scummvm/engines/wage/combat.cpp
2016-02-16 11:32:47 +01:00

917 lines
26 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/randomhat.h"
#include "wage/world.h"
namespace Wage {
Obj *WageEngine::getOffer() {
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.c_str());
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;
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->empty())
hat.addTokens(kTokWeapons, npc->_winningWeapons + 1);
if (!magics->empty())
hat.addTokens(kTokMagic, npc->_winningMagic);
}
if (validMoves != 0)
hat.addTokens(kTokRun, npc->_winningRun + 1);
if (!npc->_inventory.empty())
hat.addTokens(kTokOffer, npc->_winningOffer + 1);
} else {
if (!_world->_weaponMenuDisabled) {
if (!weapons->empty())
hat.addTokens(kTokWeapons, npc->_losingWeapons + 1);
if (!magics->empty())
hat.addTokens(kTokMagic, npc->_losingMagic);
}
if (validMoves != 0)
hat.addTokens(kTokRun, npc->_losingRun + 1);
if (!npc->_inventory.empty())
hat.addTokens(kTokOffer, npc->_losingOffer + 1);
}
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;
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;
}
static const char *const targets[] = { "head", "chest", "side" };
void WageEngine::performAttack(Chr *attacker, Chr *victim, Obj *weapon) {
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("A miss!");
} else if (attacker->_playerCharacter) {
appendText("The spell has no effect.");
}
if (!usesDecremented) {
decrementUses(weapon);
}
}
void WageEngine::decrementUses(Obj *obj) {
int numberOfUses = obj->_numberOfUses;
if (numberOfUses != -1) {
numberOfUses--;
if (numberOfUses > 0) {
obj->_numberOfUses = numberOfUses;
} else {
if (!obj->_failureMessage.empty()) {
appendText(obj->_failureMessage.c_str());
}
if (obj->_returnToRandomScene) {
_world->move(obj, _world->getRandomScene());
} else {
_world->move(obj, _world->_storageScene);
}
obj->resetState(obj->_currentOwner, obj->_currentScene);
}
}
}
bool WageEngine::attackHit(Chr *attacker, Chr *victim, Obj *weapon, int targetIndex) {
bool receivedHitTextPrinted = false;
char buf[512];
if (targetIndex != -1) {
Obj *armor = victim->_armor[targetIndex];
if (armor != NULL) {
// TODO: Absorb some damage.
snprintf(buf, 512, "%s%s's %s weakens the impact of %s%s's %s.",
victim->getDefiniteArticle(true), victim->_name.c_str(),
victim->_armor[targetIndex]->_name.c_str(),
attacker->getDefiniteArticle(false), attacker->_name.c_str(),
weapon->_name.c_str());
appendText(buf);
decrementUses(armor);
} else {
snprintf(buf, 512, "A hit to the %s!", targets[targetIndex]);
appendText(buf);
}
playSound(attacker->_scoresHitSound);
appendText(attacker->_scoresHitComment.c_str());
playSound(victim->_receivesHitSound);
appendText(victim->_receivesHitComment.c_str());
receivedHitTextPrinted = true;
} else if (weapon->_type == Obj::MAGICAL_OBJECT) {
appendText(weapon->_useMessage.c_str());
appendText("The spell is effective!");
}
bool causesPhysicalDamage = true;
bool causesSpiritualDamage = false;
bool freezesOpponent = false;
