From 47b3f404b89e23918a3afd688c7865dc12e8f521 Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Fri, 22 Jan 2016 17:18:49 +0100 Subject: WAGE: Moved all interaction-related methods from script.cpp to combat.cpp --- engines/wage/combat.cpp | 385 +++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 384 insertions(+), 1 deletion(-) (limited to 'engines/wage/combat.cpp') 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 -- cgit v1.2.3