/* 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