bool usesDecremented = false;
if (weapon->_type == Obj::THROW_WEAPON) {
_world->move(weapon, victim->_currentScene);
} else if (weapon->_type == Obj::MAGICAL_OBJECT) {
int type = weapon->_attackType;
causesPhysicalDamage = (type == Obj::CAUSES_PHYSICAL_DAMAGE || type == Obj::CAUSES_PHYSICAL_AND_SPIRITUAL_DAMAGE);
causesSpiritualDamage = (type == Obj::CAUSES_SPIRITUAL_DAMAGE || type == Obj::CAUSES_PHYSICAL_AND_SPIRITUAL_DAMAGE);
freezesOpponent = (type == Obj::FREEZES_OPPONENT);
}
if (causesPhysicalDamage) {
victim->_context._userVariables[PHYS_HIT_CUR] -= weapon->_damage;
/* Do it here to get the right order of messages in case of death. */
decrementUses(weapon);
usesDecremented = true;
if (victim->_context._userVariables[PHYS_HIT_CUR] < 0) {
playSound(victim->_dyingSound);
appendText(victim->_dyingWords.c_str());
snprintf(buf, 512, "%s%s is dead!", victim->getDefiniteArticle(true), victim->_name.c_str());
appendText(buf);
attacker->_context._kills++;
attacker->_context._experience += victim->_context._userVariables[SPIR_HIT_CUR] + victim->_context._userVariables[PHYS_HIT_CUR];
if (!victim->_playerCharacter && !victim->_inventory.empty()) {
Scene *currentScene = victim->_currentScene;
for (int i = victim->_inventory.size() - 1; i >= 0; i--) {
_world->move(victim->_inventory[i], currentScene);
}
Common::String *s = getGroundItemsList(currentScene);
appendText(s->c_str());
delete s;
}
_world->move(victim, _world->_storageScene);
} else if (attacker->_playerCharacter && !receivedHitTextPrinted) {
double physicalPercent = (double)victim->_context._userVariables[SPIR_HIT_CUR] /
victim->_context._userVariables[SPIR_HIT_BAS];
snprintf(buf, 512, "%s%s's condition appears to be %s.",
victim->getDefiniteArticle(true), victim->_name.c_str(),
getPercentMessage(physicalPercent));
appendText(buf);
}
}
if (causesSpiritualDamage) {
/* TODO */
warning("TODO: Spiritual damage");
}
if (freezesOpponent) {
victim->_context._frozen = true;
}
return usesDecremented;
}
void WageEngine::performMagic(Chr *attacker, Chr *victim, Obj *magicalObject) {
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) {
char buf[512];
if (!chr->_playerCharacter) {
snprintf(buf, 512, "%s%s %ss %s%s.",
chr->getDefiniteArticle(true), chr->_name.c_str(),
magicalObject->_operativeVerb.c_str(),
getIndefiniteArticle(magicalObject->_name), magicalObject->_name.c_str());
appendText(buf);
}
uint chance = _rnd->getRandomNumber(255);
if (chance < magicalObject->_accuracy) {
int type = magicalObject->_attackType;
if (type == Obj::HEALS_PHYSICAL_DAMAGE || type == Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE)
chr->_context._statVariables[PHYS_HIT_CUR] += magicalObject->_damage;
if (type == Obj::HEALS_SPIRITUAL_DAMAGE || type == Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE)
chr->_context._statVariables[SPIR_HIT_CUR] += magicalObject->_damage;
playSound(magicalObject->_sound);
appendText(magicalObject->_useMessage.c_str());
// TODO: what if enemy heals himself?
