mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 04:28:37 +00:00
495 lines
13 KiB
C++
495 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* MIT License:
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*
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* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#include "wage/wage.h"
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#include "wage/entities.h"
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#include "wage/design.h"
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#include "wage/gui.h"
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#include "wage/script.h"
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#include "wage/world.h"
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#include "common/memstream.h"
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#include "graphics/managed_surface.h"
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#include "graphics/macgui/macfontmanager.h"
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namespace Wage {
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void Designed::setDesignBounds(Common::Rect *bounds) {
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_designBounds = bounds;
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_design->setBounds(bounds);
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}
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Designed::~Designed() {
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delete _design;
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delete _designBounds;
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}
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Context::Context() {
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_visits = 0;
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_kills = 0;
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_experience = 0;
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_frozen = false;
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for (int i = 0; i < 26 * 9; i++)
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_userVariables[i] = 0;
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for (int i = 0; i < 18; i++)
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_statVariables[i] = 0;
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}
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Scene::Scene() {
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_resourceId = 0;
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_script = NULL;
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_design = NULL;
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_textBounds = NULL;
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_font = NULL;
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for (int i = 0; i < 4; i++)
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_blocked[i] = false;
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_soundFrequency = 0;
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_soundType = 0;
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_worldX = 0;
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_worldY = 0;
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_visited = false;
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}
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Scene::Scene(Common::String name, Common::SeekableReadStream *data) {
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debug(9, "Creating scene: %s", name.c_str());
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_name = name;
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_classType = SCENE;
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_design = new Design(data);
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_resourceId = 0;
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_script = NULL;
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_textBounds = NULL;
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_font = NULL;
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setDesignBounds(readRect(data));
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_worldY = data->readSint16BE();
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_worldX = data->readSint16BE();
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_blocked[NORTH] = (data->readByte() != 0);
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_blocked[SOUTH] = (data->readByte() != 0);
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_blocked[EAST] = (data->readByte() != 0);
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_blocked[WEST] = (data->readByte() != 0);
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_soundFrequency = data->readSint16BE();
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_soundType = data->readByte();
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data->readByte(); // unknown
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_messages[NORTH] = data->readPascalString();
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_messages[SOUTH] = data->readPascalString();
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_messages[EAST] = data->readPascalString();
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_messages[WEST] = data->readPascalString();
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_soundName = data->readPascalString();
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_visited = false;
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delete data;
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}
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Scene::~Scene() {
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delete _script;
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delete _textBounds;
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delete _font;
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}
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void Scene::paint(Graphics::ManagedSurface *surface, int x, int y) {
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Common::Rect r(x, y, surface->w + x, surface->h + y);
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surface->fillRect(r, kColorWhite);
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_design->paint(surface, *((WageEngine *)g_engine)->_world->_patterns, x, y);
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for (ObjList::const_iterator it = _objs.begin(); it != _objs.end(); ++it) {
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debug(2, "painting Obj: %s, index: %d, type: %d", (*it)->_name.c_str(), (*it)->_index, (*it)->_type);
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(*it)->_design->paint(surface, *((WageEngine *)g_engine)->_world->_patterns, x, y);
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}
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for (ChrList::const_iterator it = _chrs.begin(); it != _chrs.end(); ++it) {
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debug(2, "painting Chr: %s", (*it)->_name.c_str());
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(*it)->_design->paint(surface, *((WageEngine *)g_engine)->_world->_patterns, x, y);
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}
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}
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Designed *Scene::lookUpEntity(int x, int y) {
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for (ObjList::const_iterator it = _objs.end(); it != _objs.begin(); ) {
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it--;
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if ((*it)->_design->isPointOpaque(x, y))
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return *it;
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}
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for (ChrList::const_iterator it = _chrs.end(); it != _chrs.begin(); ) {
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it--;
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if ((*it)->_design->isPointOpaque(x, y))
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return *it;
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}
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return nullptr;
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}
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Obj::Obj() : _currentOwner(NULL), _currentScene(NULL) {
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_index = 0;
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_resourceId = 0;
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_namePlural = false;
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_value = 0;
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_attackType = 0;
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_numberOfUses = 0;
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_returnToRandomScene = false;
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_type = 0;
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_accuracy = 0;
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_damage = 0;
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}
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Obj::Obj(Common::String name, Common::SeekableReadStream *data, int resourceId) {
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_resourceId = resourceId;
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_name = name;
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_classType = OBJ;
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_currentOwner = NULL;
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_currentScene = NULL;
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_index = 0;
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_design = new Design(data);
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setDesignBounds(readRect(data));
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int16 namePlural = data->readSint16BE();
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if (namePlural == 256)
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_namePlural = true; // TODO: other flags?
