEST] = data->readPascalString();
_soundName = data->readPascalString();
_visited = false;
delete data;
}
Scene::~Scene() {
delete _script;
delete _textBounds;
delete _font;
}
void Scene::paint(Graphics::ManagedSurface *surface, int x, int y) {
Common::Rect r(x + 5, y + 5, _design->getBounds()->width() + x - 10, _design->getBounds()->height() + y - 10);
surface->fillRect(r, kColorWhite);
_design->paint(surface, *((WageEngine *)g_engine)->_world->_patterns, x, y);
for (ObjList::const_iterator it = _objs.begin(); it != _objs.end(); ++it) {
debug(2, "painting Obj: %s, index: %d, type: %d", (*it)->_name.c_str(), (*it)->_index, (*it)->_type);
(*it)->_design->paint(surface, *((WageEngine *)g_engine)->_world->_patterns, x, y);
}
for (ChrList::const_iterator it = _chrs.begin(); it != _chrs.end(); ++it) {
debug(2, "painting Chr: %s", (*it)->_name.c_str());
(*it)->_design->paint(surface, *((WageEngine *)g_engine)->_world->_patterns, x, y);
}
}
Designed *Scene::lookUpEntity(int x, int y) {
for (ObjList::const_iterator it = _objs.end(); it != _objs.begin(); ) {
it--;
if ((*it)->_design->isPointOpaque(x, y))
return *it;
}
for (ChrList::const_iterator it = _chrs.end(); it != _chrs.begin(); ) {
it--;
if ((*it)->_design->isPointOpaque(x, y))
return *it;
}
return nullptr;
}
Obj::Obj() : _currentOwner(NULL), _currentScene(NULL) {
_index = 0;
_resourceId = 0;
_namePlural = false;
_value = 0;
_attackType = 0;
_numberOfUses = 0;
_returnToRandomScene = false;
_type = 0;
_accuracy = 0;
_damage = 0;
}
Obj::Obj(Common::String name, Common::SeekableReadStream *data, int resourceId) {
_resourceId = resourceId;
_name = name;
_classType = OBJ;
_currentOwner = NULL;
_currentScene = NULL;
_index = 0;
_design = new Design(data);
setDesignBounds(readRect(data));
int16 namePlural = data->readSint16BE();
if (namePlural == 256)
_namePlural = true; // TODO: other flags?
else if (namePlural == 0)
_namePlural = false;
else
error("Obj <%s> had weird namePlural set (%d)", name.c_str(), namePlural);
if (data->readSint16BE() != 0)
error("Obj <%s> had short set", name.c_str());
if (data->readByte() != 0)
error("Obj <%s> had byte set", name.c_str());
_accuracy = data->readByte();
_value = data->readByte();
_type = data->readSByte();
_damage = data->readByte();
_attackType = data->readSByte();
_numberOfUses = data->readSint16BE();
int16 returnTo = data->readSint16BE();
if (returnTo == 256) // TODO any other possibilities?
_returnToRandomScene = true;
else if (returnTo == 0)
_returnToRandomScene = false;
else
error("Obj <%s> had weird returnTo set", name.c_str());
_sceneOrOwner = data->readPascalString();
_clickMessage = data->readPascalString();
_operativeVerb = data->readPascalString();
_failureMessage = data->readPascalString();
_useMessage = data->readPascalString();
_sound = data->readPascalString();
delete data;
}
Obj::~Obj() {
}
Chr *Obj::removeFromChr() {
if (_currentOwner != NULL) {
for (int i = (int)_currentOwner->_inventory.size() - 1; i >= 0; i--)
if (_currentOwner->_inventory[i] == this)
_currentOwner->_inventory.remove_at(i);
for (int i = 0; i < Chr::NUMBER_OF_ARMOR_TYPES; i++) {
if (_currentOwner->_armor[i] == this) {
_currentOwner->_armor[i] = NULL;
}
}
}
return _currentOwner;
}
Designed *Obj::removeFromCharOrScene() {
Designed *from = removeFromChr();
if (_currentScene != NULL) {
_currentScene->_objs.remove(this);
from = _currentScene;
}
return from;
}
void Obj::resetState(Chr *owner, Scene *scene) {
warning("STUB: Obj::resetState()");
}
Chr::Chr(Common::String name, Common::SeekableReadStream *data) {
_name = name;
_classType = CHR;
_design = new Design(data);
_index = 0;
_resourceId = 0;
_currentScene = NULL;
setDesignBounds(readRect(data));
_physicalStrength = data->readByte();
_physicalHp = data->readByte();
_naturalArmor = data->readByte();
_physicalAccuracy = data->readByte();
_spiritualStength = data->readByte();
_spiritialHp = data->readByte();
_resistanceToMagic = data->readByte();
_spiritualAccuracy = data->readByte();
_runningSpeed = data->readByte();
_rejectsOffers = data->readByte();
_followsOpponent = data->readByte();
data->readSByte(); // TODO: ???
data->readSint32BE(); // TODO: ???