if (chr->_playerCharacter) {
double physicalPercent = (double)chr->_context._statVariables[PHYS_HIT_CUR] / chr->_context._statVariables[PHYS_HIT_BAS];
double spiritualPercent = (double)chr->_context._statVariables[SPIR_HIT_CUR] / chr->_context._statVariables[SPIR_HIT_BAS];
snprintf(buf, 256, "Your physical condition is %s.", getPercentMessage(physicalPercent));
appendText(buf);
snprintf(buf, 256, "Your spiritual condition is %s.", getPercentMessage(spiritualPercent));
appendText(buf);
}
}
decrementUses(magicalObject);
}
static const int directionsX[] = { 0, 0, 1, -1 };
static const int directionsY[] = { -1, 1, 0, 0 };
static const char *const directionsS[] = { "north", "south", "east", "west" };
void WageEngine::performMove(Chr *chr, int validMoves) {
// count how many valid moves we have
int numValidMoves = 0;
for (int i = 0; i < 4; i++)
if ((validMoves & (1 << i)) != 0)
numValidMoves++;
// Now pick random dir
int dirNum = _rnd->getRandomNumber(numValidMoves - 1);
int dir = 0;
// And get it
for (int i = 0; i < 4; i++)
if ((validMoves & (1 << i)) != 0) {
if (dirNum == 0) {
dir = i;
break;
}
dirNum--;
}
char buf[256];
snprintf(buf, 256, "%s%s runs %s.", chr->getDefiniteArticle(true), chr->_name.c_str(), directionsS[dir]);
appendText(buf);
_running = chr;
Scene *currentScene = chr->_currentScene;
int destX = currentScene->_worldX + directionsX[dir];
int destY = currentScene->_worldY + directionsY[dir];
_world->move(chr, _world->getSceneAt(destX, destY));
}
void WageEngine::performOffer(Chr *attacker, Chr *victim) {
/* 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);
_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);
_world->move(obj, npc);
}
int WageEngine::getValidMoveDirections(Chr *npc) {
int directions = 0;
Scene *currentScene = npc->_currentScene;
for (int dir = 0; dir < 4; dir++) {
if (!currentScene->_blocked[dir]) {
int destX = currentScene->_worldX + directionsX[dir];
int destY = currentScene->_worldY + directionsY[dir];
Scene *scene = _world->getSceneAt(destX, destY);
if (scene != NULL && scene->_chrs.empty()) {
directions |= (1 << dir);
}
}
}
return directions;
}
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;
}
}
void WageEngine::takeObj(Obj *obj) {
if (_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());
}
}
bool WageEngine::handleMoveCommand(Directions dir, const char *dirName) {
Scene *playerScene = _world->_player->_currentScene;
const char *msg = playerScene->_messages[dir].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 (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.empty()) {
Common::String *res = new Common::String("On the ground you see ");
appendObjNames(*res, objs);
return res;
}
return NULL;
}
void WageEngine::appendObjNames(Common::String &str, const 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.empty()) {
appendText("Your pack is empty.");
} else {
Common::String res("Your pack contains ");
appendObjNames(res, objs);
appendText(res.c_str());
}
return true;
}
static const char *const 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);
appendText(buf);
}
}
printPlayerCondition(player);
_commandWasQuick = true;
return true;
}
bool WageEngine::handleRestCommand() {
if (getMonster() != NULL) {
appendText("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("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());
appendText(buf);
_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("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("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) {
Chr *player = _world->_player;
Chr *enemy = getMonster();
if (enemy != NULL) {
Common::String t(target);
t.toLowercase();
for (ObjArray::const_iterator it = player->_inventory.begin(); it != player->_inventory.end(); ++it) {
Common::String n((*it)->_name);
n.toLowercase();
if (t.contains(n)) {
if ((*it)->_value < enemy->_rejectsOffers) {
appendText("Your offer is rejected.");
} else {
appendText("Your offer is accepted.");
appendText(enemy->_acceptsOfferComment.c_str());
_world->move(*it, enemy);
_world->move(enemy, _world->_storageScene);
}
return true;
}
}
}
return false;
}
bool WageEngine::tryAttack(const Obj *weapon, const Common::String &input) {
Common::String w(weapon->_name);
w.toLowercase();
Common::String i(input);
i.toLowercase();
Common::String v(weapon->_operativeVerb);
v.toLowercase();
return i.contains(w) && i.contains(v);
}
bool WageEngine::handleAttack(Obj *weapon) {
Chr *player = _world->_player;
Chr *enemy = getMonster();
if (weapon->_type == Obj::MAGICAL_OBJECT) {
switch (weapon->_attackType) {
case Obj::HEALS_PHYSICAL_AND_SPIRITUAL_DAMAGE:
case Obj::HEALS_PHYSICAL_DAMAGE:
case Obj::HEALS_SPIRITUAL_DAMAGE:
performMagic(player, enemy, weapon);
return true;
}
}
if (enemy != NULL)
performAttack(player, enemy, weapon);
else if (weapon->_type == Obj::MAGICAL_OBJECT)
appendText("There is nobody to cast a spell at.");
else
appendText("There is no one to fight.");
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