/* 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 "common/memstream.h" namespace Wage { void Designed::setDesignBounds(Common::Rect *bounds) { _designBounds = new Common::Rect(*bounds); _design->setBounds(bounds); } Scene::Scene(String name, Common::SeekableReadStream *data) { _name = name; _classType = SCENE; _design = new Design(data); setDesignBounds(readRect(data)); _worldY = data->readSint16BE(); _worldX = data->readSint16BE(); _blocked[Scene::NORTH] = (data->readByte() != 0); _blocked[Scene::SOUTH] = (data->readByte() != 0); _blocked[Scene::EAST] = (data->readByte() != 0); _blocked[Scene::WEST] = (data->readByte() != 0); _soundFrequency = data->readSint16BE(); _soundType = data->readByte(); data->readByte(); // unknown _messages[Scene::NORTH] = readPascalString(data); _messages[Scene::SOUTH] = readPascalString(data); _messages[Scene::EAST] = readPascalString(data); _messages[Scene::WEST] = readPascalString(data); _soundName = readPascalString(data); } Obj::Obj(String name, Common::SeekableReadStream *data) : _currentOwner(NULL), _currentScene(NULL) { _name = name; _classType = OBJ; _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 = readPascalString(data); _clickMessage = readPascalString(data); _operativeVerb = readPascalString(data); _failureMessage = readPascalString(data); _useMessage = readPascalString(data); _sound = readPascalString(data); } Chr *Obj::removeFromChr() { if (_currentOwner != NULL) { for (int i = _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; } Chr::Chr(String name, Common::SeekableReadStream *data) { _name = name; _classType = CHR; _design = new Design(data); 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; _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; _initialScene = readPascalString(data); _nativeWeapon1 = readPascalString(data); _operativeVerb1 = readPascalString(data); _nativeWeapon2 = readPascalString(data); _operativeVerb2 = readPascalString(data); _initialComment = readPascalString(data); _scoresHitComment = readPascalString(data); _receivesHitComment = readPascalString(data); _makesOfferComment = readPascalString(data); _rejectsOfferComment = readPascalString(data); _acceptsOfferComment = readPascalString(data); _dyingWords = readPascalString(data); _initialSound = readPascalString(data); _scoresHitSound = readPascalString(data); _receivesHitSound = readPascalString(data); _dyingSound = readPascalString(data); _weaponSound1 = readPascalString(data); _weaponSound2 = readPascalString(data); for (int i = 0; i < NUMBER_OF_ARMOR_TYPES; i++) _armor[i] = NULL; } WeaponArray *Chr::getWeapons() { WeaponArray *list = new WeaponArray; warning("STUB: getWeapons"); return list; } void Chr::wearObjs() { for (int 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; } } // End of namespace Wage