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authorEugene Sandulenko2016-01-22 17:18:49 +0100
committerEugene Sandulenko2016-02-14 17:12:52 +0100
commit47b3f404b89e23918a3afd688c7865dc12e8f521 (patch)
tree223f1cb919b2c8b15e33e45838a00a5298311ff3 /engines/wage/combat.cpp
parentf43a36edb55f52aa81c5a4120807e293a77017d3 (diff)
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WAGE: Moved all interaction-related methods from script.cpp to combat.cpp
Diffstat (limited to 'engines/wage/combat.cpp')
-rw-r--r--engines/wage/combat.cpp385
1 files changed, 384 insertions, 1 deletions
diff --git a/engines/wage/combat.cpp b/engines/wage/combat.cpp
index b057b7e2ad..4bd62b81fc 100644
--- a/engines/wage/combat.cpp
+++ b/engines/wage/combat.cpp
@@ -77,7 +77,7 @@ void WageEngine::encounter(Chr *player, Chr *chr) {
appendText(buf);
if (!chr->_initialComment.empty())
- appendText(chr->_initialComment);
+ 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(),
@@ -303,4 +303,387 @@ void WageEngine::regen() {
}
}
+void WageEngine::takeObj(Obj *obj) {
+ if ((int)_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());
+ }
+}
+
+static const int directionsX[] = { 0, 0, 1, -1 };
+static const int directionsY[] = { -1, 1, 0, 0 };
+
+bool WageEngine::handleMoveCommand(Directions dir, const char *dirName) {
+ Scene *playerScene = _world->_player->_currentScene;
+ const char *msg = playerScene->_messages[dir].c_str();
+
+ warning("Dir: %s msg: %s", dirName, msg);
+
+ 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.size()) {
+ Common::String *res = new Common::String("On the ground you see ");
+ appendObjNames(*res, objs);
+ return res;
+ }
+ return NULL;
+}
+
+void WageEngine::appendObjNames(Common::String &str, 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.size()) {
+ appendText((char *)"Your pack is empty.");
+ } else {
+ Common::String res("Your pack contains ");
+ appendObjNames(res, objs);
+ appendText(res.c_str());
+ }
+
+ return true;
+}
+
+static const char *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);
+ }
+ }
+
+ printPlayerCondition(player);
+
+ _commandWasQuick = true;
+
+ return true;
+}
+
+bool WageEngine::handleRestCommand() {
+ if (getMonster() != NULL) {
+ appendText((char *)"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((char *)"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());
+ _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((char *)"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((char *)"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) {
+ warning("STUB: handleOfferCommand");
+
+ return false;
+}
+
+bool WageEngine::tryAttack(Obj *weapon, Common::String &input) {
+ warning("STUB: tryAttack");
+
+ return false;
+}
+
+bool WageEngine::handleAttack(Obj *weapon) {
+ warning("STUB: handleAttack");
+
+ 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