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else if (namePlural == 0)
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_namePlural = false;
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else
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error("Obj <%s> had weird namePlural set (%d)", name.c_str(), namePlural);
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if (data->readSint16BE() != 0)
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error("Obj <%s> had short set", name.c_str());
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if (data->readByte() != 0)
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error("Obj <%s> had byte set", name.c_str());
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_accuracy = data->readByte();
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_value = data->readByte();
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_type = data->readSByte();
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_damage = data->readByte();
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_attackType = data->readSByte();
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_numberOfUses = data->readSint16BE();
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int16 returnTo = data->readSint16BE();
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if (returnTo == 256) // TODO any other possibilities?
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_returnToRandomScene = true;
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else if (returnTo == 0)
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_returnToRandomScene = false;
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else
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error("Obj <%s> had weird returnTo set", name.c_str());
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_sceneOrOwner = data->readPascalString();
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_clickMessage = data->readPascalString();
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_operativeVerb = data->readPascalString();
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_failureMessage = data->readPascalString();
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_useMessage = data->readPascalString();
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_sound = data->readPascalString();
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delete data;
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}
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Obj::~Obj() {
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}
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Chr *Obj::removeFromChr() {
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if (_currentOwner != NULL) {
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for (int i = (int)_currentOwner->_inventory.size() - 1; i >= 0; i--)
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if (_currentOwner->_inventory[i] == this)
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_currentOwner->_inventory.remove_at(i);
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for (int i = 0; i < Chr::NUMBER_OF_ARMOR_TYPES; i++) {
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if (_currentOwner->_armor[i] == this) {
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_currentOwner->_armor[i] = NULL;
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}
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}
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}
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return _currentOwner;
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}
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Designed *Obj::removeFromCharOrScene() {
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Designed *from = removeFromChr();
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if (_currentScene != NULL) {
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_currentScene->_objs.remove(this);
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from = _currentScene;
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}
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return from;
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}
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void Obj::resetState(Chr *owner, Scene *scene) {
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warning("STUB: Obj::resetState()");
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}
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Chr::Chr(Common::String name, Common::SeekableReadStream *data) {
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_name = name;
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_classType = CHR;
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_design = new Design(data);
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_index = 0;
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_resourceId = 0;
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_currentScene = NULL;
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setDesignBounds(readRect(data));
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_physicalStrength = data->readByte();
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_physicalHp = data->readByte();
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_naturalArmor = data->readByte();
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_physicalAccuracy = data->readByte();
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_spiritualStength = data->readByte();
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_spiritialHp = data->readByte();
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_resistanceToMagic = data->readByte();
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_spiritualAccuracy = data->readByte();
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_runningSpeed = data->readByte();
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_rejectsOffers = data->readByte();
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_followsOpponent = data->readByte();
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data->readSByte(); // TODO: ???
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data->readSint32BE(); // TODO: ???
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_weaponDamage1 = data->readByte();
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_weaponDamage2 = data->readByte();
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data->readSByte(); // TODO: ???
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if (data->readSByte() == 1)
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_playerCharacter = true;
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else
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_playerCharacter = false;
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_maximumCarriedObjects = data->readByte();
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_returnTo = data->readSByte();
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_winningWeapons = data->readByte();
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_winningMagic = data->readByte();
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_winningRun = data->readByte();
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_winningOffer = data->readByte();
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_losingWeapons = data->readByte();
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_losingMagic = data->readByte();
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_losingRun = data->readByte();
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_losingOffer = data->readByte();
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_gender = data->readSByte();
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if (data->readSByte() == 1)
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_nameProperNoun = true;
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else
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_nameProperNoun = false;
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_initialScene = data->readPascalString();
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_nativeWeapon1 = data->readPascalString();
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_operativeVerb1 = data->readPascalString();
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_nativeWeapon2 = data->readPascalString();
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_operativeVerb2 = data->readPascalString();
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_initialComment = data->readPascalString();
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_scoresHitComment = data->readPascalString();
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_receivesHitComment = data->readPascalString();
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_makesOfferComment = data->readPascalString();
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_rejectsOfferComment = data->readPascalString();
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_acceptsOfferComment = data->readPascalString();
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_dyingWords = data->readPascalString();
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_initialSound = data->readPascalString();
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_scoresHitSound = data->readPascalString();
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_receivesHitSound = data->readPascalString();
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_dyingSound = data->readPascalString();