_weaponDamage1 = data->readByte();
_weaponDamage2 = data->readByte();
data->readSByte(); // TODO: ???
if (data->readSByte() == 1)
_playerCharacter = true;
else
_playerCharacter = false;
_maximumCarriedObjects = data->readByte();
_returnTo = data->readSByte();
_winningWeapons = data->readByte();
_winningMagic = data->readByte();
_winningRun = data->readByte();
_winningOffer = data->readByte();
_losingWeapons = data->readByte();
_losingMagic = data->readByte();
_losingRun = data->readByte();
_losingOffer = data->readByte();
_gender = data->readSByte();
if (data->readSByte() == 1)
_nameProperNoun = true;
else
_nameProperNoun = false;
_initialScene = data->readPascalString();
_nativeWeapon1 = data->readPascalString();
_operativeVerb1 = data->readPascalString();
_nativeWeapon2 = data->readPascalString();
_operativeVerb2 = data->readPascalString();
_initialComment = data->readPascalString();
_scoresHitComment = data->readPascalString();
_receivesHitComment = data->readPascalString();
_makesOfferComment = data->readPascalString();
_rejectsOfferComment = data->readPascalString();
_acceptsOfferComment = data->readPascalString();
_dyingWords = data->readPascalString();
_initialSound = data->readPascalString();
_scoresHitSound = data->readPascalString();
_receivesHitSound = data->readPascalString();
_dyingSound = data->readPascalString();
_weaponSound1 = data->readPascalString();
_weaponSound2 = data->readPascalString();
for (int i = 0; i < NUMBER_OF_ARMOR_TYPES; i++)
_armor[i] = NULL;
_weapon1 = NULL;
_weapon2 = NULL;
// Create native weapons
if (!_nativeWeapon1.empty() && !_operativeVerb1.empty()) {
_weapon1 = new Obj;
_weapon1->_name = _nativeWeapon1;
_weapon1->_operativeVerb = _operativeVerb1;
_weapon1->_type = Obj::REGULAR_WEAPON;
_weapon1->_accuracy = 0;
_weapon1->_damage = _weaponDamage1;
_weapon1->_sound = _weaponSound1;
}
if (!_nativeWeapon2.empty() && !_operativeVerb2.empty()) {
_weapon2 = new Obj;
_weapon2->_name = _nativeWeapon2;
_weapon2->_operativeVerb = _operativeVerb2;
_weapon2->_type = Obj::REGULAR_WEAPON;
_weapon2->_accuracy = 0;
_weapon2->_damage = _weaponDamage2;
_weapon2->_sound = _weaponSound2;
}
delete data;
}
void Chr::resetState() {
_context._statVariables[PHYS_STR_BAS] = _context._statVariables[PHYS_STR_CUR] = _physicalStrength;
_context._statVariables[PHYS_HIT_BAS] = _context._statVariables[PHYS_HIT_CUR] = _physicalHp;
_context._statVariables[PHYS_ARM_BAS] = _context._statVariables[PHYS_ARM_CUR] = _naturalArmor;
_context._statVariables[PHYS_ACC_BAS] = _context._statVariables[PHYS_ACC_CUR] = _physicalAccuracy;
_context._statVariables[SPIR_STR_BAS] = _context._statVariables[SPIR_STR_CUR] = _spiritualStength;
_context._statVariables[SPIR_HIT_BAS] = _context._statVariables[SPIR_HIT_CUR] = _spiritialHp;
_context._statVariables[SPIR_ARM_BAS] = _context._statVariables[SPIR_ARM_CUR] = _naturalArmor;
_context._statVariables[SPIR_ACC_BAS] = _context._statVariables[SPIR_ACC_CUR] = _physicalAccuracy;
_context._statVariables[PHYS_SPE_BAS] = _context._statVariables[PHYS_SPE_CUR] = _runningSpeed;
}
ObjArray *Chr::getWeapons(bool includeMagic) {
ObjArray *list = new ObjArray;
if (_weapon1)
list->push_back(_weapon1);
if (_weapon2)
list->push_back(_weapon2);
for (uint i = 0; i < _inventory.size(); i++)
switch (_inventory[i]->_type) {
case Obj::REGULAR_WEAPON:
case Obj::THROW_WEAPON:
list->push_back(_inventory[i]);
break;
case Obj::MAGICAL_OBJECT:
if (includeMagic)
list->push_back(_inventory[i]);
break;
default:
break;
}
return list;
}
ObjArray *Chr::getMagicalObjects() {
ObjArray *list = new ObjArray;
for (uint i = 0; i < _inventory.size(); i++)
if (_inventory[i]->_type == Obj::MAGICAL_OBJECT)
list->push_back(_inventory[i]);
return list;
}
void Chr::wearObjs() {
for (uint i = 0; i < _inventory.size(); i++)
wearObjIfPossible(_inventory[i]);
}
int Chr::wearObjIfPossible(Obj *obj) {
switch (obj->_type) {
case Obj::HELMET:
if (_armor[HEAD_ARMOR] == NULL) {
_armor[HEAD_ARMOR] = obj;
return Chr::HEAD_ARMOR;
}
break;
case Obj::CHEST_ARMOR:
if (_armor[BODY_ARMOR] == NULL) {
_armor[BODY_ARMOR] = obj;
return Chr::BODY_ARMOR;
}
break;
case Obj::SHIELD:
if (_armor[SHIELD_ARMOR] == NULL) {
_armor[SHIELD_ARMOR] = obj;
return Chr::SHIELD_ARMOR;
}
break;
case Obj::SPIRITUAL_ARMOR:
if (_armor[MAGIC_ARMOR] == NULL) {
_armor[MAGIC_ARMOR] = obj;
return Chr::MAGIC_ARMOR;
}
break;
default:
return -1;
}
return -1;
}
const char *Chr::getDefiniteArticle(bool capitalize) {
if (!_nameProperNoun)
return capitalize ? "The " : "the ";
return "";
}
bool Chr::isWearing(Obj *obj) {
for (int i = 0; i < NUMBER_OF_ARMOR_TYPES; i++)
if (_armor[i] == obj)
return true;
return false;
}
} // End of namespace Wage