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_weaponSound1 = data->readPascalString();
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_weaponSound2 = data->readPascalString();
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for (int i = 0; i < NUMBER_OF_ARMOR_TYPES; i++)
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_armor[i] = NULL;
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_weapon1 = NULL;
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_weapon2 = NULL;
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// Create native weapons
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if (!_nativeWeapon1.empty() && !_operativeVerb1.empty()) {
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_weapon1 = new Obj;
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_weapon1->_name = _nativeWeapon1;
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_weapon1->_operativeVerb = _operativeVerb1;
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_weapon1->_type = Obj::REGULAR_WEAPON;
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_weapon1->_accuracy = 0;
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_weapon1->_damage = _weaponDamage1;
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_weapon1->_sound = _weaponSound1;
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}
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if (!_nativeWeapon2.empty() && !_operativeVerb2.empty()) {
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_weapon2 = new Obj;
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_weapon2->_name = _nativeWeapon2;
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_weapon2->_operativeVerb = _operativeVerb2;
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_weapon2->_type = Obj::REGULAR_WEAPON;
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_weapon2->_accuracy = 0;
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_weapon2->_damage = _weaponDamage2;
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_weapon2->_sound = _weaponSound2;
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}
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delete data;
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}
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Chr::~Chr() {
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delete _weapon1;
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delete _weapon2;
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}
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void Chr::resetState() {
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_context._statVariables[PHYS_STR_BAS] = _context._statVariables[PHYS_STR_CUR] = _physicalStrength;
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_context._statVariables[PHYS_HIT_BAS] = _context._statVariables[PHYS_HIT_CUR] = _physicalHp;
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_context._statVariables[PHYS_ARM_BAS] = _context._statVariables[PHYS_ARM_CUR] = _naturalArmor;
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_context._statVariables[PHYS_ACC_BAS] = _context._statVariables[PHYS_ACC_CUR] = _physicalAccuracy;
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_context._statVariables[SPIR_STR_BAS] = _context._statVariables[SPIR_STR_CUR] = _spiritualStength;
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_context._statVariables[SPIR_HIT_BAS] = _context._statVariables[SPIR_HIT_CUR] = _spiritialHp;
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_context._statVariables[SPIR_ARM_BAS] = _context._statVariables[SPIR_ARM_CUR] = _naturalArmor;
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_context._statVariables[SPIR_ACC_BAS] = _context._statVariables[SPIR_ACC_CUR] = _physicalAccuracy;
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_context._statVariables[PHYS_SPE_BAS] = _context._statVariables[PHYS_SPE_CUR] = _runningSpeed;
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}
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ObjArray *Chr::getWeapons(bool includeMagic) {
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ObjArray *list = new ObjArray;
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if (_weapon1)
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list->push_back(_weapon1);
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if (_weapon2)
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list->push_back(_weapon2);
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for (uint i = 0; i < _inventory.size(); i++)
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switch (_inventory[i]->_type) {
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case Obj::REGULAR_WEAPON:
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case Obj::THROW_WEAPON:
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list->push_back(_inventory[i]);
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break;
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case Obj::MAGICAL_OBJECT:
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if (includeMagic)
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list->push_back(_inventory[i]);
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break;
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default:
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break;
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}
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return list;
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}
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ObjArray *Chr::getMagicalObjects() {
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ObjArray *list = new ObjArray;
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for (uint i = 0; i < _inventory.size(); i++)
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if (_inventory[i]->_type == Obj::MAGICAL_OBJECT)
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list->push_back(_inventory[i]);
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return list;
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}
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void Chr::wearObjs() {
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for (uint i = 0; i < _inventory.size(); i++)
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wearObjIfPossible(_inventory[i]);
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}
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int Chr::wearObjIfPossible(Obj *obj) {
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switch (obj->_type) {
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case Obj::HELMET:
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if (_armor[HEAD_ARMOR] == NULL) {
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_armor[HEAD_ARMOR] = obj;
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return Chr::HEAD_ARMOR;
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}
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break;
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case Obj::CHEST_ARMOR:
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if (_armor[BODY_ARMOR] == NULL) {
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_armor[BODY_ARMOR] = obj;
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return Chr::BODY_ARMOR;
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}
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break;
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case Obj::SHIELD:
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if (_armor[SHIELD_ARMOR] == NULL) {
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_armor[SHIELD_ARMOR] = obj;
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return Chr::SHIELD_ARMOR;
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}
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break;
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case Obj::SPIRITUAL_ARMOR:
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if (_armor[MAGIC_ARMOR] == NULL) {
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_armor[MAGIC_ARMOR] = obj;
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return Chr::MAGIC_ARMOR;
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}
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break;
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default:
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return -1;
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}
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return -1;
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}
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const char *Chr::getDefiniteArticle(bool capitalize) {
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if (!_nameProperNoun)
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return capitalize ? "The " : "the ";
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return "";
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}
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bool Chr::isWearing(Obj *obj) {
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for (int i = 0; i < NUMBER_OF_ARMOR_TYPES; i++)
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if (_armor[i] == obj)
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return true;
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return false;
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}
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} // End of namespace Wage
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